http://dbd.game/killswitch
Can someone explain the reasoning behind the new abandon scenario?
Everytime someone suggested killers being able to abandon, it typically gets shot down since they still have a chance to make a comeback. How is this any different?
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Grab your sleds people, here's the slippery slope we all saw coming
On a serious note, this really shouldn't be a thing
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I sort of understand the ability for survivors to leave once they’re in an unwinnable position, but I’ll never understand why they don’t allow killer the same thing. Just about every match I have at least 1 survivor if not every survivor left alive who will wait the entire EGC just to BM at the exit gate. No need for it. If survivors get to leave to avoid mori’s I should get to leave to avoid the BM at the gate. Once an exit gate is opened killer could get the same option survivors do, if I want to stay and play I can, if I’m just getting bullied and BM’d let me move on.
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can’t edit on this amazing website: with the new scenario I could see why they want to implement it for the annoying slugging bleed out killers, but I don’t think that really happens all that much especially with the slugging changes. I mainly see it being used by wannabe sabo bully squads who got beat and want to go next to try and find a weaker killer to bully.
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If anything, I could see them reverting the abandon if everyone is slugged thing since now everyone has tenacity and unbreakable basekit. The game isn't over until its over. This just seems really random. Curious if itll count plot twist and conviction as going down and recovering.
Post edited by LordGlint on-3 -
Probably. Probably should if they keep it. And if it somehow does count plot twist and conviction that'll be a new low bar for us.
It just kinda irks us how the devs just solved like 85% if the go next epidemic only to give another basically free avenue for it.
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I honestly think if the gate is opened and if by like few seconds survivors dont escape and are not in chase you should be able to abandon as a killer.
Whats the point of tbagging and just waiting at gates
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they should reduce the 10minute afk abandon to 5 minutes. but killer doesnt really need one as the EGC ends the game and the killer can always force survivors out.
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As a tip, you can edit if you switch your browser to desktop mode.
It still a pain cause your autocorrect seemd to keep butchering your inputs and you have to keep screwing around to edit it, but hopefully this helps a little.
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THANK YOU!!! I've been struggling with that for awhile. I'll catch that autocorrect butchered something 2 seconds after posting.
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Yeah it makes no sense. It would be like allowing the killer to abandon if the gens were getting completed too fast. Oh two gens popped within 30 seconds of each other? Abandon. lol
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Yeah this makes no sense. They have reason to stay in the match now the game isnt over. Infact they are occupying the killers time by keeping them on them with their ability to get up now.
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The note doesnt mention any kind of time restraint or anything, so... 2 teammates getting you up ASAP with a full loadout of healing perks and and cracked medkits would be treated the same as you waiting 90 seconds for the new basekit unbreakable. Thats weird.
Besides that, does popping conviction and plot twist satisfy the requirements? That would just be nuts for a killer to lose track of you for "slugging" you for 6 seconds, then have a person abandon after getting downed on their 2nd chase of the game. I wish I had the PTB so I could test these things.
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Everytime someone suggested killers being able to abandon, it typically gets shot down since they still have a chance to make a comeback.It's not quite that.
It is easy to draw a simple, easy for computer code to determine line where the survivors have virtually no chance of a comeback that simultaneously is not easy for a toxic killer to circumvent.
It is very hard to draw a line where the killer has virtually no chance of a comeback that would not simultaneously be very easy for toxic survivors to circumvent.
But on this issue, yes, I don't know why we're getting it.
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With the new anti-slug thing though... is there even a period where survivors have no chance of a comeback anymore BESIDES during the sacrifice animation?
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And Mori only takes a couple of seconds, yet survivors can tap out — and I fully support it because I personally dislike several Moris (Clown, Trickster, GF), so I appreciate the option not to watch them or having to alt+tab. When Survivors stand at the exit during EGC, they want Killer to come and force them out — because they will be able to t-bag them and mock them one last time without any risk to themselves. Not all Killers want to show up only to get BMed. Giving them an opportunity to abandon game and not deal with all this is logical.
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so this is fine but the killer abandoning during egc is too unfair????
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It’s probably because killers might purposely slug survivors that are on death hook, because they are afraid of the tunneling penalties.
Which means a survivor, that might have normally just gotten removed from the game, is now just getting repeatedly slugged because the killer doesn’t want massive penalties.
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It’s probably because killers might purposely slug survivors that are on death hook, because they are afraid of the tunneling penalties.
Which means a survivor, that might have normally just gotten removed from the game, is now just getting repeatedly slugged because the killer doesn’t want massive penalties.
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survivors get bled out helplessly on the ground…
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Anf they can Abandon which is good, the game needed that feature. Am I arguing against it?
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typically i only see this brought up when asking for killers to be able to abandon after the gate is opened (which is a very easy to toggle state within the games code) with people going the "you can still win route" because in theory the killer can still secure kills in end game. to be clear i dont side with adding an abandon feature for that, id prefer speeding up endgame timer based on how many survivors are standing in the gates to cuck tbagging weirdos.
this is my same issue with this change. its not being downed multiple times in a few minutes, or before moving a certain distance, or without doing a conspicuous action, this just kicks in if you go down and up twice with no other thought put into it. its literally a "you get to quit because youre not having fun" button like how survivors will dc any ptb match they dont find immediately cozy and funny. its a horrible standard to set and people should play the game they queue up for. if they wanted this to counter killers standing over you and downing you, raise it above 2 or make it only proc if these downs occur twice without any conspicuous actions occuring. the abandon feature is supposed to value players times, forcing the killer to play with bots because of sabo and slug squads is disrespectful of theirs.
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I can see the logic if you consider a survivor getting downed again and again by a killer who decided this is all they'll do.
I don't know if this ever happened… but that is the logic I can see.
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Toxic players do do it for memes, but again even in these cases.you can add extra conditions to try and not give players a free "i want out" button. We literally have conspicious actions for this type of thing, cant do one before youre downed again? Something might be wrong or youre actively throwing, abandon would be best here. Getting picked up twice in one match is way too feasible in normal play still
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I've always been in favor of allowing killers to abandon in scenarios but be careful you can get perma banned for talking about it.
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Considering you are forced to ignore or slug a recently unhooked survivor that's repairing a gen in your face, this abandon scenario is just a slap in the face.
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Killers want to abandon if the last gen pops. Bhvr: Absolutely not
Survivors gets to abandon if there slugged twice.
Bhvr: Absolutely
There's some serious bias with these Abandon Scenario and devs aren't being subtle
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I agree but when do you want it ? after all gens are done is anticlimactic, usually you can still get 1 kill or more at this point, right now survivor can only abandon when it's over
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With the new anti-slug, are we still saying its over? If everyone is going to have basekit unbreakable now, being left on the ground is an opening for a comeback.
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If only 2 survivors are alive and slugged/hooked it's over, abandon is still useful I guess
the thing you quoted is because some killers are "camping" someone on the ground and repeatedly hit them when they get up, think about it you can never prevent killer from playing the game in dbd
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Yeah i found this ridiculous when i read it too. They're validating survivor frustrations far too much honestly. Gives them anti-slugging but in case that isn't enough they'll let them dc as well.
Its hard to put into words how ridiculous bhvr is being atm0 -
And then that survivor crawls away and gets up... I dont really see it a normal thing for a killer who was hooking originally to camp a slug for 4 minutes in an attempt to avoid tunneling penalties. 4 minutes of no pressure is WAY worse than a 25% buff and locked gens.
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It’s more likely that some killers will just get so frustrated at the situation, that they’ll slug the survivor, and just go somewhere else to find a different target.
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How is that a bad thing? They all have basekit unbreakable now. If the killer isn't around anymore, you just get back up.
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typically i only see this brought up when asking for killers to be able to abandon after the gate is opened (which is a very easy to toggle state within the games code)Sure, but that's why I said there are three conditions.
Easy to code: Check
Virtually no chance of a comeback: No, killers securing kills after the gates are opened is not at all unusual
Not easy to circumvent: No check, they can just not open the gate
Let's look at another possibility, all survivors standing at the exit line:
Easy to code: Check
Virtually no chance of a comeback: Check
Not to easy to circumvent: No check, toxic survivors could just move slightly past the line and tbag there.
to be clear i dont side with adding an abandon feature for thatTo be clear, I'd expand the abandon options on both sides. But I don't think the scenario people lay out for killers is anywhere close to one that can be drawn for survivors.
is there even a period where survivors have no chance of a comeback anymore BESIDES during the sacrifice animation?It narrows the examples, but we're talking virtually no chance, not no chance.
If one survivor is dead and three are slugged, maybe one can get back up before the killer picks them all, and maybe they can reset, and maybe there is enough gen progress that you can finish the gens and open the gates.
It's extremely unlikely (which is a step up from virtually impossible). It's definitely more possible if the changes go live than it was before so we'll see if they reevaluate their stance on when the abandon option should come into play.
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I feel like an important thing to remember is the basekit tenacity. If you go around slugging everyone... your likely to lose track of where they crawled to once its time to go back to hook them. In your example, by the time the 3rd person gets downed, the other 2 have alot of recovery progress while also in completely different locations than where they got downed at.
The first match here shows that pretty well. Even though he got a 4 man down in a single chainsaw sprint in the first match, they still had enough time to get up and start unhooking. The survivors still dropped the ball in the end... but there was a chance.
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Not often but does happen. There's a subset of killers that just go into a match looking to grief survivors. Kind of like the survivors that go in just wanting to grief killer with unhook builds or when they would do the side by side locker blinds. I've had the killer stand over my body beginning/mid match and if anyone picked me up they would immediately knock me down. Most annoying time was when I was playing solo, after I managed to pick up/unhook my team that had all gone down (no idea how because I was across the map). We reset but then the killer decided to farm with them and just keep knocking me down until I finally held the run button to stop them from being able to heal me and stop the bleed out timer.
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This is cherry on top of this patch Idk why is this needed because in current game abandon when every survivor is sluged makes sense because they cant play against it with no antislug perks but in this patch there is new option to get up without perks first after 90 seconds and then its 32 when the recover bar is full which fixes this issue but this abandon is the same as when killer gets flashlight or palett saved and drops survivor two times he can fight it but its like same scenario it makes no sense but its not only thing that causes brain damage after reading it in these patch notes.
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you're asking why killer cant abandon and i responded
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abandon option doesn’t mean you have to take it… just make the option appear when the gate is opened. If a killer still has a chance, they can continue chasing and trying to secure kills. If all of the survivors are waiting to BM at the exit gate/hopping in and out of a safe locker or over a pallet right next to the gate, the killer can bounce.
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Sure, but that isn't how BHVR has had the abandon option. We could give the survivors the abandon option the moment a single survivor dies, however it doesn't mean they have to use it.
The argument has been that because the survivors have an abandon option, killers should have an abandon option in an equivalent scenario, however there is no equivalent scenario.
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Even with the ability to pick yourself up, getting slugged over and over isn't fun, lying there, waiting for the recovery meter to fill, get up, get slugged again, recover…rinse and repeat.
Yes, I've had matches like that, so I'd appreciate being able to abandon.
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To be fair, it could probably be easily circumvented: Once the exit gates are powered, give each survivor a buildup meter. Have actions like standing in/around the exit gates build up the meter (at different rates depending on factors like distance and whether it is open, of course) and have the meter be affected by other actions like 99%ed exit gates also slowly build the meter as well. Once it procs, some combination of gate blocking/exposed/hindered/Killer Instinct/whatever debuff(s) would essentially secure they get punished for letting it build up for its full duration. How much/little visibility is provided to the survivor themselves could be adjusted in relation to how harsh the buildups are.
Tension gets added to survivors weighing staying for a save vs leaving, survivors who are actively seeking the exit or being chased to an open exit are unaffected, people who leave promptly are unaffected, only people who hang around and refuse their opportunity to leave get punished. All by creating a simple "scoring" system while adjusting and monitoring the growth rates for different methods of circumvention. And since it would be tracked specifically on a per survivor basis, it would be easy to have up to 4 instances running concurrently without having to worry about variables like which killer is present.
My only concern would be how badly a system like that could be fumbled.
That said, I think the best solution is for neither side to have the option after the anti slug changes get ironed out. For every "survivor whack a mole hostage" scenario, there will be plenty of ones where people will be able to use it to just go next if 2 slugs is really enough to trigger it. A better solution would just be to make that type of slugging reportable under hostage taking, especially since the server should theoretically have plenty of timestamp evidence to corroborate reports. The anti-slug and tunnel changes do a lot to the arguments for why it was so forgiving for survivors, so the arguments will need to be restructured around where they land.
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Missed this comment:
To be fair, it could probably be easily circumventedMy only concern would be how badly a system like that could be fumbled.That's what I mean by easy to code and why I set out a few conditions to meet (realistically there are probably more and I'm over simplifying). Coding player intent is very difficult.
I'd add on that not only could it be fumbled, but it would likely eat up more time in figuring out the numbers, implementing, testing, etc.
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