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Anticamp should punish interventions

Elan
Elan Member Posts: 1,716

Literally my teammates keep running to almost ready survivor to self-unhook to anticamp meter and force them second stage even died a few times. Entering range of anticamp should be more punishing for survivors to make decisions. I think that survivors need to adapt to it as they did to letting off gen due to pain res popularity. I personally would make it that each time surivor enters range, it will be paused for 7 more seconds.

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Comments

  • UnicornMedal
    UnicornMedal Member Posts: 1,909

    Or they could remove that caveat from anti-fc. Or even change it so the hook timer pauses when a Survivor is close ala Comraderie. If the Killer has been standing there long enough to fill the bar, why are we going to reward them further by punishing Survivor?

  • Balrog
    Balrog Mod, Co-ordinator Posts: 845

    I wonder if this is moreso a mechanic some Survivor players aren't aware of. Do you feel like it's intentional that players are hiding in the anti-camp area?

  • Elan
    Elan Member Posts: 1,716

    I defienetly think that HUD provides enough information. Tutorials might improve it.

  • Elan
    Elan Member Posts: 1,716

    If the survivor makes mistake to jump in before meter fills up, I don't think killer should be punished.

  • UnicornMedal
    UnicornMedal Member Posts: 1,909

    Punished for standing next to the hook and not engaging in gameplay? I think the feature being turned off in endgame is more than enough, in my opinion.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 265

    That just shows the intrinsic problem with this design and the perverse incentives that it creates. A survivor is supposed to hover nearby so they can actually get a save when the killer leaves the proxy camping range where they would be able to prevent an unhook or instantly slug and tunnel.

    But too close, and camping is rewarded because the timer stops.

    Too far, and the camping is also rewarded because they can't safely get the save or even necessarily keep an eye on the situation.

    Either way, at least two survivors are occupied by camping at 16m (or whatever the distance is now), with a guaranteed extra state or down from it. Which is especially trivial on certain maps/killers/situations, UNLESS survivors immediately abandon their teammate to hit second stage and ignore them entirely. The mechanics say to not EVEN TRY to look for a chance to unhook.

    This is on top of verticality making things extra #########, especially on maps like Midwich or RPD. You can be safely working on a gen two floors above the basement, and still preventing the camping meter.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,242

    Even so it just shows how bad it is of a mechanic, you're expecting randoms to always know not to hide in it.

    We really need something more accessible yet fair for both sides.

    Also there is the issue of if a survivor frees themselves they are just self unhooking into the killers arms, only buying a little more time if anything.

  • Emeal
    Emeal Member Posts: 6,857

    I think it has to do with how to deal with Camping. There is no strategy guides or it isnt explained in loading screens what you should do. So its easy for any Survivor to just run in without thinking about it.

    Also the game gives you full points even for unsafe unhooks, so if all you cared was bloodpoints, unhooking right next to the killer is always the most profitable strategy. Its not like you get more points for playing the game in a smart manner.

    You guys could easily give Survivors more points for making smarter choices, but for some reason there is a mismatch between the most profitable way to play and then smartest way that does not make your team-mates ragequit.

    Why would I as a Survivor, let face-camp-meter go up and they unhook themselves when I want bloodpoints or I have a quest to unhook (safely)??? May I remind you its impossible right now to unhook unsafely because of the unhook protections.

    A solution would be that: Triggering unhook protections = Unsafe Unhook.
    meaning you if you care about points you want to do it safely, you could even give team-mates points for healing a person they unhooked full up as well as points for leaving the hook for healing, if the Killer came near that hook again to try to tunnel.

    I beg of you Balrog, consider letting score events lead to good habits for Survivors.

  • random1543
    random1543 Member Posts: 587
    edited January 22

    One thing that could help Newer players or players that are not aware of the system is to have a HUD icon or color change to your Hud that tells you if you are in the range where the meter will go slower as well as something explaining the mechanic as others have said

    Imo if players had this information they would be less likely to sandbag like OP has happening.

  • Rogue11
    Rogue11 Member Posts: 2,111

    It should speed up every time a killer blinks/teleports/dashes back into range every 10 seconds waiting for a free slug & tunnel

  • XDgamer018
    XDgamer018 Member Posts: 815

    but certain maps require camping (ala azarovs resting place/yamaoka residence to name 2)

  • XDgamer018
    XDgamer018 Member Posts: 815
    edited January 22

    tbh this would just overbloat the UI more then it would help. What we need is better tutorials explaining all the basekit additions/hud changes throughout the years… I also think its high time for killer specific tutorials for both sides or maybe make all characters f2p in customs (licensed would be an issue but i digress) @random1543

  • Langweilig
    Langweilig Member Posts: 3,225
    edited January 22

    Most players don‘t know how the anti camp works and the game doesn’t explain it anywhere either

  • Yoshirama
    Yoshirama Member Posts: 528

    They should make downed survivors to still increase the bar, killers should be punished for playing like that

  • PleaseRewind
    PleaseRewind Member Posts: 429

    Let's be real. Majority of the time a downed survivor near hook is often because that person has rushed in as soon as the killer's back is turned after hooking. Why should the killer be punished for that?

  • NaveR
    NaveR Member Posts: 53

    Sooo, are you suggesting that if a survivor has just been hooked and there's another survivor circling the hook in plain sight, willing to go for the unhook, the killer should just walk away and watch the unhook happen from across half the map?

    I'm over-exaggerating a bit here, but the situation where a survivor is kind of close to the hook and the killer is "forced" to stay/be in the hook's proximity, are not non-existent at all. "forced" as in, has no actual intention to camp, but ignoring a survivor who's nearby is plain stupid, so they stay in the area for reasons that are unrelated to the presence of the hooked survivor nearby (for the killer at least).

    Your suggestion punishes killers for being killers in the very possible scenarios when they are not there to camp. Suggesting punishing killers for other survivors' actions instead of giving an additional request for a better (and probably obligatory) tutorial is not even funny anymore.

  • UnicornMedal
    UnicornMedal Member Posts: 1,909

    The Survivor has been hooked. One state has been removed. If the Killer targets another Survivor in the area, they have engaged in a new chase with that second Survivor. Even if Killer stands at the hook and does nothing, the Survivor on hook is not moving until the bar is filled. And even then, the unhooked Survivor is still susceptible to being tunneled after the fact.

    If my proposal were to go through, the unhooked Survivor wouldn't be guaranteed any escape. It only decides that the person at the mercy of both the Killer and their teammates is the least punished, as they should be. A perceived imbalance toward a Killer who refuses to let go of a hook after it has already happened is just that—perceived.

  • Skillfulstone
    Skillfulstone Member Posts: 1,146

    I don't think it's a matter of knowledge of the mechanic itself (it does show up in a tooltip if I recall correctly) but rather a lack of in-game indicator for distance.

    For example, making it so the anti-camp circle glows white and/or blinks while stopping to demonstrate it is stopped would go a long way to inform players of the situation.

    Even seasoned players sometimes misjudge the distance, especially in map with elevation.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    I still think anti facecamp is confusing for newer players on both sides. Even with a meter shown to all survivors, I really don't think newer survivors are all aware they can slow down the meter.

    And anti facecamp is an absolute nightmare for new killers that don't play survivor. I honestly don't understand how they are supposed to have any clue of how their actions affect the anti facecamp meter. Are newer killers really supposed to be able to visualize circles around the hook of various sizes, and what the gain rate is for each circle, and how each circle is affected by other survivors depending on which circle additional survivors are in?

    I think there needs to be an in game tutorial that is always available, that annotates and explains the different scenarios, so all players can actually understand what is happening.

  • Elan
    Elan Member Posts: 1,716

    Give killer option to see anticamp meter, it's nothing crazy.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    I don't think BHVR wants to do that, because killers would be able to monitor the gain rate of the meter, to determine if another survivor is within the anti-camp radius, and also get an estimation of how close they are to the hooked survivor.

    Honestly, killers should be able to see the meter. A better idea would be is that killers should be able to see how many generators are currently being repaired (at least when at least one survivor is currently hooked).

    Because we currently have a ridiculous expectation that killers should ALWAYS leave a hooked survivor to patrol generators, even if zero survivors are repairing generators, even if zero survivors are anywhere near an unfinished generator, and even if all the healthy/injured survivors are nearby a hooked survivor.

    You know what is a real motivator for a killer to leave a hooked survivor? Knowing there actually are other survivors repairing generators. And knowing that if a killer actually leaves a hooked survivor to patrol generators, that they might actually find someone there.

    Because we currently have a problem where it's way too easy for survivors to pre-leave generators whenever the resolve bar pauses, because they know the killer isn't staying nearby the hooked survivor, and therefore might be patrolling generators. And therefore, killers really should proxy camp instead of patrolling generators, because it's too easy for survivors to pre-leave generators if the killer is patrolling generators.

  • Balrog
    Balrog Mod, Co-ordinator Posts: 845

    This is great feedback and a very helpful perspective! Really appreciate you taking the time to clarify so I can better share your thoughts with the team.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    Can killers get something on their HUD, like maybe an indicator that changes color or intensity, depending on how far away from the hooked survivor they are, and depending on how long they've been in the anti-camp range?

    It doesn't have to literally be the resolve bar. Just something that helps visualize what would happen if zero other survivors are nearby.

    Because this mechanic is still massively confusing for newer killer players, and telling them to "leave the hook" doesn't help, because it's too vague, and some players might honestly think they left the hook, when in reality they are still close enough to progress the resolve bar.