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EGC suggestion

So I noticed one small flaw with the EGC and it has to do with the last survivor remaining after the killer closes hatch.

Yes I know for a fact that when this kind of situation happens it is because the survivors messed up and the last remaining shouldn't be entitled to a "free" escape via exit gates. My main concern isn't atm the distance between the exit gates but rather the way how EGC plays itself. When EGC is activated the last survivor needs to open one of the exit gates and what I am suggesting is that the amount of generators completed would have an impact on the time to open exit gates.

Now with zero gens done or four gens done the last survivors chance to escape is the same. So no matter how much progress has been made the time to open exit gates doesn't change. I'd like to see that the amount of completed gens would correlate in EGC to aid the last survivor and give some meaning to complete as many gens as possible. If base time to open gate is 20 seconds my suggestion could unfold for example like this:

0/1 gens done= base time to open gate

2 gens done= 18 sec to open

3/4 gens done= 15 sec to open

5 gens done= 12 sec to open

The amount of time that is reduced to open gates can be modified but this was more of an example to demonstrate what I meant. This way as the last survivor you wouldn't feel like all the work with the gens is wasted in EGC.

And ofcourse this wouldn't take effect if there are two or more survivors remaining during EGC.

Comments

  • flying__8lack
    flying__8lack Member Posts: 19
    edited May 2019

    Seems like a good idea.

  • not_Queef
    not_Queef Member Posts: 827

    Seems reasonable. I like it.

  • FinnishFox
    FinnishFox Member Posts: 24

    Thanks for the positive feedback. Guess my idea might have something positive in it gamewise.

  • FinnishFox
    FinnishFox Member Posts: 24

    Bumping the post for some visibility :p

  • PolarBear
    PolarBear Member Posts: 1,899

    0 or 1 gens done shouldn't be default(20s) time imo. Before egc the hatch only spawned after 2 gens were done so it would make sense that only then would the gate have the default time.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    A reduced time to open the exit gates won't help you when the exit gates spawn too close to each other.

    The reasonable solution is to implement a min/max spawning distance for exit gates.

  • FinnishFox
    FinnishFox Member Posts: 24

    @PolarBear Ofcourse it could go that way also. I'd have no beef if this system would be implemented the way you're suggesting. My times versus gens were just a rough estimation which could be modified to suit the game properly. I'd just like to have a meaning to complete 4 gens rather than zero and still have the same odds for survival.

  • FinnishFox
    FinnishFox Member Posts: 24

    @NoShinyPony As it stands now you're correct. Main flaw in EGC is min distance between gates but in this post I wasn't trying to point that out because it already has dozens of posts about it. My point with this post is to suggest a new feature in EGC to give a meaning to complete as many gens as possible to which this idea could work for.

    Now I happen to get a lot of games where 2-3 survivors are remaining with 2-4 gens to go and no one does generators because it has little to no point to complete them when the game is in the killers "favor" and escape via 5 completed gens is almost "impossible".

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    @FinnishFox We need a min/max distance for exit gates. Shortening the timer for opening the exit gates on top would be putting the killer at an unfair disadvantage. The only way to keep it from getting unfair for the killer would be to increase the base time. (And increasing base time is not a good idea.)

    Concerning your last point, those scenarios when the last 2 survs don't do anything anymore: A shorter gate opening time wouldn't change anything. These survs just wait for the other person to die so they can go for the hatch.

  • Huntar
    Huntar Member Posts: 848

    This suggestion would be acceptable if survivors didn't see the gate alerts if the killer closes the hatch. Feel free to make it super short if it's not just a free escape after the survivors failed their objectives three times.

  • FinnishFox
    FinnishFox Member Posts: 24

    @NoShinyPony I see what you are saying and yes I know it is true. Min/max distance between gates is a great way to adjust EGC gameplay and would work better than my point with reducing base time to open. But devs stated a while ago that they are not going to implement a min/max distance between gates so what I am proposing is a slight aid for the survivors. Necessarily it is not to "aid" in opening exit gates but rather to reward gameplay as of how much progress has been made. I myself find it frustrating to have completed 4 gens and it having no point in endgame when I could have just hidden in a bush and tried to escape the same way with 5 gens remaining. The times that are reduced by amount of gens completed can be adjusted so it is balanced, it could just be some mere seconds.

    And yes maybe they wouldn't do anything even with the fact that completing gens would help the last survivor, but I myself am a player that likes to try their best even if it is not for my sake, so by doing a gen in this certain scenario I'd know I'm atleast giving someone a slightly better chance to survive.

  • FinnishFox
    FinnishFox Member Posts: 24

    @Huntar I also don't want/mean this to be a easy/free escape for the survivors. With current RNG I've noticed gate spawns are fairly close to each other so killer has the upper hand in said case because both exits can be covered in short time. With this I'm just proposing a way to reward progress so getting near to main objective would still be compensated in some manner but by not making it too easy for thee survivors because as you said they have already screwed their objectives.

    Gate alerts could go either way in my opinion. If they do show reduced times shouldn't be that much but if they don't, yeah they could be a bit more.