Is Hatch/EGC getting looked at?
Reclimbing this game again after being gone for 3/6 months, I really disliked the EGC mechanics it is completely killer sided and unfun at low ranks. Players dc and don't do gens so you you just have to hope the hatch spawns somewhere close before the killer gets to it and unless you have Wake Up/Spine Chill/Hope or insanely lucky rng with gate spawn there's not a feasible way to get to the gate and open it in time. I think there should be some kind of balance where the hatch or gates reopen or progress after a certain time or a mechanic like totems or a chest spawn containing a single use key meaning the survivor has some kind of chance to escape after the hatch has been closed and the killer is camping the exit gates. I'm not saying I'm entitled to a free escape I just don't think the killer should get a free 4k cause I ended up with 2 dcs/######### and none of the gens were done. If I wasn't in the right spot at the right time with the right perks or had a key I wouldn't get hatch in brown and I would get no opportunity to get points to even black pip. Also this is a non issue in high ranks since gens get done decently and I either get tunneled and see my team leave or someone gets tunneled and I get the gens done so the EGC collapse is just around to farm more points. It's not a huge issue and it seems to fix itself from grinding ranks, but I found it to be unfair and boring under these specific circumstances.
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Seems to me that the real issue is that some people feel like they can dc whenever the game isn't going their way, and this ruins the game for the other survivors.
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The EGC is kinda survivor and killer favored because there are cases where the killer is left to patrol exits across from each other while the survivor has to deal with both gates on the same wall.
If the developers would want to fix the EGC:
- Both Exit Gates need to be spaced out by 60 to 100 meters (This is an average of 17 seconds for the killer to travel one exit gate to another). This is scaled based on the killer's mobility.
- Add LoS blockers on the Exit Gate switches to prevent killers from standing in one spot with both gates in LoS.
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The issue with this is mobile killers and teleporting ones. I don't want the exit gates changed in any way and think they are balanced. I just want some mechanism to enable my escape in a crappy situation that would require more skill and luck that doesn't require me to be in a fixed position or with a specific perk or key to escape. That's EGC right now, killers hit the hatch then camp the gates or the hatch spawns next to me and I find that incredibly boring and skilless on either side. I think the hatch shouldn't open/spawn at all unless a survivor fulfills a requirement and the killer should hunt down the survivor before that happens like how the game is normally played.
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You dont have the right to survive EGC. It's just to prevent game hostage by survivors and hatch stand offs.
Your team may DC and make you lose, but in retrospect. Hatch is a slim chance and the door even smaller at survival. Your being awarded a final chance for the teams failure. Sadly you are part of the team that has failed against the killer. If they DC they make take pity on you at the end or they may not.
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Of course egc is for us. You survivors are op enough as is.
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But that's the issue in its entirety. What's the point to it if I need a perk, position, or item to escape or get enough bp to black pip? It's no measure of skill or ability, just coincidence and luck. You ever loop a killer for 5 minutes, go work on a gen, and just see your team die from dcing or committing suicide on 1 hook and the entity kills you before you get downed? I saw it at least 10 times playing in brown ranks on pc and xbox and actually had to use Wake Up to help me pip out of brown rank because dcing is such a bad epidemic. My issue is that it's the same boring mechanic that they just swung the hammer towards killers and I would like it if the devs worked on it to be more interactive or diversifying the escape mechanic especially with a 2 immersed remaining survivor issue, that still exists and they never fixed that. This game hasn't "grown" in three years and it still is pretty much the same as it's always been just with different frustrations. Part of it comes from the Devs never tweaking or lifting the skill ceiling for survivors, if there was more to do and different mechanics in chase/gens I think I'd be more overall satisfied with the game, but as it stand the game has entirely too much rng and game knowledge for newer players and it gets easy/broken if survivors know how to play.
TLDR: The Devs won't develop the game because survivors are dumb/bullies and they are forced to cater to killers to maintain a balanced stalemate and hopes expanding DLC and cosmetics will keep it profitable. Deathgarden is dead btw.
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This is an inaccurate assesment of egc.
Prior to egc, survivors were guaranteed death if they were the last one left and 2 gens hadn't been completed. GUARANTEED.
Now, survivors will always have a chance at the hatch, regardless of the gen completion count.
You can't be grabbed out of the hatch now. Which means if survivor and killer see it a the same time from similar distance.
You have 3 options now at the end game. Hatch, gate 1 or gate 2. Depending on the distance from the gates the hatch is pretty much determines your chances.
You can hunt for the hatch, hope you find it first
Hide at gate one, wait for the killer to close the hatch then open immediately and hope he doesn't come to that gate.
Hide at gate two, wait for the killer to close the hatch then open immediately.
If you opt for gate hiding you're looking at a 50/50 chance with some randomness sprinkled in based on distance.
The new system is more survivor sided then the old system ever was, without causing hatch standoffs, and without causing survivor bullying by refusing to exit.
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Look man I don't think you've ever bullied the killer into allowing you to do the objective. I'm one of those OG monster survivors, you don't get to leave until I do some engineering. I'm the worst kind of toxic, I like objectives. My teammates are just fodder for the generators and the killer is just an obstacle for doing the gens. People complain about the Dark Sense tome and I just laugh cause I do that every rank reset.
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It's not being looked at right now, no. The EGC is purely meant to end the game and stop people from sticking around wasting time. As a survivor, if the hatch was closed, the odds are stacked against you. This is intentional; at this point, you've failed to do the generators and failed to find the hatch first. The killer has the upper hand now. You can still slip out the gates if you're lucky, but it's not meant to be consistent or reliable.
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Very much this. EGC is a lot better than previous hatch mechanics. The EGC feels climatic (especially on the survivors side) compared to two players standing on top of the open hatch for 15 minutes.
Gate spacing needs to be worked on (lots of killers have mechanics in place that allow them to patrol gates efficiently and those who don't can use whispers/other perks to secure the kill at this point)- but that's it. EGC is exactly what needs to happen at the end of the game to wrap things up in a fair way that keeps the pressure on both sides.
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Hello? Yes this is an asymmetric game where things aren't always going to go your way, especially when your three teammates are no longer there to help and assist you.
Imagine my shock reading about yet another player being upset that the deck is stacked against them when they are the only survivor left playing against the Killer. 😮
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Thanks man, It's nice to get clarification sometime. Are they working on secondary objectives and sabotage? It seems like the devs get some bad feedback about them and then they drop/nerf the concept (pustules, lanterns, killer debuff/downtime mechanics). At least with the Archives they are using a carrot to explore the existing objectives and getting people after them. I wanted to throw an idea about vault fakes (slow vault cancels) and tripping (rng skill checks on sprint) as a chase mechanic for more depth and Aura/notification detection on sabotage to make solo survivors more aware.
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Can something be done about the gates though? It's not interactive nor fun when gates are close or in line of sight to each other that it's literally impossible to open them and you can only wait two minutes or suicide. Even as killer I find that cheesy.
Even just some kind of LoS breaker around gates could do a lot to improve the situation adding some kind of counterplay/strategy.
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I agree, Trutalent also has issues with it. I think there should be some mechanic where the survivor has to succeed in a chase from the killer or bust totems or just get some bp to have some progress on the gates. It's really just a binary perk/position check and it's totally up to rng. My issue is that it might psychologically discourage lower ranked survivors where this is encountered more and their game knowledge/skill causes a death/dc spiral which stunts the games growth and retention. At green ranks the dcing/instadeath mostly stops and the EGC hatch/gate mechanics just aren't applicable unless the killer has Bloodwarden and that too sometimes causes random and hilarious inescapable death. I think it could be tweaked in some way to encourage survivors/killers to continue with the game instead of a binary position check. True recommended that the killer gets aura or Rancor notifications of the survivor and there has to be a chase. I think it would just be better for the low rank community as a motivator to continue the game even if there's a bleak situation. I figured an entertaining "solution" though https://www.youtube.com/watch?v=wKXtv2_IaCY
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Did you saw tru3's suggestion about the endgame? What is your opinion about that and was that picked up in the office? It's really something interesting to consider.
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