We need a new team goal
Hey, I'm writing this because of a lot of egoistic survivors I played with in the last weeks. It seems like escaping isnt the number one goal anymore. A lot of players are just going for quick blood points, for example unhooking others while the killer is next to them several times, or in a chase running straight to other survivors, just so the killer can kill them, instat of running away to get more time for the team. It doesnt feel like a cooperative game anymore. So I suggest to make it far more attractive to do generators and escape together. An easy way to do that could be, to give +5% blood points after a match for every finished generator and for every escaped survivor. So it would be a great team goal to focus on generators and helping each other, instat of just going for the own blood points. In the best scenario everyone escaped and there would be +25% bloodpoints for generators and +20% for survivors. That seems to be a nice bonus and I hope that the "we are going to survive this together" will become again a real feeling in this so far toxic and egoistic game.
Comments
Because rift and its challenges exist that became the "goal" for each game, atleast for me.
But seems like a cool bonus, would help with bloodpoint gains as a survivor too!
Some of this is reminding me of the community's general agreement that the post-game bloodpoint bonuses from BBQ and WGLF should become base-game features.
BBQ & Chilli would give a 25% BP boost for every survivor hooked at least once.
WGLF would give a 25% BP boost per escaped survivor.
All that said, I think one of the main issues with the games current role-objectives is simply that there isn't really any way for one side to effectively recover from the other gaining a big advantage early.
-If killer camps/tunnels out a survivor and sacrifices them early, survivors are usually pretty screwed by being down a man with no way to get them back.
-If survivors pop a ridiculous amount of gens during killers first or second chase (we've all been there), then killer no longer has the time to actually hunt and hook the survivors they need to.
--In either scenario, its not really a fun experience for the side being severely handicapped (especially not for the survivor sacrificed in the first one).
If there was a way for survivors to regain hook states (or return from the dead even) or for killer to regain (turn off) gens through really excellent play, it would make the objectives a little more dynamic and hopefully help keep one side from getting a little too cocky and "egotistic". Its been an idea on my mind for a bit, but unfortunately I still don't really have a great idea of how to implement something like this in a reasonable manner yet.
I don't think it is that hard to come back, it depends always on the playstyle. Killer is always capable of throwing the game by single mistakes and survivors love to be over altruistic when they superspeedpop the gens, like "we did so well, the killer doesn't deserve a single kill" and end up all on the hook. Especially 3genning is a thing when gens go to fast, depends on the killer to protect this setup.
Not saying that it is easy or always possible, but I wouldn't say "no way"