What about adding a timer to matches?
Just came from an abysmal match against a SWF who was intent on 'punishing' me for being a 'camper.' Apparently, patrolling the four nearby basement gens instead of standing in a corner on the other side of the map to allow a save is trashy play. Don't care what they call it, but when the remaining two survivors hide for over twenty minutes without doing the last gen, it doesn't leave me in a happy spot.
So, what if a timer, similar to EGC, was added? If objectives aren't touched for a certain length of time, say, eight minutes, said timer pops up. When it runs out, the match ends automatically, Objectives would need to be maintained for a period, so as not to abuse the system. You wouldn't just 'tap' a gen and stop the timer, or slap a survivor and call it a day. You'd need to actually complete a gen/hook a survivor before the timer would pause. The time could change depending on how many objectives remain unaccounted for.
I know these types of matches aren't common, but they do happen. Any idea implemented that could stop it down the line would be helpful. Heck, why not simply remove the dc penalty if a match lasts longer than 20 minutes Just a thought.
Comments
Yep, im sad to tell you this and many other simple QOL suggestions have been done by many players over the last years.
They fall on "dev" ears sadly.
The most painful thing about this to me is that the have a PTB....we could just TEST it and see how it works out....but nope.avi, you are wasting your time.
I agree, but a lot of people are going to hit you with "You're the killer, find and kill them." Sometimes it's not that easy, especially when you have 2 people with UE going around the map hopping from locker to locker.
Happens but I have 1000 odd hours and it has happened, once. So I wouldn't worry about it happening again too soon
They should just make crows come when you don't do anything productive (gens, healing, saves, totems, chases, etc.) for too long so running in circles and spamming gestures (yeah that counts as an action for some reason) won't let you hide forever. It should take longer than the idle crows just to be sure that someone probably won't get revealed when they aren't trying to stall or hide for way too long
this would be the best as it would also address those players who do nothing all game by stealth around to get the hatch in the end.
So make 3 gens situations more impossible yeah
ERmm no? the point of a 3gen strat is that the killer is trying to be everywhere stopping survivors, a team of co-ordinated survivors will touch gen A, while the others touch gen C
keep this up and you will eventually get it done, if the killer choses to go for someone, again, one gen will pop.
And if you sit on the other side of the map doing nothing because the killer is doing nothing but camping the 3 gen strat (which the survivors caused) then yeah the game will end and rightfully so.