"hatch tech"

Can you plis do like the body stands inside of the game even if ppl dc thanks?? Because this is kinda stupid to be able to dc and ruin the gmae for killer for NO reasons.

Comments

  • The risk of it being exploited by the killer is really high.

    Probably simply adding an animation to people who DC could be enough to give the killer enough time to find the last survivor/go to the hatch.

  • @Lycidas said:

    The risk of it being exploited by the killer is really high.

    Probably simply adding an animation to people who DC could be enough to give the killer enough time to find the last survivor/go to the hatch.

    with "adding an animation" you mean one last thing you can still do to them in before they get trap door or?

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348112#Comment_1348112

    with "adding an animation" you mean one last thing you can still do to them in before they get trap door or?

    Basically, what happens rn if you DC is that your body falls dead on the ground, what I suggested is that instead of doing that, if you DC you have the Entity coming out of the ground sacrificing you like it does at the end of the EGC.

    Simple as that, it delays just a little bit the opening of the hatch giving the killer some time, that's it.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348494#Comment_1348494

    Basically, what happens rn if you DC is that your body falls dead on the ground, what I suggested is that instead of doing that, if you DC you have the Entity coming out of the ground sacrificing you like it does at the end of the EGC.

    Simple as that, it delays just a little bit the opening of the hatch giving the killer some time, that's it.

    It's something i never thought, sounds cool, but you really need more to stop a "hatch tech" player to get the hatch in those situations

    i really like your idea btw, i hope they will get it

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348540#Comment_1348540

    It's something i never thought, sounds cool, but you really need more to stop a "hatch tech" player to get the hatch in those situations

    i really like your idea btw, i hope they will get it

    I know, it doesn't guarantee that the last survivor doesn't get hatch, but it wouldn't be balanced otherwise.

  • @Lycidas said:

    The risk of it being exploited by the killer is really high.

    Probably simply adding an animation to people who DC could be enough to give the killer enough time to find the last survivor/go to the hatch.

    If survivors got stuck in Dying State until bleedout/hooked/mori'd I think that'd be better than an auto-EGC sacrifice.


    Auto-Sacrifice still means quitters screw the killer out of hooks and associated perks. People could DC on the way to the hook during EGC to prevent blood warden which was something that actually happened to me about a year ago. I saw a comically sweaty 4-SWF Survivor Team Six SWAT team on Twitch who would always DC on death hook to deny BBQ aura reading and POP activation since they're dead anyway. (This was before they implemented the DC penalties however.)


    Dying State "husks" can't be exploited since there'd be no change in the outcome of the match via a DC. If a survivor quits it's the exact same as if they went AFK, and they're stuck in the Dying State so even if the killer ignores them they'll bleed out after 4 minutes. If someone quits on the way to the hook I can still hook them and get my perk activation.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348112#Comment_1348112

    If survivors got stuck in Dying State until bleedout/hooked/mori'd I think that'd be better than an auto-EGC sacrifice.

    Auto-Sacrifice still means quitters screw the killer out of hooks and associated perks. People could DC on the way to the hook during EGC to prevent blood warden which was something that actually happened to me about a year ago. I saw a comically sweaty 4-SWF Survivor Team Six SWAT team on Twitch who would always DC on death hook to deny BBQ aura reading and POP activation since they're dead anyway. (This was before they implemented the DC penalties however.)

    Dying State "husks" can't be exploited since there'd be no change in the outcome of the match via a DC. If a survivor quits it's the exact same as if they went AFK, and they're stuck in the Dying State so even if the killer ignores them they'll bleed out after 4 minutes. If someone quits on the way to the hook I can still hook them and get my perk activation.

    And what happens if the survivor was never hooked before? Should he go straight to the sacrifice? Should the other survivor be able to save them? What if the killer picks him up and drop them 3 times, should they treat it differently and never let the husk break free?

    There is for sure a way of making it work, I know, but in a tech company you have to always take in account the cost-benefit ratio and all the hours of reasoning/coding you have to sunk in developing something like that.

    Plus, if in some games you can't activate a perk once it's not the end of the world, chances are you already got your BBQ stack, and of course they should give the killer Sacrifice points for each DC.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348754#Comment_1348754

    And what happens if the survivor was never hooked before? Should he go straight to the sacrifice? Should the other survivor be able to save them? What if the killer picks him up and drop them 3 times, should they treat it differently and never let the husk break free?

    There is for sure a way of making it work, I know, but in a tech company you have to always take in account the cost-benefit ratio and all the hours of reasoning/coding you have to sunk in developing something like that.

    Plus, if in some games you can't activate a perk once it's not the end of the world, chances are you already got your BBQ stack, and of course they should give the killer Sacrifice points for each DC.


    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/128/LZA4TNB7FCXS.png

    We are back with our third Developer Update, a blogpost which focuses on some of the most frequently discussed issues and the steps we are taking to resolve them, upcoming features, and general improvements coming to the game. As we have done previously, we’ll be revisiting our topics from the previous Developer Update and share our progress before jumping into new topics.

    UPDATE ON PREVIOUS TOPICS

    The Nightmare Rework

    We have revealed new details about Freddy through the Third Anniversary livestream as well as a follow up stream this past Thursday. If you missed either of these streams, you can find the archived versions linked below.

    Our team has been hard at work tweaking and polishing Freddy since our last Developer Update, and we are almost ready to share a playable version with you. The Nightmare rework will be available for testing in the Player Test Build on Tuesday, July 9th along with the other changes in the mid-chapter update, including the Springwood map rework.

    Third Anniversary Livestream: https://youtu.be/JyWcUp8RcSE?t=1840

    Freddy Rework Livestream: https://www.twitch.tv/videos/448233426

    Matchmaking

    Since the launch of the new matchmaking algorithm, we have seen far fewer reports of excessively long queues times. While we are happy with the results so far, we are continuing to investigate the remaining edge cases. The matchmaking system remains a priority for us and we will keep iterating on it until we are satisfied with the results.

    Following the 3.0.0 update, many people experienced longer than normal Killer queue times. In short, the longer queue times were caused by an abnormally large number of players playing as Killer, resulting in not enough Survivors to fill their lobbies. While queue times are expected to be longer when a new chapter launches, it seems to be exacerbated when a Killer is not accompanied by a Survivor. Additionally, the Bloodhunt and subsequent Anniversary Celebration appears to have caused more people to switch sides to maximize their bloodpoint earning. We will keep these factors in mind as we move forward, but we will also be making changes to the Survivor bloodpoint scoring to help alleviate this issue in the future. More details surrounding the scoring changes can be found below.

    In a future update, Survive With Friends groups will begin being matched based on the average rank of the group. This will give us better control over matchmaking and provide a more consistent experience regardless of who created the group.

    Hitboxes and Hit Registration

    When a Killer attacks, the game checks a cone shaped area in front of them to determine if they hit or missed a Survivor. If a Survivor is inside this area while the Killer swings their weapon, the game will register the attack as a hit.

    All Killers share the same attack cone in order to maintain consistency; this ensures that your regular attacks feel the same no matter which Killer you play. From the Survivor’s perspective, this could cause some attacks to appear like they should not have hit even though the conditions were met. A Killer with a smaller weapon (such as the Hag) would have the same reach as a Killer with a large weapon (such as the Trapper). In the 3.0.0 update, we reviewed the attack animations for all Killers and modified them to match the attack cone.

    This is our first step towards resolving hit registration issues; basic attacks should now more accurately reflect the size of the cone. Following this change, we will be targeting desynchronization issues. As mentioned previously, migrating to dedicated servers will give up better tools to handle desynchronization, reducing the edge cases where the Killer and Survivor feel too far apart for the hit to connect.

    New Topics

    Disconnection handling

    With the current peer to peer system, all players are connected directly to one another. This can make it difficult to determine why someone lost connection. There are various issues that could happen between the host (the Killer) and a Survivor, causing the Survivor to lose connection. Determining who is at fault can prove very challenging on a peer to peer system since the issue could be the result of either player’s connection.

    Following the migration to dedicated servers, we will be better able to detect who is at fault and handle the situation accordingly. Since all players are connected to a server rather than directly to one another, if one player experiences a connection issue, we can be sure that the connection issue lies between them and the server.

    This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.

    Following dedicated servers, we will shift our focus to a new system to punish disconnects. This new system will feature a growing “lock-out” timer for each time a player disconnects from a match, preventing them from re-queuing until their timer expires. Survive With Friends groups including a player who is currently locked-out will be unable to queue until the lock-out timers for all Survivors in the lobby have expired. The length of the timer gradually decreases so long as the player does not disconnect from additional matches.

    While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.

    Bloodpoint Scoring Changes

    One of the most consistently discussed topics throughout the years has been bloodpoint scoring and progression. Over the coming updates, we will be introducing a variety of changes to bloodpoint scoring.

    We will be reviewing scoring for the Survivor side in order to bridge the gap between Survivor and Killer bloodpoint earnings. New scoring events will be added for wiggling while being carried by the Killer and for healing other Survivors with a medkit, creating new opportunities to earn bloodpoints. Survivors will also be rewarded with survival points based on how long they survive in the match. Various existing scoring events will also be revisited and tweaked to provide a more rewarding experience, including an increase to the amount of points awarded for cleansing totems. These changes will offer players more freedom to play whichever side they like without impacting their bloodpoint earnings. We will be monitoring the impact they have and continue to make changes if necessary.

    This concludes the third edition of our Developer Update. We have a lot of big changes on the way and are working hard to get them in your hands as soon as possible. Hopefully we were able to address some of your top concerns, and we look forward to reading your feedback. As always, we’ll do our best to keep you posted. Until next time…

    The Dead by Daylight team


    Here's a post about a year ago which mentioned the husk system the developers wanted to implement. IIRC they said on the forums it would auto-sacrifice when hooked.


    https://www.youtube.com/watch?v=mquQq7wUWL4


    Mobile actually has BOT killers and survivors take over seamlessly in the event of a disconnect.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348860#Comment_1348860

    https://forum.deadbydaylight.com/en/discussion/73858/developer-update-june-july-2019

    Here's a post about a year ago which mentioned the husk system the developers wanted to implement. IIRC they said on the forums it would auto-sacrifice when hooked.

    https://www.youtube.com/watch?v=mquQq7wUWL4

    Mobile actually has BOT killers and survivors take over seamlessly in the event of a disconnect.

    Oh well, then maybe they already know what to do and are working towards it, IMO a husk is too exploitable by the killer, but we'll see.

    Yeah I don't want to get started with the Mobile bots, I already had a discussion with a guy who didn't understood why the fact that if they work on mobile it doesn't mean they would work on the PC/console version as well.

    Let's just say that they are different games that run on different systems, bots could work in both, but there is a lot of work to do (yes I'm hoping they will come to the main game too).

  • I can't wait for the husks to stop these exploiters. Mobile's already doing a good job with their bot Survivors.

    Yes, I mean exploiters. Calling it "tech" is just how these people try to justify themselves.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348887#Comment_1348887

    Oh well, then maybe they already know what to do and are working towards it, IMO a husk is too exploitable by the killer, but we'll see.

    Yeah I don't want to get started with the Mobile bots, I already had a discussion with a guy who didn't understood why the fact that if they work on mobile it doesn't mean they would work on the PC/console version as well.

    Let's just say that they are different games that run on different systems, bots could work in both, but there is a lot of work to do (yes I'm hoping they will come to the main game too).

    2 votes and 4 comments so far on Reddit
    26 votes and 13 comments so far on Reddit


    The worst part is there used to be a bug that actually caused this effect to happen.


    A BUG, ACTUALLY IMPROVES THE GAMEPLAY EXPERIENCE. Literally if they let it happen every time someone DC's there'd be nothing to lose, and everything to gain for game health.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348920#Comment_1348920

    https://www.reddit.com/r/deadbydaylight/comments/7mpw0z/so_you_can_hook_the_phantom_survivors_who/

    https://www.reddit.com/r/deadbydaylight/comments/8syh1d/claudette_dced_but_i_can_still_interact_with_her/

    The worst part is there used to be a bug that actually caused this effect to happen.

    A BUG, ACTUALLY IMPROVES THE GAMEPLAY EXPERIENCE. Literally if they let it happen every time someone DC's there'd be nothing to lose, and everything to gain for game health.

    And probably they reversed it either because there were some exploit killer side tied to it, or it was not so easy to get it work properly.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348112#Comment_1348112

    If survivors got stuck in Dying State until bleedout/hooked/mori'd I think that'd be better than an auto-EGC sacrifice.

    Auto-Sacrifice still means quitters screw the killer out of hooks and associated perks. People could DC on the way to the hook during EGC to prevent blood warden which was something that actually happened to me about a year ago. I saw a comically sweaty 4-SWF Survivor Team Six SWAT team on Twitch who would always DC on death hook to deny BBQ aura reading and POP activation since they're dead anyway. (This was before they implemented the DC penalties however.)

    Dying State "husks" can't be exploited since there'd be no change in the outcome of the match via a DC. If a survivor quits it's the exact same as if they went AFK, and they're stuck in the Dying State so even if the killer ignores them they'll bleed out after 4 minutes. If someone quits on the way to the hook I can still hook them and get my perk activation.

    This was my exact idea since the start, avoid the survivor exploits by dcing and not conceding perks attivation for the killer that is JUST happening nowadays :\

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348754#Comment_1348754

    And what happens if the survivor was never hooked before? Should he go straight to the sacrifice? Should the other survivor be able to save them? What if the killer picks him up and drop them 3 times, should they treat it differently and never let the husk break free?

    There is for sure a way of making it work, I know, but in a tech company you have to always take in account the cost-benefit ratio and all the hours of reasoning/coding you have to sunk in developing something like that.

    Plus, if in some games you can't activate a perk once it's not the end of the world, chances are you already got your BBQ stack, and of course they should give the killer Sacrifice points for each DC.

    Directly sacrificed

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348754#Comment_1348754

    And what happens if the survivor was never hooked before? Should he go straight to the sacrifice? Should the other survivor be able to save them? What if the killer picks him up and drop them 3 times, should they treat it differently and never let the husk break free?

    There is for sure a way of making it work, I know, but in a tech company you have to always take in account the cost-benefit ratio and all the hours of reasoning/coding you have to sunk in developing something like that.

    Plus, if in some games you can't activate a perk once it's not the end of the world, chances are you already got your BBQ stack, and of course they should give the killer Sacrifice points for each DC.

    "Plus, if in some games you can't activate a perk once it's not the end of the world"

    Mate... it IS the end of the world... not bbqing means you don't know where people is doing gens AND not popping means you can't properly regress gens to have pressure and slow down the game... trust me, this is a HUGE survivor exploit...

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348860#Comment_1348860

    https://forum.deadbydaylight.com/en/discussion/73858/developer-update-june-july-2019

    Here's a post about a year ago which mentioned the husk system the developers wanted to implement. IIRC they said on the forums it would auto-sacrifice when hooked.

    https://www.youtube.com/watch?v=mquQq7wUWL4

    Mobile actually has BOT killers and survivors take over seamlessly in the event of a disconnect.

    I love you btw <3

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1348860#Comment_1348860

    "Plus, if in some games you can't activate a perk once it's not the end of the world"

    Mate... it IS the end of the world... not bbqing means you don't know where people is doing gens AND not popping means you can't properly regress gens to have pressure and slow down the game... trust me, this is a HUGE survivor exploit...

    Meh, sorry, I don't agree with you.

    If you rely so strongly on a perk that losing a stack of it destroys your game probably you have some work to do on how you play, since yes, you lose a stack, but survivors lose 25% of their team in a snap, that's huge blow for them (I'm talking about an early-game DC, since I think you were referring to that as well).

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1350687#Comment_1350687

    Meh, sorry, I don't agree with you.

    If you rely so strongly on a perk that losing a stack of it destroys your game probably you have some work to do on how you play, since yes, you lose a stack, but survivors lose 25% of their team in a snap, that's huge blow for them (I'm talking about an early-game DC, since I think you were referring to that as well).

    nobody cares about the stack of points you get from BBQ, you want to see where they are mate xD

    the 25% of their team is taken away just when its up to soloq players, because in SWF nobody ever dcs unless they wanna exploit hatch mechanic or avoid bbq/pop procs. I don't rely on those persk, they ARE the only way to play this game xD go ask the best killer players if BBQ and POP are not that important in a gameplay of a killer... if you say differently, you clearly don't play killer at red rank mate...

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1350756#Comment_1350756

    nobody cares about the stack of points you get from BBQ, you want to see where they are mate xD

    the 25% of their team is taken away just when its up to soloq players, because in SWF nobody ever dcs unless they wanna exploit hatch mechanic or avoid bbq/pop procs. I don't rely on those persk, they ARE the only way to play this game xD go ask the best killer players if BBQ and POP are not that important in a gameplay of a killer... if you say differently, you clearly don't play killer at red rank mate...

    I was not referring to the 25% bonus, I was talking about the auras as well.

    I know BBQ and POP are important, noone can deny that, but no, those are not the only way of playing killer efficiently, even at red ranks.

    Yes, if you lose a stack you need to compensate for it, but again, you should not rely on them 100% to find survivors, otherwise it means you have COMPLETELY no idea where survivors could be, and that's a problem you should work on.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1350761#Comment_1350761

    I was not referring to the 25% bonus, I was talking about the auras as well.

    I know BBQ and POP are important, noone can deny that, but no, those are not the only way of playing killer efficiently, even at red ranks.

    Yes, if you lose a stack you need to compensate for it, but again, you should not rely on them 100% to find survivors, otherwise it means you have COMPLETELY no idea where survivors could be, and that's a problem you should work on.

    Guessing doesn't mean having an idea mate, i can guess that they are working on gens and i can guess that they are playing hide and seek, the only real certain is when i see them through BBQ or killer addons. I can keep guessing the entire game while they rush gens ^^