How To Easily Fix Hatch Camping/DCing For Hatch
It's simple, and it's in two parts.
- If a Survivor DCs to make the Hatch appear or open; the Hatch will not appear, or open (if it has already appeared). DCing is not a Kill or an Exit, and thus should not be treated like the Survivor was Killed or Exited the match.
- If The Survivor or Killer is within <x> meters of the Hatch; it will not appear, or open (if it has already appeared). They will have to move far enough away from the Hatch that they cannot open (or close) it right away.
This balances it out a bit, removes hatch camping, and also punishes cheating for hatch (aka; DCing for hatch).
People can argue against my idea, but I will be upfront; I view DCing for hatch as cheating, and nothing will change my mind on that fact. Disagree with my ideas all you want; point out any flaws or things I have overlooked, but you won't change my mind on DCing to give your SWF buddies the hatch being a form of cheating.
Comments
DCing for hatch is such a lame “strategy.” I’ve had it happen to me a few times and it’s just annoying when it happens even though I deserve 4 kills. Thanks for posting this as this needs to be addressed by the devs.
How do you know if a survivor DCs to give someone the hatch vs any other reason they might have DCed?
Honestly I love how triggered every killer is about this. You can't do anything about it. It's an exploit that doesn't have an easy fix. The DC penalty is back, so that should help.
For the first point that's open to another form of abuse, where a survivor can DC to prevent another survivor from getting the hatch. And we all know the absolutely ascended and stupid """reasons""" people invent to be able to say a survivor didn't deserve to escape or a killer didn't deserve a kill in DBD. Oh, the last survivor looked for hatch instead of suicidally rushing another survivor on the hook after seeing the Leatherface isn't leaving? DC to deny them the hatch for being a "coward" (also known as: having a pair of functional eyes and a functioning brain in such a situation)
I'd much rather just make it so there's less of a difference between hooking someone and them DCing. Teleport them onto a basement hook and start the sacrifice process, it's not perfect but it screws the killer over less than the current system (not instant + full credit for hook and any potential stacks/tokens related to it) and less open to survivor-on-survivor abuse than your idea. Additionally make hatch escapes less punishing or not punishing at all emblem/BP-wise to alleviate that source of frustration. As well as making DCs count as sacrifices/mori kills for any achievements/challenges/dailies that demand them.
I actually like the second point, would make actually finding the hatch a bit more interesting when you know you'll actually have to look for it and it won't pop up right in front of you. Obviously gotta fix that weird thing where the hatch has collision and can be detected before it even spawns as well, and would probably require further changes as the very existence of that bug/weird "feature" shows that the hatch location is decided long before it ever spawns at the moment.
The number of people who might crash near the end of the match is allot smaller than the number who wuss out to give their friend hatch.
Just as the number who crash are allot smaller than those who rage-quit; hence why the DC penalty is palatable even though it catches a PC-snafu now and again.
And I'm not 'triggered', but I am tired of watching people ######### out and exploit a bad mechanic to deny me two kills; the quitter and the hatch-user. It's an easy way to shaft the Killer out of half the match's kills, so it needs to be fixed.
The dc penalty is re-enabled. I don’t think there need to be any further measures than that tbh.
And hatch camping is just as legitimate a strategy as anything else in the game so I don’t see why that needs a “fix”. People can camp hooks, slugs, nearly finished gens, gates, totems, and so on. Hatch camping is no different.
Doesn't matter why, to be honest.
I know this won't change your mind because you said that right at the start but the main issues I see here are these
If a Survivor DCs to make the Hatch appear or open; the Hatch will not appear, or open (if it has already appeared). DCing is not a Kill or an Exit, and thus should not be treated like the Survivor was Killed or Exited the match.If you are playing solo Q, you have no control over whatever your teammates do. Imagine there are only two people left, and your teammate happens to be a crybaby that gets mad because he got downed by the killer and knows he has no chance to escape. He DCs because he feels he deserved that win more than you, the hatch doesn't spawn so now you get killed because of this random guy. It sucks, and solo Q is already bad enough.
2.If The Survivor or Killer is within <x> meters of the Hatch; it will not appear, or open (if it has already appeared). They will have to move far enough away from the Hatch that they cannot open (or close) it right away.If the killer is slugging the team, or just the two people left, there is no way you can make it out and back into the zone before the killer does just because of how slow your movement is. This gives a clear advantage to the killer to either move you away from that zone and go back to close it or to just leave you there to die because your only last hope of escaping wouldn't spawn.
The way I see it the main problem behind this "strategy" is the fact that people feel they can DC without consequences. Punishing those who stay until the end instead of those who are breaking the rules can't be the way to balance the game.
My mind can be changed on the IDEAS I presented. :)
What won't be useful is anyone who claims 'DCing for hatch is valid' (which no one has yet). That's all. Any counter-arguments to the ideas as a whole are welcomed, and many people have brought up decent points, including you. :)
So the survivor who didn't DC doesn't deserve the chance to get hatch, is what you're saying? The only person who matters is the killer, huh? Just say you want free kills no matter what, it's fine.
It will still happen and screw over survivors who don't deserve it. But that's fine, right? As long as killers get the 4k they think they deserve, huh?
If they are an SWF (which they 99% of the time are, if one player will eat a DC penalty & loss of BP to give the other person the hatch); then no, they don't deserve the chance at the hatch, as they are profiting off cheating.
But sure; try to strawman it into being a selfish request instead of a way to punish cheaters.
If the hatch hasn't spawned then it'd be anyones game. Ops fix ststes both would have to be away from it to work, so neither would know. This would actually improve solo q , because now the 4th guy wouldn't just find hatch and wait for the other to die.
And to be honest they can't really balance around solo q. As long as swf still exists the solo q argument will never win. Dc'ing to instantly open the hatch is unfair and needs to change.
In CS:GO if a teammate dcs or suicides the enemy team will get compensation money. This was to discourage people killing themselves to deny the enemy team kill money.
Same thing here, dc'ing to deny the killer time/hooks/bp should be punished. It's not the killer's fault here, if a survivor dcs then the survivors should be at a disadvantage.
In a perfect world where people don't abuse exploits it wouldn't be a problem. But they do, so it is.
CS:GO is intended to be played as a full comm team, so you are given everything to know the moves your teammates are making. In this case, with our solo Qs, survivors have no idea what's going on most of the time with the rest of the team except for the information some perks may provide, so the disadvantage for survivors is way worse than for the CS teams. Also, in favor of the system CS:GO has, they automatically rebalance the teams giving you a bot you can use while the player is out, and even more, they give you the chance to reconnect to the match (so no "my game crashed" excuse there like we may have here).
I think If there was some kind of compensation such as the economic one they use, it would be something like extra BPs for both sides per player DCd, but again, you can't punish the ones who are following the rules instead of those who are at fault. If DC penalties worked as they should, those SWF wouldn't last long. Ban the cheaters for an incremental period of time and at some point they won't even be able to play, their loss.
I think the best solution would be to keep the body interactable in the trial. If in struggle stage on the hook, a bot would hit the skill checks.
That way the DCed character will idle, bleed out or be sacrificed regularly and give the killer the option to hook or leave the body slugged and the hatch opening will not be instant.
It has two more advantages:
-the killer will not be robbed of hook related stacks like BBQ (we all know those survivors that DC on first down)
-the DCed survivor could still reconnect to the match if the DC was due to an actual connection interruption and even if their body died by the time of reconnection at least get the points and not waste the offering.
DC for hatch is bs but regarding your first suggestion I kinda have to agree with other comments here that it would change "DC for hatch" to "DC to deny hatch", which is just as stupid and you can bet that some salty survivors would do this to spite their teammates.
Your second idea could be abused to hold the game hostage. If the killer just never leaves the (still closed) hatch there will never be an egc, meaning the survivor will "have" to come and get killed or be stuck in the match for eternity
I would rather have the "husk" system the devs mentioned once, where a dc leaves behind a husk of a survivor that can be picked up and hooked by the killer, so that "technically" the survivor is still in the game
My point is exactly that you don't know if it was an intentional DC or not, and for the health of the game it needs to be punished when it happens.
You do not reward failure.