The "Skip Phases to end the game quickly" Thing...
I wonder why it doesn't skip people who are already on the hook.
Say 2 Survivors are already dead.
You put a Survivor on the hook in phase 1.
You then hook another who gets sacrificed.
The first Survivor still gets to waste time with phase 1 and then skips phase 2. (Or, y'know, escapes.)
Again: 2 Survivors dead.
You put a Survivor on the hook in phase 2.
You then hook another who gets sacrificed.
The first Survivor still gets to waste time with phase 2 and then dies.
If the goal is to not waste anymore time, why are phases only skipped when they start?

Comments
^ Probably the game checks only at the start of each phase instead of continuously throughout the phases
Probably an effect from the original spaghetti code.
Enough QoL changes weren't a priority and they went through.
If you're gonna skip phases to save time, might as well do it the best you can.
That is of course if your code isn't spaghetti, hence why i assume it is.
Lazy programming.
brokedownpalace said: This is nothing more than an excuse to take a shot at OP. 🤷
I'm starting to question why you're here when at this point you're just insulting the people who make the game.
It's not lazy programming, it makes sense. They're not the last Survivor alive when hooked onto their second phase, therefore why would the game recognize it and treat it as such? It's supposed to treat it as a second phase as long as there's 2 survivors alive.
Though, the people who do linger is those situations, are people who just want extra 800 BP (Waste of time but eh)
Why would the game recognize it? Well the game WOULD recognize it if the implementation was done properly.
No, it's not.
If it were, i'd be way more dramatic.
It's just so odd though.
Devs have no problem skipping their 800 BP when the phase starts.
But, if it wasn't the coding, then they are somehow okay with them getting 800 if they don't enter the phase when being the last Survivor.
It must be a coding issue.