A way to fix hostage games

If there was a fourth AFK crow that would call upon the entity and trigger the EGC entity kill animation (the one where the endgame collapse timer runs out) that would be a great way to fix hostage games on the survivor side. For killer there should be an option to open the exit gates (even with generators still remaining) triggering EGC if the game goes on for an unusally long time without EGC triggering. The killer could be notified that this is an option by a little lever icon in the bottom left corner next to the gen count just like when the hatch is open.

Comments

  • Giving the killer an option to concede defeat is nice (in case they need to leave, have cheaters in their game, or genuinely give up after 15 minutes), but a really poor way to end these predicaments. It shouldn’t come to that.

    Survivors need to get idle crows if they don’t work on gens for 25+ consecutive seconds after three minutes. As it is right now, survivors can avoid idle crows by the smallest amount of meandering around. It can make them unfindable on certain maps and/or with certain killers. It’s a joke.

    So both idle crow improvements and a give up option for killers are needed changes in this game.

  • If players were auto-DC'd after having 4 crows for longer than 15 seconds, this would basically solve everything ,especially if they made it so that DC players are replaced with bots.


    Not sure about the 'Begin the end game NOW' button - because it could also be cheesed in coordination with late game builds. Bring No Way Out, NOED, and Blood Warden - bring your victim to the basement and press the button, hooking them after.


    While it would be a fantastic opt-out for killers, sweatlords will use it to devastating effect precisely when the survivors are most vulnerable.

  • Automatic disconnection and replacement by a bot after a certain delay seems viable.

  • A button to trigger EGC would be abused by killers, (equip EGC build => down 1 or 2 people => trigger EGC => ez win), and crows wouldn't be very effective to stop survivors from not doing anything bc as long as they move they won't get them.

    However i think it's a really cool idea for actual afk survivors, I ignore them until loud noise notifications starts bc they're too annoying to ignore, and walking across the map to hook an afk survivor feels like a waste of time so the entity manifesting at some point and killing them would be great.

    @GoshJosh said:

    Giving the killer an option to concede defeat is nice (in case they need to leave, have cheaters in their game, or genuinely give up after 15 minutes), but a really poor way to end these predicaments. It shouldn’t come to that.

    Survivors need to get idle crows if they don’t work on gens for 25+ consecutive seconds after three minutes. As it is right now, survivors can avoid idle crows by the smallest amount of meandering around. It can make them unfindable on certain maps and/or with certain killers. It’s a joke.

    So both idle crow improvements and a give up option for killers are needed changes in this game.

    As much as useless teammates and survivors trying to hold you hostage annoy me, 25s without doing gens means you can't boon, unhook, heal, open gates, do a totem or a chest, or even getting chased without risking getting crows. If you mean 25s without doing any action besides movements or entering a locker it still means survivors can't hide while the killer is looking around their gen, group up to do a risky rescue or wait for their teammates to be safe during the end game before opening the gates.

    The idea isn't bad but 25 seconds is way too short tbh, make it at least 1 minute of not doing any action (besides locker interactions)

  • @Annso_x said:

    A button to trigger EGC would be abused by killers, (equip EGC build => down 1 or 2 people => trigger EGC => ez win), and crows wouldn't be very effective to stop survivors from not doing anything bc as long as they move they won't get them.

    However i think it's a really cool idea for actual afk survivors, I ignore them until loud noise notifications starts bc they're too annoying to ignore, and walking across the map to hook an afk survivor feels like a waste of time so the entity manifesting at some point and killing them would be great.

    https://forum.deadbydaylight.com/en/discussion/comment/2919054#Comment_2919054

    As much as useless teammates and survivors trying to hold you hostage annoy me, 25s without doing gens means you can't boon, unhook, heal, open gates, do a totem or a chest, or even getting chased without risking getting crows. If you mean 25s without doing any action besides movements or entering a locker it still means survivors can't hide while the killer is looking around their gen, group up to do a risky rescue or wait for their teammates to be safe during the end game before opening the gates.

    The idea isn't bad but 25 seconds is way too short tbh, make it at least 1 minute of not doing any action (besides locker interactions)

    The thing is, killers have no reasonable base kit way of tracking healthy survivors outside of repairing generators. It’s just up to game sense, perhaps hearing breathing, and maybe luck. And even while injured, they can evade the killer if careful enough - especially if running Iron Will. That’s why it doesn’t matter if they’re doing stuff with totems, chests, or lockers: you have to force them to generators in some way to ensure the game isn’t held hostage by them.

    By providing a three-minute window, survivors are allowed plenty of time to do many other things besides repairing generators. Totems, hiding, healing, looting, etc. are all way briefer than three minutes - even a combination of all of them. It simply ensures the game has to keep progressing as normal. Think of it kind of like the storm in Fortnite: you can choose to hide, but will eventually need to move as the game draws closer to an end.

    I chose 25 seconds because it means a generator will have one more piston moving than the last time a killer patrolled it. It doesn’t give away the survivor’s exact location, but is a sure sign they were recently nearby to hunt for them.

  • @GoshJosh said:

    Giving the killer an option to concede defeat is nice (in case they need to leave, have cheaters in their game, or genuinely give up after 15 minutes), but a really poor way to end these predicaments. It shouldn’t come to that.

    Survivors need to get idle crows if they don’t work on gens for 25+ consecutive seconds after three minutes. As it is right now, survivors can avoid idle crows by the smallest amount of meandering around. It can make them unfindable on certain maps and/or with certain killers. It’s a joke.

    So both idle crow improvements and a give up option for killers are needed changes in this game.

    25 seconds of consecutive gen time is a bit much, when the killer is aggressively defending a 3 gen, its no more the survivors fault as it is the killer for not committing and advancing the game state. Of course for the ones that truly dont want to do gens, the one who progresses the least should most certainly be revealed by crows. There's just certain situations in which the killer can force you off a gen quickly, but wont do anything beyond that.

    Ive had to spend exorbitant amount of time trying to win 3-gens (because for some reason randoms who arent gen jockeys dont understand that doing all the gens on one side is the most foolish idea ever)

    Let me state that if its just me and one other survivor, half the time i just end my life if it means i can get to another game with more BP to offer. This of course if the other survivor actually isnt trying, which is usually the case. If i dont want the other survivor to die for me, I also do that. But then the killer can slug and now its just an additional 4 minute timer in which the survivor is hiding. Its a lose-lose situation honestly.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919054#Comment_2919054

    25 seconds of consecutive gen time is a bit much, when the killer is aggressively defending a 3 gen, its no more the survivors fault as it is the killer for not committing and advancing the game state. Of course for the ones that truly dont want to do gens, the one who progresses the least should most certainly be revealed by crows. There's just certain situations in which the killer can force you off a gen quickly, but wont do anything beyond that.

    Ive had to spend exorbitant amount of time trying to win 3-gens (because for some reason randoms who arent gen jockeys dont understand that doing all the gens on one side is the most foolish idea ever)

    Let me state that if its just me and one other survivor, half the time i just end my life if it means i can get to another game with more BP to offer. This of course if the other survivor actually isnt trying, which is usually the case. If i dont want the other survivor to die for me, I also do that. But then the killer can slug and now its just an additional 4 minute timer in which the survivor is hiding. Its a lose-lose situation honestly.

    That’s the point: a three gen situation is a result of survivor mistake (whether one individually or multiple corporately). So why does a killer get punished with immersion when they played their role efficiently, and killed two survivors before the gates were powered? You may give yourself up, but other survivors often don’t.

    At least in the case of slugging, you will bleed out after four minutes. If the killer won’t let you, you repair gens. But immersion by two or more survivors can hold a game (and more specifically, a killer player) hostage indefinitely. Assuming the killer doesn’t want to lose their BP, Rift challenge progress, and get a DC penalty.