Waiting for hatch incentivizes survivors to break the rules and hold the game hostage

Hiding and making no attempt to finish generators while Endgame Collapse cannot be started is against the rules. This is not about being chased off. This is about not trying to repair at all. Survivors are required to attempt to repair. This is not up for debate.

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Hatch requires only one survivor to be remaining in the trial, because multiple survivors being able to escape without finishing their objective rewards failure.

In situations such as two survivors are dead and the generators are not finished, or when survivors end up in a 3-gen situation, this incentivizes breaking rules by hiding and doing nothing till the others die for a chance at the hatch. This is a fundamental design issue that needs to be addressed.

Comments

  • @KerJuice said:

    Add this to the list of things that make this game’s mechanics antiquated: solo/SWF gap, Nurse’s power, the need to camp/tunnel to compete, servers/security/coding. I know this is not a popular opinion, but I really believe BHVR needs to make a sequel (yes I know they said “no” to doing so).

    They'd have to do it the way Blizzard is doing OW, because there is no way you can convince anyone to buy the killers over again. Even if they wanted to go that route, I don't think it is in the cards for them. Then again... if they took a 3 year break from updates like OW did, I suppose they could make it happen.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196120#Comment_3196120

    They'd have to do it the way Blizzard is doing OW, because there is no way you can convince anyone to buy the killers over again. Even if they wanted to go that route, I don't think it is in the cards for them. Then again... if they took a 3 year break from updates like OW did, I suppose they could make it happen.

    God, imagine having to rebuy characters and re-grind out progress LMAO

  • Stalemate situations are definitely a problem right now. Idk how to fix it but it needs to be addressed. Maybe they could add like a 30 minute timer per match to prevent this sort of thing.

  • @Ghoste said:

    Stalemate situations are definitely a problem right now. Idk how to fix it but it needs to be addressed. Maybe they could add like a 30 minute timer per match to prevent this sort of thing.

    An idea I had was reworking the AFK crow system to make it impossible to hide doing nothing for extended periods of time.

    @SuzuKR said:

    The AFK Crow mechanic is reworked to the following:

    1. Each survivor has a personal 4 minute timer that decays while not downed or hooked.
    2. While in chase, doing a Conspicuous Action, or receiving a Conspicuous Action (eg, being healed), the timer is paused. During running, the timer decays at 50% speed. (So they can’t run around in the basement or corner forever)
    3. If the killer is in 8m and not in chase, the timer decays at 50% speed. (For hiding when killer comes nearby, but not allowing hiding forever)
    4. Recovering from the downed state or being unhooked restarts the timer.
    5. If the timer fully decays, AFK Crows spawn and will not go away until chase starts OR 14 consecutive seconds of doing/receiving a Conspicuous Action happens. Eg, snuffing a totem.
    6. This mechanic is disabled when only one survivor is alive or the Exit Gates are powered.

    There is no excuse to spend 4 full minutes crouching/idling/walking and doing literally nothing to progress any objective or Conspicuous Action when it pauses on doing anything meaningful and resets on pickup and unhook. If you are actually playing, you will never have to worry about this ever being triggered on you.

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