Gen completion bug is tied towards sacrificing Survivors

When the Killer sacrifices one person the next gen counts as 2. If 2 are sacrificed before a gen gets done 3 in total are completed. Its unavoidable and hope the devs can fix it soon enough.

Comments

  • I really hope this is simply some massive mistake in spaghetti code and not just accidentally revealed catch up mechanic :D

  • From what I understood, not sacrificed, but leaving the Trial after dying. So if Survivors stay around until the end, nothing changes.

    Anyway, this is actually a useful Anti-Tunnel Mechanic. The best and probably only useful they ever implemented.

  • Nice to know I accomplished something when I got camped to death and left the match.

  • If this is true, unironically I think this might be good for the game. It discourages tunneling, and rewards players to pump gens no matter how dire the circumstances are. It also doesn't quite work with SWF because you typically watch your teammates after you die.

    The only problem I could see is intentionally leaving a gen 99'd in case someone gets killed, to cheese a 4 gen escape on purpose. Also once people know that they need to fully leave, SWFs can still leave to lobby and ask their friends to alt-tab and start a Discord stream if they NEED to watch.

  • @Aven_Fallen said:

    From what I understood, not sacrificed, but leaving the Trial after dying. So if Survivors stay around until the end, nothing changes.

    Anyway, this is actually a useful Anti-Tunnel Mechanic. The best and probably only useful they ever implemented.

    I realize you're probably joking, but some people have been saying this unironically. It's less anti-tunnel and more anti-rescue. It rewards survivors for letting their teammates die on hook.

  • The bug I saw this morning was the gen count not procing. We did one gen and it still said 5 gens but when we popped the second gen the count corrected to 3. Then same thing. Completed another gen and it stayed at 3, but when we did the next one it corrected to 1.

  • @Aven_Fallen said:

    From what I understood, not sacrificed, but leaving the Trial after dying. So if Survivors stay around until the end, nothing changes.

    Anyway, this is actually a useful Anti-Tunnel Mechanic. The best and probably only useful they ever implemented.

    I mean it leads to two situation:

    The Killer hard tunnels to force kills as quickly as possible to try and outpace this bug.

    The Killer does not hard tunnel and spreads out hooks until the final Generator remains since past that point killing a Survivor does not matter.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762320#Comment_3762320

    I mean it leads to two situation:

    The Killer hard tunnels to force kills as quickly as possible to try and outpace this bug.

    The Killer does not hard tunnel and spreads out hooks until the final Generator remains since past that point killing a Survivor does not matter.

    Or 3rd situation - everyone gets to bleed out

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762320#Comment_3762320

    I mean it leads to two situation:

    The Killer hard tunnels to force kills as quickly as possible to try and outpace this bug.

    The Killer does not hard tunnel and spreads out hooks until the final Generator remains since past that point killing a Survivor does not matter.

    or this situation: killer don't tunnel, does fine, 8 hooks, all alive, 2 gens. Survivors leave gen 99, wait for someone to die, complete that gen and do 3 man escape

  • @mizark3 said:

    If this is true, unironically I think this might be good for the game. It discourages tunneling, and rewards players to pump gens no matter how dire the circumstances are. It also doesn't quite work with SWF because you typically watch your teammates after you die.

    The only problem I could see is intentionally leaving a gen 99'd in case someone gets killed, to cheese a 4 gen escape on purpose. Also once people know that they need to fully leave, SWFs can still leave to lobby and ask their friends to alt-tab and start a Discord stream if they NEED to watch.

    Calling a game breaking bug "good for the game" is quite funny

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762439#Comment_3762439

    Calling a game breaking bug "good for the game" is quite funny

    I mean, if someone really gets hard tunneled out of the game, aka hooked THREE TIMES IN A ROW without anyone else being hooked, I could imagine something like this.. But not if someone decides to give up.. Or after a kill when multiple survivors have been hooked - that should be out of the question

  • @Xyphus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764110#Comment_3764110

    I mean, if someone really gets hard tunneled out of the game, aka hooked THREE TIMES IN A ROW without anyone else being hooked, I could imagine something like this.. But not if someone decides to give up.. Or after a kill when multiple survivors have been hooked - that should be out of the question

    Does it makes sense to reward anyone EXCEPT those who got tunneled when tunneling happens, I feel that's weird kind of anti tunneling mechanics as those who got tunneled will get tunneled anyway, even if it rewards anyone else with free generators

    Isn't the whole point of anti-tunneling argument is "because it'll stop a player from playing the game (which is objectively incorrect btw)", this doesn't change that result in any way

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764111#Comment_3764111

    Does it makes sense to reward anyone EXCEPT those who got tunneled when tunneling happens, I feel that's weird kind of anti tunneling mechanics as those who got tunneled will get tunneled anyway, even if it rewards anyone else with free generators

    Isn't the whole point of anti-tunneling argument is "because it'll stop a player from playing the game (which is objectively incorrect btw)", this doesn't change that result in any way

    Those arguments why tunn eling is bad vary, as you already know. The one that you just mentioned doesn't count in my book since that Player GOT to play.. Just screw up / got screwed or whatever. I'm more thinking for the rest of the team to have a chance to fight back

  • @Xyphus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764114#Comment_3764114

    Those arguments why tunn eling is bad vary, as you already know. The one that you just mentioned doesn't count in my book since that Player GOT to play.. Just screw up / got screwed or whatever. I'm more thinking for the rest of the team to have a chance to fight back

    But then rest of team had a maximum duration of 3 chases to do gens, I don't feel it's the everyone else's problem for most of the time

  • @Aven_Fallen said:

    From what I understood, not sacrificed, but leaving the Trial after dying. So if Survivors stay around until the end, nothing changes.

    Anyway, this is actually a useful Anti-Tunnel Mechanic. The best and probably only useful they ever implemented.

    Except that Solo players don't stick around when they die. They move on to the next match. I stopped playing Killer yesterday. No one was tunneled. No one was camped. But the people who died, left. Thus the Gens started popping at accelerated rates. It isn't an anti-tunneling technique because it isn't based on tunneling. It is based on the Survivor not sticking around in the lobby. It doesn't care if the person was tunneled or not. It needs to be fixed and pronto.

  • It also bears mentioning that a Team of Survivors can simply manipulate the outcome by having the first of the four suicide on the hook and immediately leave giving a 2 for 1 on every Gen. Normally the 1st Gen will have popped before or about the same time as the first hook. As long as 1-2 Gens are done before the suicide, it all but ensures a rapid roll of the Killer. Hopefully this is a bug. If this is a preview of a future mechanic, I would only point to the growing wait times on matches as Killers are stopping playing already.

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762320#Comment_3762320

    Except that Solo players don't stick around when they die. They move on to the next match. I stopped playing Killer yesterday. No one was tunneled. No one was camped. But the people who died, left. Thus the Gens started popping at accelerated rates. It isn't an anti-tunneling technique because it isn't based on tunneling. It is based on the Survivor not sticking around in the lobby. It doesn't care if the person was tunneled or not. It needs to be fixed and pronto.

    Man, it was a joke. lol.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762439#Comment_3762439

    Calling a game breaking bug "good for the game" is quite funny

    A gamebreaking bug fixing a design flaw that has plagued the game from the onset is even more hilarious and on brand for BHVR.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764110#Comment_3764110

    A gamebreaking bug fixing a design flaw that has plagued the game from the onset is even more hilarious and on brand for BHVR.

    The problem is no one would be okey with this if it was reverse.

    If a vug made a comeback mechanic for the killer where the survs loose two hook states when there gets a gen done before the killer can hook no one would want that as a feature to pace the game better

  • @Guy_Noir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762320#Comment_3762320

    I realize you're probably joking, but some people have been saying this unironically. It's less anti-tunnel and more anti-rescue. It rewards survivors for letting their teammates die on hook.

    Exactly, its like DC for hatch but all game.

    It doesnt stop tunnelling, it stops killing.

  • AFAIK the trigger isn't sacrificing survivors.

    Survivors can trigger it without any help from the killer.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765886#Comment_3765886

    The problem is no one would be okey with this if it was reverse.

    If a vug made a comeback mechanic for the killer where the survs loose two hook states when there gets a gen done before the killer can hook no one would want that as a feature to pace the game better

    We do have a similar mechanic that is working in favor of Killer. The anti-facecamp bar disables in endgame. (Also I have recommended a lesser version of NOED in endgame if you reach endgame with no kills.)

    To address your 2nd point, it wouldn't be comparable for a double hook state on the first gen. The Survivors don't get multiple gens until they are fully dead AND leave the lobby. It would be more comparable to have hooks instakill in endgame (regardless of hook state), which I wouldn't strictly be opposed to (if there was some form of basekit UB to disincentivize slugging).

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765892#Comment_3765892

    We do have a similar mechanic that is working in favor of Killer. The anti-facecamp bar disables in endgame. (Also I have recommended a lesser version of NOED in endgame if you reach endgame with no kills.)

    To address your 2nd point, it wouldn't be comparable for a double hook state on the first gen. The Survivors don't get multiple gens until they are fully dead AND leave the lobby. It would be more comparable to have hooks instakill in endgame (regardless of hook state), which I wouldn't strictly be opposed to (if there was some form of basekit UB to disincentivize slugging).

    I would say hook states are comparable to gens being done. Both are the respective teams way to end the game and no one can do anything about it when it happned.

  • Undoing all the work the hook respawn mechanic has done in one, fell swoop

  • it’s been acknowledged as a bug and will be fixed in the next hotfix (way quicker than other bugged elements have been as many have pointed out). It doesn’t really matter what causes it.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766307#Comment_3766307

    I would say hook states are comparable to gens being done. Both are the respective teams way to end the game and no one can do anything about it when it happned.

    Well the gen bug was comparing 3 hook states to 1 gen. That would mean a normal game ends at 1 gen (12 hooks at 4 gens). That would mean it would be physically impossible for Survivor at that point. Plus that isn't even taking into account how the game functions with 4 Survivors (balanced-ish) to 3 Survivors (free win for Killer).

  • @Brix said:

    When the Killer sacrifices one person the next gen counts as 2. If 2 are sacrificed before a gen gets done 3 in total are completed. Its unavoidable and hope the devs can fix it soon enough.

    absolutely against it. It would lead to murderers who play fair being punished