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Exit gates open - Entity starts to consume the map

lindechenelindechene Member Posts: 69
edited November 2018 in General Discussions

Opening the exit gates could become a strategic choice with a risk & reward system.

  • When survivors open an exit gate the entity will start to consume the map starting from the gate that was opened.
  • The ground around the exit gate will become tainted by the entity.
  • Standing in the tainted ground will slowly start to taint survivors.
  • After around 30 seconds of standing in tainted ground the survivors are rooted in place.
  • Other survivors can try to free rooted survivors but risk to reach a critical level of taint in the process.

This mechanic would remove the safe zone around exit gates.
Survivors are forced to make more choices with consequences:

  • Open the exit gate first and then try to safe and escape with a hooked survivor
  • First rescue the survivor to heal him safely and then escape.

  • Depending on the distance of the hook it might be possible to run trough tainted ground and still reach the exit gate.

  • Alternatively the survivors could try to reach untainted ground around the not yet opened second exit gate.

In any case the intention of this mechanic should be clear:

Once the exit gates are open survivors should try to leave as quickly as possible as long as they still can.

Post edited by lindechene on
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Comments

  • AgentTalonAgentTalon Member Posts: 162

    That's a solid idea and I think it would be fun.

  • RekinSharkRekinShark Member Posts: 21
    Yes. I like it. 
  • VietfoxVietfox Member Posts: 3,826
    It's cool, but the way this game is designed i'm pretty sure it would be way more buggy.
  • PigNRunPigNRun Member Posts: 2,396
    I like this. Great potential.
  • Keene_KillsKeene_Kills Member Posts: 649

    Killer could be given X% to movement and all action speeds for Y amount of time spent in the tainted area, since the purpose is to get Survivors TF out and on to the next match (and since the Entity favors them).

  • aproposapropos Member Posts: 245

    I don't like this. It puts limitations on the number of experiences a player can have by forcing everyone 'to get on with it already'. There are so many games that force this experience on the player... why not just go play fortnite?

    I'd rather see mechanics that prevented survivors from escaping and forced them to deal with the killer, rather than encouraging them to gen rush, then bolt out of the trial.

  • AvarikuAvariku Member Posts: 603
    how does this encourage gen rush? apropos said:

    I don't like this. It puts limitations on the number of experiences a player can have by forcing everyone 'to get on with it already'. There are so many games that force this experience on the player... why not just go play fortnite?

    I'd rather see mechanics that prevented survivors from escaping and forced them to deal with the killer, rather than encouraging them to gen rush, then bolt out of the trial.


  • MasterMaster Member Posts: 10,208

    @lindechene said:
    Opening the exit gates could become a strategic choice with a risk & reward system.

    • When survivors open an exit gate the entity will start to consume the map starting from the gate that was opened.
    • The ground around the exit gate will become tainted by the entity.
    • Standing in the tainted ground will slowly start to taint survivors.
    • After around 30 seconds of standing in tainted ground the survivors are rooted in place.
    • Other survivors can try to free rooted survivors but risk to reach a critical level of taint in the process.

    This mechanic would remove the safe zone around exit gates.
    Survivors are forced to make more choices with consequences:

    • Open the exit gate first and then try to safe and escape with a hooked survivor
    • First rescue the survivor to heal him safely and then escape.

    • Depending on the distance of the hook it might be possible to run trough tainted ground and still reach the exit gate.

    • Alternatively the survivors could try to reach untainted ground around the not yet opened second exit gate.

    In any case the intention of this mechanic should be clear:

    Once the exit gates are open survivors should try to leave as quickly as possible as long as they still can.

    I believe that is the first time that a low-post user with a survivor picture has given a really decent suggestion.

    Keep it up

  • TheEliteTurtleTheEliteTurtle Member Posts: 108

    @not_Queen said:
    Nice feedback! Sending to the design team :)

    If the Entity eats the map, then what does it taste like?

  • MojoTheFabulousMojoTheFabulous Member Posts: 1,289

    Treat it like Blood Warden and 99% the Gates.

  • rebelhunter316rebelhunter316 Member Posts: 101

    @not_Queen said:
    Nice feedback! Sending to the design team :)

    If the Entity eats the map, then what does it taste like?

    Like chicken?
  • purebalancepurebalance Member Posts: 661

    @AgentTalon said:
    That's a solid idea and I think it would be fun.

    Terrible idea. It should go from points farthest from the gate, but also affect the killer. Someone is just sour over the gates being powered and people not leaving because they were bad.

  • SupernautSupernaut Member Posts: 1,082
    The Clown's gas as the taint could be fun. Screams and hindered effect. No new status required! 
  • purebalancepurebalance Member Posts: 661
    edited November 2018

    @Supernaut said:
    The Clown's gas as the taint could be fun. Screams and hindered effect. No new status required! 

    @Supernaut said:
    The Clown's gas as the taint could be fun. Screams and hindered effect. No new status required! 

    Sure as long as the gas also affects the killer. This is just a buff to killers who get mad that they had someone pulled off the hook in end game.

  • purebalancepurebalance Member Posts: 661

    @PhantomMask20763 said:
    Why does the community have better ideas than most of the mechanics in-game right now. This is a really good idea but how would it affect the killer or is he not affected at all? Solid idea and would definitely prevent the whole waiting at the exit gates thing.

    Except this isn't a better idea. This is just an idea that is terrible from sour killers who want to have their kill that they don't deserve. You want the idea to be good? If a hooked survivor is enveloped by the gas, they are unhooked and teleported to the exit gate.

  • NMCKENMCKE Member, Trusted Posts: 7,187

    Opening the exit gates could become a strategic choice with a risk & reward system.

    • When survivors open an exit gate the entity will start to consume the map starting from the gate that was opened.
    • The ground around the exit gate will become tainted by the entity.
    • Standing in the tainted ground will slowly start to taint survivors.
    • After around 30 seconds of standing in tainted ground the survivors are rooted in place.
    • Other survivors can try to free rooted survivors but risk to reach a critical level of taint in the process.

    This mechanic would remove the safe zone around exit gates.
    Survivors are forced to make more choices with consequences:

    • Open the exit gate first and then try to safe and escape with a hooked survivor
    • First rescue the survivor to heal him safely and then escape.

    • Depending on the distance of the hook it might be possible to run trough tainted ground and still reach the exit gate.

    • Alternatively the survivors could try to reach untainted ground around the not yet opened second exit gate.

    In any case the intention of this mechanic should be clear:

    Once the exit gates are open survivors should try to leave as quickly as possible as long as they still can.

    I like this, practically solves all of the problems with survivors waiting at the exit gates when everyone is healed and safe.

    I may ask, how fast would this spread?
  • MilkymalkMilkymalk Member Posts: 149

    @purebalance said:

    @AgentTalon said:
    That's a solid idea and I think it would be fun.

    Terrible idea. It should go from points farthest from the gate, but also affect the killer. Someone is just sour over the gates being powered and people not leaving because they were bad.

    Why should it affect the killer and why should it start AWAY from the open gate? The purpose is to tell survivors "You opened the gate? Great, now get out and don't unnecessarily prolong the game. The killer knows he lost, don't waste his time."

  • DreamnomadDreamnomad Member Posts: 2,605

    Feels like a knockoff on the fortnight mechanic.

  • FinLaddFinLadd Member Posts: 190

    Opening the exit gates could become a strategic choice with a risk & reward system.

    • When survivors open an exit gate the entity will start to consume the map starting from the gate that was opened.
    • The ground around the exit gate will become tainted by the entity.
    • Standing in the tainted ground will slowly start to taint survivors.
    • After around 30 seconds of standing in tainted ground the survivors are rooted in place.
    • Other survivors can try to free rooted survivors but risk to reach a critical level of taint in the process.

    This mechanic would remove the safe zone around exit gates.
    Survivors are forced to make more choices with consequences:

    • Open the exit gate first and then try to safe and escape with a hooked survivor
    • First rescue the survivor to heal him safely and then escape.

    • Depending on the distance of the hook it might be possible to run trough tainted ground and still reach the exit gate.

    • Alternatively the survivors could try to reach untainted ground around the not yet opened second exit gate.

    In any case the intention of this mechanic should be clear:

    Once the exit gates are open survivors should try to leave as quickly as possible as long as they still can.

    This is a REALLY awesome idea... I Love it
  • powerbatspowerbats Member Posts: 7,071

    The issues with this would be:

    1.Small maps like say Haddonfield/Springfield

    1. Both exit gates close together

    2. High mobility killer like say Billy, Nurse , Spirit, Wraith.

    3. How would this affect both sides?

    4. Would this jus funnel survivors who just healed up or did a rescue right to the waiting killer?

    I could list other things but you get the point since this isn't PUBG or Fortnite..

  • Wolf74Wolf74 Member Posts: 2,959

    Oh what a surprise WHO will be the one that will try to tell this is a bad idea…?

  • S0ckenSchussS0ckenSchuss Member Posts: 110

    I hope Entity also can eat the hatch. Once reached, its not usable anymore because its got eaten... or something like that.

  • powerbatspowerbats Member Posts: 7,071

    @Wolf74 said:
    Oh what a surprise WHO will be the one that will try to tell this is a bad idea…?

    Oh what a surprise another troll comment from you, it's almost as if you can't stand people discussing the pros and cons of something that you like.

  • ForsakenLemonForsakenLemon Member Posts: 42

    I like this idea,, windows start to get bamboozled, pallets break, jungle gyms melt, the whole map becomes more hostile.

    I'll admit, when I go against a bad killer I stay behind and cleanse totems, and try to get as many blood points as I can, so this would be a great incentive for late game

  • NMCKENMCKE Member, Trusted Posts: 7,187
    powerbats said:

    @Wolf74 said:
    Oh what a surprise WHO will be the one that will try to tell this is a bad idea…?

    Oh what a surprise another troll comment from you, it's almost as if you can't stand people discussing the pros and cons of something that you like.

    He doesn't wanna have a civilized discussion, I tried talking to him about some balance changes and didn't like it when I made some points.

    Back on topic, this would be cool, it correctly punishes survivors who are greedy.
  • Wolf74Wolf74 Member Posts: 2,959

    I can't remember you making a point anywhere.
    Just repeating some biased memes isn't "making a point" in my book.

  • AChaoticKillerAChaoticKiller Member Posts: 985
    Cool idea won't work enless they make gates lose progress, otherwise people will just 99% a gate then go for the save.
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