Post by Tanasinn on Oct 22, 2014 6:40:06 GMT
Okay, so. Misuterii is missing several things that are rather nice to have that Mitadake had. I also have some other things to suggest/talk about. As alluded to in the title, the first and foremost of these is timestamps. PDA message timestamps and time of death timestamps on the results screen, to be exact.
An example from Mitadake PDAs - "P.D.A. Message - 7:00 PM From 287-5108: Hi. Hi, hey. Hi."
It's nice for numerous reasons. PDA's could also use the 'playing beep noise to people present' when you get a message. Though I heard that wouldn't work for some reason?
An example from the death results screen in Mitadake - "The Green Haired Girl / Marisa Nanaya (Kaoxitium) Died (11:00 PM)"
This is also rather nice for knowing when things happened.
As for the other features.. I'd like to first talk blood pools, and by extension, bloody footprints.
The way it works in Misuterii is simple. Every blood pool has thirty 'points'. These points are assigned to people who step in it, and then each bloody footprint consumes one. When the pool is empty, it changes icons, and no longer generates bloody footsteps. This, of course, results in things like 60 or 90 bloody footprints leading away from a murder scene, which is just ridiculous. Nobody likes trailing blood for an eternity, or letting literally everyone in a ten mile radius know they just massacred someone in a room. Having to rely on pure RNG luck to keep a murder from being blatantly obvious to everyone feels awful. This is especially bad because retracing your steps will NOT count as a step for using up the points, which is the main cause of infinite length footprint trails.
The way it works in Mitadake is also simple. Stepping in a blood pool gave you a similar point thing, of seven. No matter how many times you stepped in the pool of blood, you were given seven 'points'. Stepping over a tile you already stepped on? Still takes a point. So, no matter how many times you step in it, you will never get footprints more than seven tiles away. This naturally makes it a lot easier to keep a murder secretive, and keeps it from looking like you somehow have an endless fountain of blood hooked up to the bottom of your shoes.
So, I'd like to recommend a switch to a more Mitadake style system. Have the decals stack on each other or whatever and keep it thirty points to a pool, it doesn't matter too much. What DOES matter is that you don't drag bloody footsteps from one end of the school to the other. It looks terrible, and plays terrible.
As for blood in general, I'm not sure why it has the decal limit in place. Mitadake managed to keep blood going for forever without crashing in a burning pool of hate, and I've never actually seen blood itself cause major problems.
Next on the list, my complaints with the item spawn system we have in place.
The way it works is rather simple, again. Container has x slots for whatever the container, well, contains. For example, each 'slot' of a set of drawers is four pieces of paper and a super regenerative. Low and very low modifies it to 1 slot for the drawers, normal is 2 slots, and higher is 3 slots(though the third slot is actually 5 papers and 1 regen, for some reason). Those slots are ALWAYS filled depending on the item spawn rate, no matter what. Then, after it's all filled, the extra items(Security cards, security codes, yen, stakes) are distributed randomly on top of it all. This causes a lot of problems. It's rare for a classroom not to have a dozen knives, for instance. It's easy to find basically anything you want.
In Mitadake, it seemed to work differently. I'm not a hundred percent on how, exactly, but containers did not have a minimum threshold or exact threshold of items to carry. On normal, a lot of containers would just be empty. Some would have up to four or five items. It was basically a lot like the extra items spawning, only with all things, and modified by what the container can carry. No super easy to find mystia coins, or billhooks for everyone, or any of that. Simple game balance. The more useful objects also didn't weigh a ton for no reason other than 'balance', because they were rare enough to not need the balancing.
What I would like to suggest is to move it to a Mitadake-style system with a few tweaks. In particular, minimum limits for specific items. For example, I only keep my item spawn rate at 'above normal' because a lot of the time axes just don't spawn. At all. This is, naturally, very awful for the killer. So, for things that are integral and necessary counters to things like 'You can never reach me', there should be some form of check to make sure there's a minimum of two. Though, to be honest, I think only axes need that particular caveat. It'd give someone with an axe or a billhook a bit more presence than 'Psh, yeah, there was one in every classroom, who cares?', as well as keep the game more balanced.
The next suggestion is actually rather simple. Mitadake had light switches that turned things off with a single click. Just left click the light switch next to it, lights off. Simple, easy, no hassle. I suppose you could make an argument about how it being 'harder' to do makes it more 'punishing' to those who get attacked after the killer turns off the lights, but it still leaves your course of action clear. Just a simple quality of life change, really.
Of course, that leads into a much bigger suggestion/complaint. The lights.
As they are now, they're broken. A lot of rooms just have random strips of lit area when the lights are off. That's a map thing, as I understand, and just needs to be fixed in general as it's slowly fallen apart. More than that, though, turning off hallway lights leaves the upstairs completely lit, the stairwells never go out, and there's a weird patch of darkness by the upstairs stairwell entrances despite the stairwells being completely lit. That brings up another problem with lighting. Light is an absolute. Due to the way lighting worked in Mitadake with the ceiling lights, hallway lights would sort of 'spill into' dark rooms, leaving the doorways still lit up so you could see a bit into the room. With Misu, it's an absolute dead zone. Rather nonsensical, especially when the door itself somehow turns into a pitch-black abyss.
A 'fix' would be moving back to the ceiling light type system Mitadake had. That's probably an absolute ton of work, so I figure it's not something that'll happen. However, a limited implementation at least near doorways would be nice. Also fixing up the upstairs hallways to fall under the 'hallway' breaker, as well as the stairwells.
A related suggestion is having a low chance for lights in rooms/areas to go out for the rest of the round. Naturally, this would be on a low chance, as in, not every round would have a place go permanently powerless. Just a small ambience change, in the end.
As far as I can think of, that's it, for now.
An example from Mitadake PDAs - "P.D.A. Message - 7:00 PM From 287-5108: Hi. Hi, hey. Hi."
It's nice for numerous reasons. PDA's could also use the 'playing beep noise to people present' when you get a message. Though I heard that wouldn't work for some reason?
An example from the death results screen in Mitadake - "The Green Haired Girl / Marisa Nanaya (Kaoxitium) Died (11:00 PM)"
This is also rather nice for knowing when things happened.
As for the other features.. I'd like to first talk blood pools, and by extension, bloody footprints.
The way it works in Misuterii is simple. Every blood pool has thirty 'points'. These points are assigned to people who step in it, and then each bloody footprint consumes one. When the pool is empty, it changes icons, and no longer generates bloody footsteps. This, of course, results in things like 60 or 90 bloody footprints leading away from a murder scene, which is just ridiculous. Nobody likes trailing blood for an eternity, or letting literally everyone in a ten mile radius know they just massacred someone in a room. Having to rely on pure RNG luck to keep a murder from being blatantly obvious to everyone feels awful. This is especially bad because retracing your steps will NOT count as a step for using up the points, which is the main cause of infinite length footprint trails.
The way it works in Mitadake is also simple. Stepping in a blood pool gave you a similar point thing, of seven. No matter how many times you stepped in the pool of blood, you were given seven 'points'. Stepping over a tile you already stepped on? Still takes a point. So, no matter how many times you step in it, you will never get footprints more than seven tiles away. This naturally makes it a lot easier to keep a murder secretive, and keeps it from looking like you somehow have an endless fountain of blood hooked up to the bottom of your shoes.
So, I'd like to recommend a switch to a more Mitadake style system. Have the decals stack on each other or whatever and keep it thirty points to a pool, it doesn't matter too much. What DOES matter is that you don't drag bloody footsteps from one end of the school to the other. It looks terrible, and plays terrible.
As for blood in general, I'm not sure why it has the decal limit in place. Mitadake managed to keep blood going for forever without crashing in a burning pool of hate, and I've never actually seen blood itself cause major problems.
Next on the list, my complaints with the item spawn system we have in place.
The way it works is rather simple, again. Container has x slots for whatever the container, well, contains. For example, each 'slot' of a set of drawers is four pieces of paper and a super regenerative. Low and very low modifies it to 1 slot for the drawers, normal is 2 slots, and higher is 3 slots(though the third slot is actually 5 papers and 1 regen, for some reason). Those slots are ALWAYS filled depending on the item spawn rate, no matter what. Then, after it's all filled, the extra items(Security cards, security codes, yen, stakes) are distributed randomly on top of it all. This causes a lot of problems. It's rare for a classroom not to have a dozen knives, for instance. It's easy to find basically anything you want.
In Mitadake, it seemed to work differently. I'm not a hundred percent on how, exactly, but containers did not have a minimum threshold or exact threshold of items to carry. On normal, a lot of containers would just be empty. Some would have up to four or five items. It was basically a lot like the extra items spawning, only with all things, and modified by what the container can carry. No super easy to find mystia coins, or billhooks for everyone, or any of that. Simple game balance. The more useful objects also didn't weigh a ton for no reason other than 'balance', because they were rare enough to not need the balancing.
What I would like to suggest is to move it to a Mitadake-style system with a few tweaks. In particular, minimum limits for specific items. For example, I only keep my item spawn rate at 'above normal' because a lot of the time axes just don't spawn. At all. This is, naturally, very awful for the killer. So, for things that are integral and necessary counters to things like 'You can never reach me', there should be some form of check to make sure there's a minimum of two. Though, to be honest, I think only axes need that particular caveat. It'd give someone with an axe or a billhook a bit more presence than 'Psh, yeah, there was one in every classroom, who cares?', as well as keep the game more balanced.
The next suggestion is actually rather simple. Mitadake had light switches that turned things off with a single click. Just left click the light switch next to it, lights off. Simple, easy, no hassle. I suppose you could make an argument about how it being 'harder' to do makes it more 'punishing' to those who get attacked after the killer turns off the lights, but it still leaves your course of action clear. Just a simple quality of life change, really.
Of course, that leads into a much bigger suggestion/complaint. The lights.
As they are now, they're broken. A lot of rooms just have random strips of lit area when the lights are off. That's a map thing, as I understand, and just needs to be fixed in general as it's slowly fallen apart. More than that, though, turning off hallway lights leaves the upstairs completely lit, the stairwells never go out, and there's a weird patch of darkness by the upstairs stairwell entrances despite the stairwells being completely lit. That brings up another problem with lighting. Light is an absolute. Due to the way lighting worked in Mitadake with the ceiling lights, hallway lights would sort of 'spill into' dark rooms, leaving the doorways still lit up so you could see a bit into the room. With Misu, it's an absolute dead zone. Rather nonsensical, especially when the door itself somehow turns into a pitch-black abyss.
A 'fix' would be moving back to the ceiling light type system Mitadake had. That's probably an absolute ton of work, so I figure it's not something that'll happen. However, a limited implementation at least near doorways would be nice. Also fixing up the upstairs hallways to fall under the 'hallway' breaker, as well as the stairwells.
A related suggestion is having a low chance for lights in rooms/areas to go out for the rest of the round. Naturally, this would be on a low chance, as in, not every round would have a place go permanently powerless. Just a small ambience change, in the end.
As far as I can think of, that's it, for now.