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Post by mistamage123 on Dec 28, 2013 3:55:00 GMT
Sorry, but as the game is right now, it's almost unplayable as a killer.
Say, emote and death messages have an ABSURD range so even if you RP and kill someone as you are required to do, everyone rooms away knows even if you're in a dark, locked room, as the case was with me. It encourages metagaming and its stupid.
Say, emote, and death ranges should be lowered far more than they are now. Yes, I agree that you should be able to overhear someone's conversation through a wall, but 5 rooms away, is that really necessary? And even more, emotes and more importantly death messages SHOULD be obstructed by walls. If someone dies 3 rooms away I might hear him die but I should not know who it is.
That, and the killer has a lack of tools to efficiently do their job, the combat is, at the moment, very stale with little variation in combat. Punching doesn't result in knockouts from what i've tried, and there is little to lethal combat other than the traditional billhook/knife. A lack of stun options like the taser in particular. Seems very early right now and it should definitely be improved. Also, some sort of attack delay might be good? Being able to attack 3 times in a single second even with a knife means if you get hit while you're trying to react to someone's emote you're already screwed with no chance of coming back from it.
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Post by MetaFrosty on Dec 28, 2013 6:16:26 GMT
As the view distance is a lot farther now, the say verb travels further so that if you can see the player on the screen, you can hear them talk. I do understand though, I agree that it's a bit much. What if it was changed so that if you can't see a player, it would only travel so far, but if you can see them then you can hear them no matter how far they are? Would that suffice? The emote verb meanwhile, can (or at least should) only be seen if you can see the player. It shouldn't be audible through walls so if it is I need to know. Certain auto-emotes like dying aren't setup like that though, but we can make it so they are. If there's any messages you want to be changed like this, post them here and we can do that.
KOs should be possible but they may be bugged right now. The taser is implemented, but I think an accident has stopped them from spawning. I've corrected that now so in the next build they will spawn in teacher's desk as they're supposed to. Attack delay is also bugged and will be fixed soon. As for making the combat more interesting, does anyone have any ideas they'd like to contribute. I'm definitely interested in making combat better though I'm not sure how? More effect based weapons, like paints and black feathers maybe?
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Post by Julius Clonkus on Dec 28, 2013 10:35:04 GMT
Well, despite it probably being not important anymore I'd also have to say that if you can't see what's going on, it'd perhaps be much better to replace everyhing with a generic stand-in for the aliases. As opposed to "The *alias*" you'd have "someone" for death messages and so on. I don't know.
Combat noise (auto-emoted attacks) could have a lower chance of transmitting through walls and only say something about hearing a scuffle of sorts if they do?
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NotSoKaito
New Member
An Amateur Writer and Champion of Shiki
Posts: 29
Byond key: NotSoKaito
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Post by NotSoKaito on Dec 28, 2013 10:39:45 GMT
I think that the say should have just enough range to hear someone through the wall of a room right near the room something's happening at. If it was too tuned down we'd just have another verb for whispering.
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Post by decius on Apr 13, 2014 10:33:23 GMT
Has this been addressed through action done to the code, yet?
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Post by MetaFrosty on Apr 13, 2014 16:31:13 GMT
This was an issue back in the very early alpha version, before the code had been overhauled. It's safe to say it's not a problem anymore.
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Post by decius on Apr 14, 2014 1:52:29 GMT
I see. Thanks for the quick reply--
And I apologize if I seem almost spammy in how I'm doing so many things. I want to be involved and I want to be helpful, and the main way I do that is through discussion. A holdover for working at BS12.
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