@johncoles can we plz get a decision on this? I'm rly getting tired of all the bumps.it's been a while since I bumped
bump
We could double the health for players to make the fight last longer.The problem is that most of these kinds of games suffer from the "tick tick tick ur ded" phenomenon. While you're strategising and using complex logic to find out players you should kill, someone comes up behind you and kills you in 3 seconds.
A friend of mine is too scared to play that game on the other server you're talking about, because he's one wrong kill away from getting banned. He's not even RDMing, he's just really bad at judging who the traitors are. Beside, the point of the game is to deceive players and hopefully make them kill eachother for maximum efficiency, unlike that game on the other server you're talking about. So instead of checking for the amount of friendly fire, we could check how quickly the players are killing others, e.g. if the player kills a team mate every 30 seconds for 2 minutes, it would be bannable.There would be also the problem of new players who think this is Survival Games and kill everyone without reason. The other server I'm talking about has a bot which works quite well to autoban players who kill randomly.
That is very smart. I admit I slightly dislike the game from the other server, since you either get killed by an RDMer or a team of traitors in skype call who demolish the whole server all the time. However, your game is more focused on deceiving (hence the name) rather than finding out the evil minority among lots of innocents.We could double the health for players to make the fight last longer.
A friend of mine is too scared to play that game on the other server you're talking about, because he's one wrong kill away from getting banned. He's not even RDMing, he's just really bad at judging who the traitors are. Beside, the point of the game is to deceive players and hopefully make them kill eachother for maximum efficiency, unlike that game on the other server you're talking about. So instead of checking for the amount of friendly fire, we could check how quickly the players are killing others, e.g. if the player kills a team mate every 30 seconds for 2 minutes, it would be bannable.
Does the item have a cooldown? For example, if the item was activated and no one hits you within 1 minute, does the item simply run out?Gladiator
Starts with a Seal of Honor. Once in a game, this item will be used, and the next time someone hits you with a sword, you are teleported in an arena where both players have full health, to have a 100% fair duel. One-time use item. You have one minute to end the duel or both players will die.
No, it's would be consumed on use, and the next hit you take will activate the effect, no matter if it's in 5 seconds or 15 minutes. You might want to save it for the endgame however, since only the most skilled players will remain at that time.Does the item have a cooldown? For example, if the item was activated and no one hits you within 1 minute, does the item simply run out?
I'm no expert but I think you need to tag the person you are replying toWhy have it /tp someone? Just let it surround you and your enemy with glass , like the shield wand from lucky blocks , except bigger.
And the deathmatch message is broadcasted to everyone then?No, it's would be consumed on use, and the next hit you take will activate the effect, no matter if it's in 5 seconds or 15 minutes. You might want to save it for the endgame however, since only the most skilled players will remain at that time.
Regarding the gladiator kit.Why have it /tp someone? Just let it surround you and your enemy with glass , like the shield wand from lucky blocks , except bigger.
That is a much better option. That way, other players can see who's fighting, an arena doesn't need to be built, the corpse mechanic isn't confused and the terrain is not always the same.Why have it /tp someone? Just let it surround you and your enemy with glass , like the shield wand from lucky blocks , except bigger.
It was only a random idea, but I'll explain again with the change Sylvaly suggested.I'm no expert but I think you need to tag the person you are replying to
And the deathmatch message is broadcasted to everyone then?
So, only Veterans will get notifications regardless of their distance from the duel, but everyone can watch the duel from outside the glass walls? Does this mean that the Class Interaction messages only shows up for Veterans?When a duel occurs, only Veterans receive a message to know it happened.
Yeah, that's kinda what I thought. The game is too fast-paced to stand still and type a long message, unlike Town of Salem where you have a lot of time to chat without worrying about getting stabbed in broad daylight. I'm still very uncertain about adding the localization lobbies into the suggestion, as you may have noticed, it's not found in the original post unlike the voting options I had just created yesterday.There is a problem which was mentionned earlier, the language and communication issues. If you happen to play TD, you'll notice that often, a teammate will place towers in a very unefficient or messy way, and will simply not respond when you ask them (politely) to remove them.
But I think having multiple language lobbies might split the community for a game which would probably be played by around 100-150 players at once if it were to be released.
I think you should just let it be, as "body language" tells a lot by itself. Also, the chat would probably turn into very simple expressions understood by everyone.
So, only Veterans will get notifications regardless of their distance from the duel, but everyone can watch the duel from outside the glass walls? Does this mean that the Class Interaction messages only shows up for Veterans?
Yeah, that's kinda what I thought. The game is too fast-paced to stand still and type a long message, unlike Town of Salem where you have a lot of time to chat without worrying about getting stabbed in broad daylight. I'm still very uncertain about adding the localization lobbies into the suggestion, as you may have noticed, it's not found in the original post unlike the voting options I had just created yesterday.
A potential suggestion is a quick chat shortcut system, much like the emote system from the also fast-paced game Overwatch. This menu could be accessed from the inventory (because it's unused and you can access it quickly), you can click on items that each carry a message, such as "Confirmed ally!" and "Enemy found!". When an item is clicked, the inventory closes and the chat message is outputted.
Thanks! <3(This little discussion is keeping the thread up, so that's nice)
Ok, I'll add the class. This is the first user-submitted class since I posted the original thread (~6 months ago), wow :OExactly. Veterans see the message no matter where they are on the map, but other players need to actually witness it since there is no message. The Class Interaction message is only shown to veterans. The duel is not directly affecting them, but it's affecting the environment so I thought this would fit.
Care to send me the IP in private convo? I think I played it before but I forgot the server's nameThat was actually implemented in another server I will not mention. They have a Murder clone there (Seems Bedwars and Murder are the new trend), but with a twist: the muderer has the same ability as the Shape Shifter's one (take up their name and skin and you die intead). In that game, a book is located in the hotbar, which can annouce to all players that you are suspicious of (the nearest player to you) or that you have (nearest player) as a confirmed innocent. You can still type normally in chat, but it works very well and even non English speakers who are at least somewhat dedicated to the game have learnt their signification.