I'll try, but what color background should it have?
Hunter vs the World - Survival PvP game, complete with Classes, Skills, Maps and Pursuing Gameplay!!
It would be awesome if you could do a few different versions for comparison, like glossy black, matte black, and red or something like that.
Would the players have the option to change loadouts in between rounds, or maybe just the player who is switching to/out of the Hunter mode?
And one more question, why is a shielded recon the same as normal walking speed? Aren't they a little slower in Lockdown, like around a 4 on that scale?
And an idea I had is maybe to make being a bomber hunter easier (it sounds really hard right now) is the Hunter Bound. Basically, you double tap your shield button, and the Hunter leaps forward in direct relationship to what percentage shield power you have left. It uses up all of your shields remaining health, and you can't use it again until your shield starts to recharge. The would help the Bombardier get in close to fleeing strikers, and then, if surrounded, jump away, and the assassin could quickly unshield and leap at unprepared prey.
Idk, this just seemed like a way to make the bomber and assassin classes more playable, so it wasn't a bunch of juggernauts with skolver/flourish combos running around. The Bound would be available to all classes, but it seems like it would be most helpful to the bomber and assassin classes.
Or maybe make it just for bomber/assassin?
I'll try to get up some of the pictures ASAP. :D
"How would interrupting attacks work on the hunter/prey?"
They would work as they always have, unless they turn out to be overpowered. In that case, the interruption time should be shortened or even removed altogether.
"Would the players have the option to change loadouts in between rounds?"
Yes, that could be useful for most players, and I don't see how it could be abused.
"Why is a shielded recon the same as normal walking speed?"
I thought they were slower too, but decided to actually check it and found that it is, in fact, as fast as normal walking.
--
Hunter Bound sounds really interesting, actually. It does seem a bit hard to master, but I guess that's where the fun is at.
"A way to make the bomber and assassin classes more playable"
I never said this, but the Bombardier class is not supposed to be easy to play with.
Its firepower should be strong enough to one-hit-kill preys. Yeah, I know it sounds overpowered but that damage boost is only for bombs, which are the hardest weapons to handle in the game.
So, in a nutshell, it compensates difficulty with firepower.
About assassins, they are invisible (or close to that) and that's pretty badass on its own, in my opinion.
Hey, while reading your post, I thought that it could be nice if each class had its own ability.
For instance, making the Flair exclusive for Juggernauts, and giving two brand new abilities for Assassins and Bombardiers (one for each), OR maybe keeping the Flair available for all of them, and creating other three abilities.
That would very likely make the game a bit more about mastering a class' ability, and not only choosing which of them suits your weapons the best.
Does that sound cool or is it just me?
@Isisdelltion
Nice! I'm looking forward to them ^^
EDIT: Oh, btw, 5th page !!!!! Hell yeah \0
Haha, yeah, when a suggestion reaches the 5th page it's time for it to be added in. And yeah, the abilities sound cool. But flair doesn't really sound like a juggy ability, the bound more seems like that type to me. The flair seems a lot more like an assassin ability, and something else could be invented for the bombardier, idk what though. Maybe iron mode, which once again uses up all of your shield, but turns you invincible for a period of time which relates to how much shield power you have left. This could stop people abusing the fact that bomb attacks can be extremely easily interrupted.
Juggy gets Hunter's Bound.
Assassin gets Hunter Flair.
Bombardier gets Hunter's Ambush.
The Bombardier may shield, endowing them with invisibility for roughly 20 seconds. This reduces their movement to 5 instead of 7 on the scale. In trade for such loss of movement, once the shield is let back down the bombardier may charge a nitronome or vortex to full before reappearing.
I had considered that, but it's basically just stealing the assassins ability. Class abilities should be unique.
How about Hunter's Frenzy for the Juggy, Hunter's Bound for Assassin, and Hunter's Flair for Bombardier?
Frenzy would pratically the antistun, speeding up attacks (and maybe speed).
The Bound would be perfect for the Assassin, if it's caught by a group it can quickly jump away, then dart back in while invisible and surprise them.
The Flair would let the Bombardier know that there are knights coming, and lay down bomb accordingly.
@Aemicus
That could be great. It would be complicated for Assassins to manage invisibility and Bound on the same button, anyway.
Iron Mode seems nice too, it's just perfect for bombers (Although it should be very carefuly balanced not to be overpowered).
Btw, how fast would the Bound leap be? Maybe around 13 on that scale...?
@Skold
Aemicus is right, they should be really unique.
@Isisdelltion
Groups aren't a real threat to Hunters since they should be able to knock out 7 preys out of a group of 10.
And Assassins already have their Invisibility to care about. Another skill triggered by the shield button could be really confusing for players.
Btw, do you still plan on making those symbols?
So, things are like this right now:
Juggernaut - Bound
Assassin - Flair
Bombardier - Iron
Now, since the Flair isn't available for Juggy and Bomby anymore, I guess they should have a small increase (Up to half of the screen's area) on their visible region...
I'll wait for some more ideas before adding that though. i know there are more creative minds out there.
I don't recall reading the iron mode anywhere... someone direct pls?
Aemicus suggest it on the middle of post #206.
I think it would be great for bombers not to be interruted all the time by Antigua folks...
Iron mode for bombardier
Flair for thine Assassins
Bound for thine Juggernauts
Also Drac approved is the vision increase for the classes without flair.
I was more thinking about 20 on the scale. Its not so much a dash as a leap.
@Mic: Wow that's really fast; not a real problem though. oh, and how far would it travel as well? i think it should be around 7 blocks away.
So, nobody's suggesting more abilities...
I guess I'll just suggest some myself and see if people like it or not:
Hunter Audition - Similar to the Flair, but, instead of outlines, it features small arrows on the screen's borders pointing to the direction of every offscreen Prey in a circular radius of about twice the screens' area(yes, there is a limit). Like this. Ignore the wolver btw, I just couldn't get it off there >.>
Hunter Teleport - Transports you back to your spawn point immediately. Has some seconds of cooldown.
Hunter Reach - Doubles bullet range for guns and adds 50% to any bomb's radius. No effect on swords.
Yeah, just three for now... /Debate
It took me a while to get that Mic was me...
I was thinking it could relate to the power of the shield left. So if it was off 10 blocks it would be easier: Blue is 10 blocks, green is 8, yellow is 6, orange is 4, red is 2, and you can't use it if it is broken.
haha, do you mind if I call you Mic from now on? =P
Ok, that sounds fair enough for the Bound.
I wish I'd get to read opinions about those three abilities I suggested, but damn, this has gotten to page 3 without any >.>
Yeah, I'll just make a shadow copy on General discussions for more attention...
Um, the arrows seem to take a lot of the "search" out of the game. Idk. The other two seem cool though. You would just have to make sure that spawn camping the Hunter was impossible.
And you know what pisses me off? That Nick would comment on a boss thread (cuz there aren't enough of them floating around) which hasn't even reached the second page, but completely ignore this well thought out idea that is in the final stages of development.
Yeah, well sometimes you're just the statue.... others the pidgeon
Rest of this is going to copy+paste Aemicus' post... so just look above this one to understand my thoughts. :P
hmm, I guess you're right, arrows would be overpowered as hell.
And about that thread, I got pissed over that too.
I first thought it was originally posted on General Discussions, but nobody's commented "move this to suggestions", so I think it wasn't.
I don't even mind not knowing if my thread's been considered, rejected, accepted or whatever, I'd just like to know if they'll ever plan on making more PvP games...
But I don't blame Nick, I know it doesn't seem like he's too busy since he comments lots on General Discussions, but there must be something keeping him from doing it here... I don't know, maybe he just doesn't care about it, but still, he seems too nice to just go "Whatever/Don't care/TL;DR" over Suggestions Forum.
I suppose Severage must be feeling a bit like that too, his thread's been recieving epic feedback since birth, but no Devs seem to care about it either.
Nick seems to be commenting on Suggestions again.
I suppose I feel a little left out of the picture, but it's not like Guild Hall Upgrades are a new idea. If Nick read them, it'd be awesome, but let's not throw things at Devs; I mean they're finally posting in Suggestions.
People were worried that people would say "HEY! POST ON MY THREAD!" if Devs ever posted here...let's prove them wrong.
Not sure about you guys, but I honestly don't want to give Devs a reason to not post here.
~Sev
No other points to add here, you just read my mind, Sev.
I'm afraid they'll just drool around Nick's every comment; let's hope they won't.
And now on the thread for knights eyes...
How about some new PvP content before something inconsequential like that?
Far as I know this is a pretty complete little concept we have here. Balanced as we can see it being correct?
Image, Hunter abilities and cons, point systems... Looks like it's all here. Anything anyone can think of?
I'm afraid this thread will die soon, we have discussed about pretty much everything we could.
Classes are all balanced, regarding speed, strenght, health, immunities and abilities;
The Hunters' main feature (lack of vision) is on agreement with everything else;
The concepts of chasing and outwitting as the game's climax was easily accepted by most comments;
Round time and scores look quite fair for both Hunter and Preys;
Rewards and entry fees follow the patterns settled by OOO on Blast Network and Lockdown;
We have an awesome symbol and eight amazing maps, surely enough to keep it as alive as Lockdown;
And we even have an extra game mode, Frenzy Survival, for those who like a quick match.
Stuff left to discuss:
-Hunters' looks. I know we agreed on different auras for each, but I still feel that an unique piece of clothing or equipment would be better looking, just like Guardian's flag, Recon's antennae and Striker's rocket. I guess auras would make the devs look lazy.
-Traps. Can't remember if we actually talked about which traps (spikes, vines, status inflicting pads...) would be scattered around maps.
-Transitions. How would rounds look like while ending or starting.
Ex: Big letters show up on every player's screen, written "Hunter down"/"Preys lost"/"Time's up"/"Go!" and are followed by the camera moving back towards your spawn point.
There are probably a couple more small things, but yeah, the thread is complete.
I'll just update the OP once more and hope it keeps alive for a lil' while longer.
If you have anything to say, even if you'd just like to say "+1", you're very much welcomed.
It's been nice talking to you guys. Aemicus and Skold-The-Drac, thank you very much for supporting the idea since its birth and thanks for Oakgear and Severage as well, for having the time and effort to create amazing maps and symbol ;)
Btw, I'll keep commenting as long as the thread is alive, guys, don't worry.
My thread has about reached that point as well..not much left to do except keep it on the top pages, get +1s and hope for a Dev to see it.
There's only so much you can do to perfect things as far as you can tell. It was my pleasure to contribute, if only very little.
Oh yes, +1 in case I never did that before. =P
~Sev
Should we try making back accessories? Front accessories? Side accessories or what for the hunter skins?
Anyone thought of an infection mode?
i.e. Die and you also become a hunter.
I have, but I disconsidered the idea because the game was originally meant to work like 'All vs One'.
On the other side, not much would have to be changed to make Infection come to life. Some adjustments on the scoring system and time available for each round would do the trick. Hunter abilities(Iron, Bound and Flair) would probably need to be removed too, or else Preys would never stand a chance.
You know, I quite like the concept but I'd rather wait and see if people like it as well, before going any deeper into it...
EDIT:
@Skold (forgot to reply you)
There's no real pattern to follow here, it can be anything as long as it looks threatening and represents its class.
I'm not very creative about cosmetic stuff, but I'll give you an example:
Claws for Juggernauts (Basically pointy fingers). I think Juggy's the most beast-like class, therefore, claws.
A ninja hood for Assassins, representing its 'ninja-likeness' and stealth ability. (cliche, ikr)
Robotic or metalic chest plate or gloves for Bombardiers to make them more "Iron looking".
These are just give you guys an idea of what you should suggest, I won't use them unless you really like them.
I'm really looking forward to better ideas.
I thought Nick would start posting in Suggestions after that.... oh well.
Come on guys, I bet you do have an opinion about an Infection mode, hunter skins or new abilities. You can't all be indifferent D:
Srsly, I really don't want to see this thread die... Mind sharing any thoughts?
For me... infection sounds too much like a zombie variation... turning Hunter v. World into OMG ZOMBIES!! (it's an actual board game. Same basic rules to be honest.) I also think programming such a variation would be stacking too many straws on the devs backs... just my thoughts on that.
Far as Nick posting on suggestions... meh, he's prolly just giving us a sliver of hope among all the dark rains of suggestions forum. Showing us the devs do indeed come on occasionally.
Hunter skins? I honestly agree with your suggestions.. and think the Bombardier could prolly go with a backpack similar to the recon's pack, and a breastplate that's.... more tank looking than the original bomber suit and keep the little plates that hang off the first...
Far as the Assassin... Totally agree to ninja-esque skin.
Juggy maybe get a more guardian-ish look? Sleeker though? Dunno.
I had expected that, about Infection, to be honest.
About skins, thank you.
You know, its quite hard to imagine those descriptions without an image, but I think I got your point...
So... yeah, you all know it, the thread is dying, I hate to say this, but I'll just let it go.
Hope to talk to you soon again, guys. See ya around the forums ^^
I'll necro the crap outta this thing! I swear it! It'll reach the 4th page and then BAM! NECRO!
@Isisdelltion We're still waiting on those pictures :D
I think it's funny how this thread thinks it's gonna die quietly.
omg. OMG. OMG!!!!!
I just noticed a huge flaw here.
Recons are only visible through the Hunter Flair which was available for all Hunter Classes, until recently. Now the Flair is only available for Assassins, which means Juggernauts and especially Bombardiers would have a HUGE disadvantage against Recons.
Damn it, how would you fix it, guys?
I can only think of making them half-visible, like Assassins. Is there any other way?
Hunter's hearing, the hunter is given very distinct hearing ability, able to hear the footsteps of even a recon. The vision of the hunter is cut into six zones, each zone develops a light color tinge whenever occupied.
Honestly, I see no major problem. Bombardiers can just move away when marked by the recon (half the value of the recon class in this situation) and move VERY FRIGGIN QUICKLY away from the recon. Should the recon try something akin to the cloak and dagger, both bombardier and juggy can move out of the way and eliminate other targets/ set recon up for failure. Remember, juggy and bombardier have an extreme movement rate (even shielded they're 2 magnitudes higher on the scale than the prey). This mobility will enable them to better eliminate recons.
Not to mention with their shields (juggy and bombardier), they could just wait for the recon to attempt to swipe at/ gun them and then when they're uncloaked, they get slammed. Since the Bombardier doesn't get any decrease when using other weapons (just no bonus) they can carry around a sword or gun to take out pesky recons. They've been made to take a little more hit in the first place than the assassin... and because of this quality... they are actually (I believe) balanced with assassin.
...why would you want to move AWAY from the recon? The whole point is to kill them.
@Skold
Recons wouldn't have a Disruption Field in Survival, so they can't mark anyone. That ability has been replaced by an actual shield and shield bumping (along with invisibility).
Hunters' speed isn't enough to spot an invisible Recon, they'd just sit there and turn invisible whenever the Hunter's passing by, what would make them impossible to spot and kill.
And yes, Hunters can take other weapons to kill pesky recons, but without spotting them first, that'd be quite hard to achieve. Even swinging or shooting randomly wouldn't be enough to find them, if they're smart enough to take some cover.
Also, Aemicus has a point...
You know, making them half-visible like Assassins doesn't sound bad to me. In fact, treating both as equals should be the most balanced way of doing it.
btw, I noticed that Guardians might be overpowered against Bombardiers as well. They can take around 5 hits before having their shield broken, what would give bombers a really hard time, especially because the shield would regenerate while they're loading the next bomb.
I guess I'll just leave Recons half-visible and Guardians with their normal shield from LD. Although Guardians might get underpowered against Juggernauts and Assassins (Their shields would break quite easily).
You know how bombs kind of have a pulse, and the status effect follows that? It could be made so that guardians can take 5 of those "pulses" before their shield breaks.
What about knockback bombs? Those are one-hit only.
each hunter class should have a small weakness against one class .. no?
i mean bombadiers could just spam mist everywhere to find a recon XD and assasins can use flair. so juggernaust would be "weak" to recon class, but the prey isnt informed of what the hunter's class is .. so .. yah XD
and also isnt the possibility of either hunter or prey winning the point? i mean if the hunter wins EVERY time, or vise versa, then it defeats the point of the game . i loe this idea because i personally hate doing LD and constantly losong cause im a bomber, and the other team is skolvers, stacked with uv gear and flourishes, mixed with the OP-ness (gasp subliminal bad word) of the striker class
what do ye think?
"each hunter class should have a small weakness against one class .. no?"
Yes.. and no. That'd be one way to do that, but you have to take into consideration that Hunters do have a weakness by default (two, actually): They are facing, alone, an army of ten, and have limited time to do so; if it runs out, Preys win.
So, in theory, we would have to make the Hunter as strong as 10 normal players to balance both sides.
About spamming mist or anything at all, that wouldn't work if you have no idea where the Recon is, he could be all the way across the map and you're still looking for him behind trees.
i see .. maybe add an ability that hunters other than the assassin has, thats like a non -damaging shockwave that makes prey shield abilities automatically run out, but the catch is that it has a cooldown of about 30 seconds maybe
gusta?
That would be interesting if we could get around the Guardian issue. Their feature is their shield, if those are disabled they'd be defenseless and definitely underpowered compared to other classes.
im not saying REPLACE shield with this ability XD im saying have this ability able to use like a health pill that recharges , and has a much different effect of course
Neither am I >.>
I'm confused here, aren't you asking asking for a Hunter Ability which would disable Prey shield-abilities?
Anyway, it doesn't matter which Prey Class would be the most affected; the fact is that disabling anything Preys have (which isn't much compared to Hunters) would make them completely underpowered (And ruin the game).
EDIT:
I've just changed the OP under Prey and Hunter Classes. Recons and guardians wouldn't have those problems now.
Red and Black
I thought I should finish them up, so there you go.
Personally I still like Oakgear's and Severage's symbol better.
How would interrupting attacks work on the hunter/prey?