Mkk, added that in!
Won't count it towards a "vote" for you though, so as not to be presumptuous. I'll let you make a vote on everythin' as/when you wish.
Mkk, added that in!
Won't count it towards a "vote" for you though, so as not to be presumptuous. I'll let you make a vote on everythin' as/when you wish.
Mkk, added that in!
Won't count it towards a "vote" for you though, so as not to be presumptuous. I'll let you make a vote on everythin' as/when you wish.
why aren't there any curse wisps ever??
Because there are no curse levels.
....I should have known that. >.>
+ Increase Zombie number
+ Let zombies spawn from other areas.
+ Decrease Phantom respawn cooldowns.
+ "Zombie Wolver/Daddy"
+ Howlizers
+ More Totems
+ Allow killed zombies a %-based chance to keep fighitng.
+ Reduce visibility
+ Disable minimap
- Resistant to special damage.
Just to clarify, or anyone who's not read over the changes in the OP:
As per Skold's idea, there's enough suggestions on the list now that it's probably time to start refining them off. From now on, anyone can make a post on their opinion of the list (feel free to continue adding more suggestions, if you can think of any). This will be a simple +1/0/-1 to the ideas. ( "+1" is obviously an idea you particularly like, "-1" is an idea that you'd hope to never see happen, and either "0" or just ommiting it from your post will imply that you're not fussed, don't care etc) I'll keep an eye on posts and keep a tally of the overall score on each idea. Any idea that reaches -10 will be moved to the "trash" list, and any idea that reaches +10 will be boldened and moved to the "badass" list. I'll start us off with my own opinion of the ideas!
(Note: it should go without saying that each person only gets one "vote" per suggestion; altough you're allowed to vote again on ideas that you previously omitted or ideas that have been added since your vote)
Hopefully this'll help get ourselves some lists of the most agreeable ideas and can separate them off for whichever sneaky GMs read through the Suggestions board ;)
Make zombies spawn instant and in formation and speed up their attack animation. Imagine you walking soundly and suddenly you are surrounded by zombies ready to leap at you :P
[+1] Increasing Zombie numbers.
[+1] Let Zombies spawn from other flavour-appropriate areas, such as climbing up the edges, falling off roofs, from the ceiling etc. Even "being catapulted" as suggested, with a sinister warning laugh. Graves should mean zombies, but zombies should also spawn from elsewhere, to create more of a surprise or unexpected spawn.
[+0] Have "special shape" spawns that have different summoning properties. e.g, a pentagram of graves might summon a Trojan in the middle, or a square of graves might summon Howlitzers at the corners, or a circle might be surrounded by Shadowfire with Howlitzers inside et cetera...
[+1] Increasing Zombie damage.
[-1] Giving Zombies a post-mortem "homing skull" ability akin to Howlitzers.
[+1] Increasing Phantom numbers from 1/knight to 2/3 per knight.
[+1] Decreasing Phantom respawn cooldowns.
[+0] Make Phantoms (maybe even Zombies too, within the GY) resistant to special damage, like Vana's mask.
[+1] Buffing (or undoing the nerf) Zombies/Phantoms inside Graveyards only.
[+0] Adding Silkwings, or creating a Necromancer, or Undead Healer or sorts, akin to T3 Menders.
[+0] A "Zombie Wolver" or undead animal type creature as well to run around fast and nippy, to contrast the current slow zombies. A shadow/piercing type damage monster that's fast and scurries around between slow mobs of zombies would add something extra to really watch out for.
[+0] A "Zombie Daddy" that boosts and powers up nearby zombies in the same fashion that wolver daddies power up wolvers.
[+1] A "Graveyard Vulture" that flies in and attacks you with the express intention of stealing your collected goods thus far that run, then attempts to fly away with your goodies forever. In a similar fashion to Klepto's, it will worry more about stealing your goodies and escaping than killing you, making it a problematic distraction, but not dangerous, as such.
[-1] A "Grave Wisp" that inflicts poison, curse and stun all at once. These demons patrol the GYs and make sure that anyone unlucky enough to be hit by one is landed with inflicting less damage, receiving more, moving and attacking slower and having weapons/items cursed off from them, all while surrounded by the normal baddies of the map. Dangerous stuff!
[-1] Add Carnavons.
[+1] Possibly add Howlitzers.
[-1] Possibly add Trojans.
[+1] Add a lot of scattered Totems across GYs.
[+1] Give Phantoms a revival radius around them, in the same fashion as Totems.
[+1] Allow killed zombies a %-based chance to either completely just get back up again and keep fighting, or let half of their body crawl towards you in a continued fight to kill you at reduced speed/damage etc
[+1] Adding an undead ankle-biter of sorts that's expressly there to hinder your movement and slow you down, by doing nothing other than jumping at/on you and reducing your m.speed, while letting everything else kill you.
[+1] Including more obstacles and giving less space to move.
[+0] Reducing visibility/view by creating a fog/darkness around the sides of the screen, only letting you see a few blocks in front of you. NOTE: this will not be like the "fog" graphic in current GYs/CSKs, but an actual opaque black template around the screen that completely blocks visuals, therefore low gfx settings would get it too. Higher gfx settings would just make this template look prettier.
[+1] Disable minimap in the same fashion as SLs, making navigation that bit trickier. Couples nicely with the "fog".
[+1] Adding a random status theme to GYs.
[+1] Adding more hazards to the environment than just the occasional branch or spikefloor.
[-1] Have the torches/walls fire ghost bullets endlessly (not too fast or too regularly, but hitting hard enough to care about) and have no way to kill the source, just to create more things to avoid within the GY.
[-1] Make GYs closer in design to Unknown Passages, and have the zombies spawn infinitely, but have no drops (allowing heat/cr to be collected elsewhere).
[+1] Ambushes after/before the Elevators.
0 Increasing Zombie numbers.
+ Let Zombies spawn from other flavour-appropriate areas, such as climbing up the edges, falling off roofs, from the ceiling etc. Even "being catapulted" as suggested, with a sinister warning laugh. Graves should mean zombies, but zombies should also spawn from elsewhere, to create more of a surprise or unexpected spawn.
+ Have "special shape" spawns that have different summoning properties. e.g, a pentagram of graves might summon a Trojan in the middle, or a square of graves might summon Howlitzers at the corners, or a circle might be surrounded by Shadowfire with Howlitzers inside et cetera... (to clarify, the point isn't so much special shapes as it is that the shapes can mean different things, to make spawns less predictable)
0 Increasing Zombie damage.
0 Giving Zombies a post-mortem "homing skull" ability akin to Howlitzers.
0 Increasing Phantom numbers from 1/knight to 2/3 per knight.
+ Decreasing Phantom respawn cooldowns.
- Make Phantoms (maybe even Zombies too, within the GY) resistant to special damage, like Vana's mask.
0 Buffing (or undoing the nerf) Zombies/Phantoms inside Graveyards only.
0 Adding Silkwings, or creating a Necromancer, or Undead Healer or sorts, akin to T3 Menders.
0 A "Zombie Wolver" or undead animal type creature as well to run around fast and nippy, to contrast the current slow zombies. A shadow/piercing type damage monster that's fast and scurries around between slow mobs of zombies would add something extra to really watch out for.
+ A "Zombie Daddy" that boosts and powers up nearby zombies in the same fashion that wolver daddies power up wolvers.
- A "Graveyard Vulture" that flies in and attacks you with the express intention of stealing your collected goods thus far that run, then attempts to fly away with your goodies forever. In a similar fashion to Klepto's, it will worry more about stealing your goodies and escaping than killing you, making it a problematic distraction, but not dangerous, as such.
0 A "Grave Wisp" that inflicts poison, curse and stun all at once. These demons patrol the GYs and make sure that anyone unlucky enough to be hit by one is landed with inflicting less damage, receiving more, moving and attacking slower and having weapons/items cursed off from them, all while surrounded by the normal baddies of the map. Dangerous stuff!
0 Add Carnavons.
+ Possibly add Howlitzers.
+ Possibly add Trojans.
+ Add a lot of scattered Totems across GYs.
0 Give Phantoms a revival radius around them, in the same fashion as Totems.
- Allow killed zombies a %-based chance to either completely just get back up again and keep fighting, or let half of their body crawl towards you in a continued fight to kill you at reduced speed/damage etc
0 Adding an undead ankle-biter of sorts that's expressly there to hinder your movement and slow you down, by doing nothing other than jumping at/on you and reducing your m.speed, while letting everything else kill you.
0 Including more obstacles and giving less space to move.
+ Reducing visibility/view by creating a fog/darkness around the sides of the screen, only letting you see a few blocks in front of you. NOTE: this will not be like the "fog" graphic in current GYs/CSKs, but an actual opaque black template around the screen that completely blocks visuals, therefore low gfx settings would get it too. Higher gfx settings would just make this template look prettier.
+ Disable minimap in the same fashion as SLs, making navigation that bit trickier. Couples nicely with the "fog".
0 Adding a random status theme to GYs.
+ Adding more hazards to the environment than just the occasional branch or spikefloor.
- Have the torches/walls fire ghost bullets endlessly (not too fast or too regularly, but hitting hard enough to care about) and have no way to kill the source, just to create more things to avoid within the GY.
- Make GYs closer in design to Unknown Passages, and have the zombies spawn infinitely, but have no drops (allowing heat/cr to be collected elsewhere).
0 Ambushes after/before the Elevators.
Got Iri, Milk and Wolf's votes added to the list now, s'startin' to look good.
Now, if only there was a way to get everyone who posted on the first page to come back, read this and cast their votes too; we'd have a right proper tally of all the suggestions there!
To be honest, just swapping candlestick keeps and graveyards would work. Though I like these ideas, becuase tough graveyards were fun and adreneline inducing, candlestick is just cheap and annoying, spawning howlitzers in front of the candles as you throw the fireball and stuff. I'm not gonna go through and vote becuase most of them were like, +1/2 or 0.
1) +1 Increasing Zombie numbers.
2) +1 Let Zombies spawn from other flavour-appropriate areas, such as climbing up the edges, falling off roofs, from the ceiling etc. Even "being catapulted" as suggested, with a sinister warning laugh. Graves should mean zombies, but zombies should also spawn from elsewhere, to create more of a surprise or unexpected spawn.
3) +1 Have "special shape" spawns that have different summoning properties. e.g, a pentagram of graves might summon a Trojan in the middle, or a square of graves might summon Howlitzers at the corners, or a circle might be surrounded by Shadowfire with Howlitzers inside et cetera...
4) +-0 Increasing Zombie damage.
5) +-0 Giving Zombies a post-mortem "homing skull" ability akin to Howlitzers.
6) +-0 Increasing Phantom numbers from 1/knight to 2/3 per knight.
7) +1 Decreasing Phantom respawn cooldowns.
8) +-0 Make Phantoms (maybe even Zombies too, within the GY) resistant to special damage, like Vana's mask.
9) +1 Buffing (or undoing the nerf) Zombies/Phantoms inside Graveyards only.
10) +1 to Necromancer; Adding Silkwings, or creating a Necromancer, or Undead Healer or sorts, akin to T3 Menders.
11) +1 A "Zombie Wolver" or undead animal type creature as well to run around fast and nippy, to contrast the current slow zombies. A shadow/piercing type damage monster that's fast and scurries around between slow mobs of zombies would add something extra to really watch out for.
12) +1 To Alpha Zombie; A "Zombie Daddy" that boosts and powers up nearby zombies in the same fashion that wolver daddies power up wolvers.
13) +-0 A "Graveyard Vulture" that flies in and attacks you with the express intention of stealing your collected goods thus far that run, then attempts to fly away with your goodies forever. In a similar fashion to Klepto's, it will worry more about stealing your goodies and escaping than killing you, making it a problematic distraction, but not dangerous, as such.
14) +-0 A "Grave Wisp" that inflicts poison, curse and stun all at once. These demons patrol the GYs and make sure that anyone unlucky enough to be hit by one is landed with inflicting less damage, receiving more, moving and attacking slower and having weapons/items cursed off from them, all while surrounded by the normal baddies of the map. Dangerous stuff!
15) +-0, Only for Tier-3; Add Carnavons.
16) +1 Possibly add Howlitzers.
17) +1 Possibly add Trojans.
18) +1 Add a lot of scattered Totems across GYs.
19) +-0 Give Phantoms a revival radius around them, in the same fashion as Totems.
20) LOL +1; Allow killed zombies a %-based chance to either completely just get back up again and keep fighting, or let half of their body crawl towards you in a continued fight to kill you at reduced speed/damage etc
21) +-0 Adding an undead ankle-biter of sorts that's expressly there to hinder your movement and slow you down, by doing nothing other than jumping at/on you and reducing your m.speed, while letting everything else kill you.
22) +-0 Including more obstacles and giving less space to move.
23) +1 Reducing visibility/view by creating a fog/darkness around the sides of the screen, only letting you see a few blocks in front of you. NOTE: this will not be like the "fog" graphic in current GYs/CSKs, but an actual opaque black template around the screen that completely blocks visuals, therefore low gfx settings would get it too. Higher gfx settings would just make this template look prettier.
24) +1 Disable minimap in the same fashion as SLs, making navigation that bit trickier. Couples nicely with the "fog".
25) +-0 Adding a random status theme to GYs.
26) +1 Adding more hazards to the environment than just the occasional branch or spikefloor.
27) -1 Have the torches/walls fire ghost bullets endlessly (not too fast or too regularly, but hitting hard enough to care about) and have no way to kill the source, just to create more things to avoid within the GY.
28) +-0 Make GYs closer in design to Unknown Passages, and have the zombies spawn infinitely, but have no drops (allowing heat/cr to be collected elsewhere).
29) +1 Ambushes after/before the Elevators.
~Sev
+a lot for all of them except the ones that have minuses on them.
Otherwise, they might as well turn the motto from "Graveyard: Where monsters Fear to Tread" to "Graveyards: Where Noobs gain free Heat and Crowns."
They also need to add howlitzers maybe. A few Trojans might be appreciated, hmm? Maybe not.
Maybe a mini-boss of some kind. Cause you know those senario rooms where some tombs are open but there's nothing inside, or there's some tombs to a Knight of Almrie and stuff like that? There could be sort of a danger room kind of place, where there's a tomb. Maybe the guys inside those tombs could wake up, and you fight them. So you could fight an Undead Almirian Knight. Oh wait. Zombies are aleady that. XP Then maybe something more advanced? Like their ghost? Dunno. Anything to make graveyards harder (but not too hard.).
[+1] Increasing Zombie numbers.
[-1] Have "special shape" spawns
[-1] Increasing Zombie damage.
[-1] Increasing Phantom numbers from 1/knight to 2/3 per knight.
[-1] Decreasing Phantom respawn cooldowns.
[-1] Make Phantoms (maybe even Zombies too, within the GY) resistant to special damage, like Vana's mask.
[-1] Buffing (or undoing the nerf) Zombies/Phantoms inside Graveyards only.
[+1] Adding Silkwings, or creating a Necromancer, or Undead Healer or sorts, akin to T3 Menders.
[-1] A "Zombie Wolver" or undead animal type creatur to run around fast and nippy
[+1] A "Zombie Daddy" that boosts and powers up nearby zombies in the same fashion that wolver daddies power up wolvers.
[+1] A "Graveyard Vulture" that steals treasure from your current run.
[-1] A "Grave Wisp" that inflicts poison, curse and stun all at once.
[+1] Possibly add Howlitzers.
[+1] Add a lot of scattered Totems across GYs.
[+1] Give Phantoms a revival radius around them, in the same fashion as Totems.
[+1] Allow killed zombies a %-based chance to either completely just get back up again and keep fighting, or let half of their body crawl towards you in a continued fight to kill you at reduced speed/damage etc
[-1] Adding an undead ankle-biter of sorts that's expressly there to hinder your movement and slow you down, by doing nothing other than jumping at/on you and reducing your m.speed, while letting everything else kill you.
[-1] Including more obstacles and giving less space to move.
[+1] Reducing visibility creating a fog/darkness around the sides of the screen
[+1] Disable minimap in the same fashion as SLs, making navigation that bit trickier. Couples nicely with the "fog".
[+1] Adding more hazards to the environment than just the occasional branch or spikefloor.
[-1] Have the torches/walls fire ghost bullets endlessly (not too fast or too regularly, but hitting hard enough to care about) and have no way to kill the source, just to create more things to avoid within the GY.
[-1] Make GYs closer in design to Unknown Passages, and have the zombies spawn infinitely, but have no drops
[-1] Ambushes after/before the Elevators.
@Orangeo/Lordo:
I can't really add your votes if you leave it that vague; I don't want to put down votes on your behalf and do them incorrectly.
@Sev/Dukes:
Adding now~
Ambushes are fun!!!! lol
Edit: All I did was name it... thought of the first animal that came to mind reading it that also fit the concept of a GY. Well... not the first... but close enough XD
(Btw, first name was "Crow" because crows can be great pickpockets.... It's just "Vulture" produces more.... umph to the name. And still produces the "thief" view.)
He didnae like a lot of the previously popular stuff! D:
Altough now at least some of the stuff is showin' through as "popular" already, with every voter thus far having voted on them. Props again on the class idea, Skold :)
Just realized that we have 29 concepts on GY... keep all of them. (For all of you who aren't superstitious kleptos lemme explain)
29 concepts 29 depths muhahahhaa perfect XD
On an on topic note... I see howlitzers are likely to be on the BA list shortly.
"I don't want to put down votes on your behalf and do them incorrectly."
Yhea, that's what I was going for. I meant that I don't feel strongly enough about graveyards to vote. Just make them harder developers <.<
You want them to "just make them harder"? We're all goin' for that, but the point of this is to give them a list of suggestions how we think they should be made harder, and with the votes it'll be a list that suggests popularity towards specific ideas. I mean so far the "immune to special damage" is gettin' bad votes; what if we never put a list and the Devs just made them immune to special damage, when it turns out no one likes that idea?
I'm about to spam zone chat asking knights to fill the dang forums up. WHO'S WITH ME?!
BTW, performed cpr on the thread... someone pls post something.
Lol Skold, nice rescue! I've been busy with coursework all day; only just sat down to get back to my forumwhorin' antics now ^^
We do need to get more folks to fill this out like, get a nice big amount of votes and extra suggestions towards it and it should stand out nicely for the devs next visit!
Gonna +1 all of them except the one I posted which was phantom resistance to normal.
But hey, my howlitzer idea has gained plenty of traction so its all good!
Updated. Lot of popular ideas; am wonderin' if I should change it back to Skolds original suggestion of +15 for the badass list...
+1 Increasing Zombie numbers.
+1 Let Zombies spawn from other flavour-appropriate areas, such as climbing up the edges, falling off roofs, from the ceiling etc. Even "being catapulted" as suggested, with a sinister warning laugh. Graves should mean zombies, but zombies should also spawn from elsewhere, to create more of a surprise or unexpected spawn.
•+1 Have "special shape" spawns that have different summoning properties. e.g, a pentagram of graves might summon a Trojan in the middle, or a square of graves might summon Howlitzers at the corners, or a circle might be surrounded by Shadowfire with Howlitzers inside et cetera...
+1 Increasing Zombie damage.
+1 Giving Zombies a post-mortem "homing skull" ability akin to Howlitzers.
+1 Increasing Phantom numbers from 1/knight to 2/3 per knight.
+1 Decreasing Phantom respawn cooldowns.
-1] Make Phantoms (maybe even Zombies too, within the GY) resistant to special damage, like Vana's mask.
+1 Buffing (or undoing the nerf) Zombies/Phantoms inside Graveyards only.
+1 Adding Silkwings, or creating a Necromancer, or Undead Healer or sorts, akin to T3 Menders.
+1 A "Zombie Wolver" or undead animal type creature as well to run around fast and nippy, to contrast the current slow zombies. A shadow/piercing type damage monster that's fast and scurries around between slow mobs of zombies would add something extra to really watch out for.
+1 A "Zombie Daddy" that boosts and powers up nearby zombies in the same fashion that wolver daddies power up wolvers.
+1 A "Graveyard Vulture" that flies in and attacks you with the express intention of stealing your collected goods thus far that run, then attempts to fly away with your goodies forever. In a similar fashion to Klepto's, it will worry more about stealing your goodies and escaping than killing you, making it a problematic distraction, but not dangerous, as such.
+1 A "Grave Wisp" that inflicts poison, curse and stun all at once. These demons patrol the GYs and make sure that anyone unlucky enough to be hit by one is landed with inflicting less damage, receiving more, moving and attacking slower and having weapons/items cursed off from them, all while surrounded by the normal baddies of the map. Dangerous stuff!
+1 Add Carnavons.
+1 Possibly add Howlitzers.
+1 Possibly add Trojans.
+1 Add a lot of scattered Totems across GYs.
+1 Give Phantoms a revival radius around them, in the same fashion as Totems.
+1 Allow killed zombies a %-based chance to either completely just get back up again and keep fighting, or let half of their body crawl towards you in a continued fight to kill you at reduced speed/damage etc
+1 Adding an undead ankle-biter of sorts that's expressly there to hinder your movement and slow you down, by doing nothing other than jumping at/on you and reducing your m.speed, while letting everything else kill you.
+1 Including more obstacles and giving less space to move.
+1 Reducing visibility/view by creating a fog/darkness around the sides of the screen, only letting you see a few blocks in front of you. NOTE: this will not be like the "fog" graphic in current GYs/CSKs, but an actual opaque black template around the screen that completely blocks visuals, therefore low gfx settings would get it too. Higher gfx settings would just make this template look prettier.
-1 Disable minimap in the same fashion as SLs, making navigation that bit trickier. Couples nicely with the "fog".
-1 Adding a random status theme to GYs.
+1 Adding more hazards to the environment than just the occasional branch or spikefloor.
-1 Have the torches/walls fire ghost bullets endlessly (not too fast or too regularly, but hitting hard enough to care about) and have no way to kill the source, just to create more things to avoid within the GY.
-1 Make GYs closer in design to Unknown Passages, and have the zombies spawn infinitely, but have no drops (allowing heat/cr to be collected elsewhere).
+1 Ambushes after/before the Elevators.
damn, imma think id give
+1 to the grave patterns shape spawns.
+1 to the flavour appropriate spawns
+1 to zombie wolvers
but -1 to the movement hindering guys, bombers would be helpless
+1 for zombie numbers.
+1 for more zombie spawn locations.
+1 for adding a necromancer.
+1 for allowing zombies to come back to life if they die. a % chance.
ima not -1 anything cuz im pretty much fine with anything that just makes it harder cuz graveyards are just way to easy
oh forgot i also like the howlitzers idea +1
Ba list officially has at least one entry!
its a rly good idea but i think u should take out the drones and trojans in t2 and put everything back in t3 and t1 should be just like the normal graveyard but still a good idea!
I THINK THERE NEEDS TO BE MORE ZOMBIES/ENEMIES THAN ONE WOULD SANELY CONSIDER FIGHTING :D !!! and then theres that one mad bomba ;3
Been totally distracted irl :(
But! Updated, finally got a couple on the badass list, still none reached trash yet.
I would like to see this. Probably scaled over the three tiers, but yea. definitely would love to see this.
Another couple of ideas:
Obviously, +1 to all of them.
Thought of this while responding to a different thread; I have an idea for the "Alpha Zombie".
The "Alpha Zombie" that boosts the stats of nearby zombies could be a "Dust Guard", similar to "Slag Guards" that you find in Vanaduke's Castle, but without any fire abilities. Just zombies with a lance and a shield.
~Sev
there are totems in t2 now, which make no difference, since you can pick them up and move them to a spot where they won't be buffing, plus the graveyards aren't easy because of monster strength, but the monsters themsleves, instead of putting in dang drouls, or 'effing slag walkers, they put in dust shamblers, which are absoloutly harmless to a seasoned t2 or t3 player. maybe a graveyard boss, like some evil wizard zombie, casting his evil, ranged attacks, (aka spells)?
Totems require a bit of your party's time to move... if totems were placed in harder to reach spots... graveyard would be feared a bit more because maybe you have to thwack a few zombies off of you before you can even approach the totem (and thereby watch them revive). A necromancer (the basis of what you've requested in the end of your post) has already been suggested. Please actually provide a vote if you would be so kind.
---cpr the thread a bit---
Yeah, keep this thing alive! (CLEAR)...*insert defibrillator-sounding onomatopoeia here*
Also, we can put totems inside patches of brambles so that you can't pick them up, as long as it's possible to kill the zombies, we should be good.
~Sev
TOTEMS EVERYWHERE!!! Like seriously just throw 100 of them in there and watch as hilarity ensues.
Especially party members boxing in other party members with the sheer amount of totems :P
I love many of the options, and while I did read all of them, I can't place all of my votes for the sake of my 2:00 exam, so here are my positive votes.
+1: new spawn locations, howlitzers (or some other type of obnoxious enemy), increasing zombie numbers, scattered totems, visibility reduction (although, I also play on low graphics), zombie %-chance to not die.
Now for my suggestion: Perhaps... Phantom keys.
A knight walks up to a gate, exhausted from fighting through the undead hoards, and sees the elevator a ways beyond it.
But what's this? It's locked!
"Frick."
The knight goes back through and takes the other side of the split path that they incorrectly ignored before (one thing I love to hate in graveyards is the multiple paths you can take that may or may not get you killed), and finds that there's a key. No, there are three keys!
The knight unwittingly picks up the key closest to him (or her). The key vanishes, a phantom cackles, and zombies spawn in front of the other two keys, leaving no hint towards which one could be the real key.
Just edited this: Choosing wrong again would only spawn more zombies, and perhaps a phantom. It would be possible to choose correctly the first time, making the other two keys vanish, but it would always be randomized, giving the player a 33.33% chance the first time they chose a key. It wouldn't be set at the beginning, but be rolled when they pick it up.
To prevent teams from taking advantage of this, if the keys are picked up very quickly, or at the same time, more zombies spawn than would have otherwise.
Just an idea that would add a randomized stress factor to graveyards, since they're supposed to be creepy.
Good idea? Maybe?
add more gun puppies problem solved
gun puppys are annyoing yes, but not bercause of damage, but because in large numbers the game just spams bullets, not making this difficult, just ridiculously annoying, try a new zombie that has to be hit with a curse vial at least once or it will keep on reviving itself, or a graveyard boss, sort of like SL vanaduke, but closer to a phantom.
+1 to every idea besides phantom resisitance to normal damage, and gun puppies.
alright heart has been stabilized everyone back to your places.
I belive that GY's sould been more like candelstick keep's, where you think "oh no!" and have to think befor faceing thouse gremglings (or what ever they are) and i love the idea of ambush via catipult [+10] =D and and the increase of zombies i run around and kill all the zombies in one!!! So easy are GY's.
there are no gremlins in GYs, just dust shamblers, and when i am in a candlestick keep i don't go: oh shoot! a candlestick keep!..kill the all the kats...or run as fast as possible?.. the devs made t2 and t3 candlestick keeps so you can't just speed through like GYs, because they either have some arena, and of course the candle lighting, candlestick keeps aren't hard, just annyoing to the point of oblivion, there are just so many howlitzers and grimalkins in t2 and t3 candlestick keeps, that you get overwhelmed with their sheer numbers. plus i don't trust people with grammar as bad as yours jibjiber...
~Arkate
You know how your minimap is disabled when in a Shadow Lair? Put that effect in Graveyards as well, so they'll be a little harder to navigate.