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Make Graveyards scary again

12 replies [Last post]
Tue, 09/24/2013 - 13:35
Warp-Master's picture
Warp-Master

I think Graveyards are fun. All you have to do is walk to your handy-dandy Arsenal Station no more than 10 steps from the elevator, equip your shadow-defense armor and an elemental sword, and faceroll to victory. Mountains of crowns and heat from Zombies, no challenge at all outside of remembering to kill the Phantoms first.

There are two reasons for this. First, Zombies suck. They're slow, predictable, easy to interrupt, and they don't aim their attacks. Second, there's an Arsenal Station right at the slagging entrance, despite the fact that Graveyards are supposed to be inherently hostile to life, so you're always going to have the best possible gear for running them unless you're being a tryhard and handicapping yourself on purpose.

The issue with Zombies is just a small part of the problems this game has with difficulty, which can be discussed elsewhere. However, there's no reason that pesky Arsenal Station can't be removed. Without it, you'd be forced to make choices about your gear again. Either run with Graveyard-based equipment (or hey, remember that normal-damage weapons exist) or take the risk of making things much harder on yourself. Equipped all-shadow weapons for a Decon Zone? Welcome to hell.

Anyone have any other ideas to make Graveyards actually challenging again?

Tue, 09/24/2013 - 13:47
#1
Nechrome's picture
Nechrome

Add Bombies, maybe? Maybe Deadnaughts too.

Make Phantoms harder. They're too easy. Perhaps give them a shorter cooldown after they die? Move faster? More damage? New attacks? Personally, I'd like the Phantoms to have an aura attack of some kind. Say it has a ring surrounding it, like a Grim Totem. Each time it pulses, you take damage. Or maybe if you stay inside the circle for too long, you start taking continuous damage.

Nastier traps. Maybe a long corridor lined with spike traps, with several layers of timed explosive blocks and stone blocks at the end. At the beginning, there's a switch that lowers the spikes and a gate in front of the spikes. You have several seconds to make it to the other end and break your way out before the switch automatically turns and the spikes return, and the gate goes up so you can't run back outside the spikes corridor. Image what would happen if you got stuck in there with a Deadnaught.

Make Zombies more powerful/dangerous.

Remove Arsenal stations.

Tue, 09/24/2013 - 14:49
#2
Klipik-Forum's picture
Klipik-Forum

This again?

Tue, 09/24/2013 - 15:59
#3
Battlegrinder's picture
Battlegrinder
Feedback inbound

Graveyards could use a rework, but removing the arsenal stations might be a bit much. Instead, make it so that players NEED their best gear to get through a graveyard. I have few ideas how OOO could do that.

1. MOAR ZOMBIES. Take the amount of zombies you can find in the graves, double it, and then have them spawn in aboveground. Keep the same number of zombies in the graves.

2. Redesign the layout. Current graveyard have lots of narrow spaces and chokepoints, a system that favors small groups, not hordes. Change the layout to be more open, and the zombies will be able to surround the knights and bring them down.

3. Send in backup. A deadnought phalanx will level the playing field. Adding in a few special zombies on top of that will tilt the odds in the zombie's favor.

4. Slow but purposeful. Make Phantoms slower, but immortal. Knock them down and they'll get right back up. Your only hope is to run.

Tue, 09/24/2013 - 16:01
#4
Battlegrinder's picture
Battlegrinder

Sorry, double post.

Tue, 09/24/2013 - 16:28
#5
Thunderskull's picture
Thunderskull
Dah Stayshunned

I don't think removing arsenal stations would be much rather since many of us old timers know what it was like before said arsenal stations. Though I'd prefer arsenal stations to appear by chance at the start of the levels based on which stratum you are in and what level it is. Ex: Depth 24 fsc has even a smaller chance of an arsenal station appearing than an average clockworks level at the same depth because fsc is considered "special" because it eventually leads to a boss, also this specialness can apply to randomized levels and other high paying levels like arenas.

Tue, 09/24/2013 - 17:50
#6
Shotjeer's picture
Shotjeer
@Battlegrinder

Just a couple o flaws.

1 and 2: There are such things as Vortexes. Just plop one down, charge your Voltedge, and then watch the fireworks.

4. They better be immune to freeze, stun, and shock.

Tue, 09/24/2013 - 18:34
#7
Battlegrinder's picture
Battlegrinder
@Shotjeer

I admit that adding a larger horde isn't a perfect solution, but its better than the current "wake them up one at a time and pick them off" system. Not sure if buffing the Phantoms that much would be OP or not, it would depend on exactly how slow they end up being.

Tue, 09/24/2013 - 18:42
#8
Little-Juances's picture
Little-Juances

There's one obvious flaw in the graveyards design that make half of the ideas fail on their own.
They are full of small graves.

Deadnaughts or big hordes will simply get stuck :p

Wed, 09/25/2013 - 08:05
#9
Zerokken's picture
Zerokken
1: Give them areas where if

1: Give them areas where if you're in them for too long, you get cursed. Typically contain treasure boxes. The countdown is in the status bar-- the number infront of an uncolored Curse symbol counts down.

2: Buff zombies, but only slightly. They can't be too strong.

3: Yeah, remove the arsenal station.

4: Phantoms instantly revive and teleport somewhere close, when you get cursed.

Wed, 09/25/2013 - 11:14
#10
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Make a new, rare zombie, which could spawn regularly in Graveyards or randomly take the place of another zombie.

It would be called the Glaring Zombie, which wears a totem-like mask. This zombie would have a revive radius around itself. When dieing, the radius would go away, but it could revive itself shortly after dieing. See where I'm going with this?

Wed, 09/25/2013 - 14:15
#11
Shotjeer's picture
Shotjeer

Keep in mind, GYs have two unique factors: Only zombies, and more-or-less immortal Phantoms. If you ask me, I would buff the Phantom like a crazy lot. Give it a CTR Max. Make it do as much damage as a Grimalkin. If we can't improve the AL, might as well improve it's stats. No matter what type of zombie you add, it will still have that friggin stupid blockhead AI, so Yeah.

Wed, 09/25/2013 - 14:46
#12
Grittle's picture
Grittle
How about this Make Graveyard

How about this

Make Graveyard Zombies a Unique variant of Zombies with all pre-nerf glory and OPness.

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