#**A few suggestions for multiplayer.**

1 messages · Page 1 of 1 (latest)

scarlet tree
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Please add statistics for multiplayer, i.e., how the statistics for player's money earned, shots taken, beers drank, is shown in single player. This would promote a very competitive environment and would give players a reason to keep coming back.

Simplicity is very important but I would like an incentive to kill other players more often than not. Most players tend to even out the health between everybody at the table to keep the odds of them being shot lower due to everyone else having more people to shoot. I would like to propose adding a slight advantage of some sort to a player for getting a kill. For example, hypothetically, if you kill someone in round 1, in round 2 you get a starting item of your choice. Furthermore, if you get a kill in round 2, it will stack with your kill in round 1 allowing for a slightly larger advantage in round 3.

Money. Let us use our money that we win for something, anything. It can be very simple, (new masks to wear for example). Just give us more reasons to come back to this game.

Concealer. A new item that allows the user to hide their portion of their table until the shotgun gets loaded with new shells.

scarlet tree
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i also want stats to show in multiplayer that would be fire

scarlet tree
zealous yew
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i do want a reason to come back to the game but im pretty sure they are working on fixing the bugs first

scarlet tree
frank rock
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word the game is HELLA boring after you've played it for some time... it gets repetitive.

scarlet tree
scarlet umbra
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concealer won't work because you use them after you get the items which defeats the purpose

giving advantage to people with kills will rig the game even more if the said person is lucky

others sound fine tho

gray sand
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yes just yes

scarlet tree
# scarlet umbra concealer won't work because you use them after you get the items which defeats ...

the game isnt rigged, it is very majority luck based. better decision making decreases the amount of luck required to win but does not remove luck from the equation, everyone loads into the game with the same chance of getting the same items, by definition this is not rigged.
give my explanation to giving a slight advantage to people who get a kill a read, it's a give/take scenario and you will not always want to kill someone off immediately. matter of fact, killing someone off early is usually (in most scenarios) a misplay, so i dont see an issue with incentivizing taking the risk of killing someone off early. it adds more depth to the game.

crystal tusk
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An idea for a kill incentive I came up with: Neutralizer

For every killing blow you receive a neutralizer item that makes the current shell a blank. If it already was a blank nothing changes but if it was live it inverts. The neutralizer would be stored separately from your regular items and could not be stolen with adrenaline. Neutralizers are reset between rounds.

The idea is that it doesn't give you any offensive advantage, so getting a kill doesn't snowball into even more kills, but it could slightly increase your chances of survival in specific scenarios, especially in 1v1s far later into the round.