it is absolutely ridiculous how 12 year olds are so powerful against a grown man who can evade the police after commiting various gruesome crimes. This is probably going to cause some outrage but it is what needs to be done. 1. The neighbor can not die. This is probably going to be upsetting but the neighbor should be strong so the kids won’t just spend 24/7 attacking the neighbor as the attacks are basically useless unless its saving someone. 2. If you step in too many beartraps you will seriously hurt your leg.If you know how beartraps work, you know you will not be able to pull your leg out without any consequences. It will take 3 times and after you will be stuck with a permanent limp. 1st time will temporarily lower your health after escaping for about 30 seconds, 2nd time will give you a little limp for a minute or so. The third time will hurt your leg very very bad and you will not be able to walk/run as fast anymore due to your limp. If you step in one again you will get a no automatic revive knock out which means if no one helps in time you die. 3. Important objects, keycards keys anything like that are better hidden and more spread out. It makes no sense to have so many important things lying around for annoying children to find. Keys will be able to spawn anywhere on the map for a better spread out like the beta and earlier had. These are the only ones for now but I will come up with more soon.
#The neighbor is strong the children are weak.
1 messages · Page 1 of 1 (latest)
i have just had another idea. Some Doors will be bricked up like in alpha and wont be able to be unbricked.
I still think the rifle should be able to kill the neighbor
only rifle but nothing else and the rifle is 10 gears also
i frogot to add rifle part
Also if the neighbor doesn't have health there is nothing stopping him from just trying to down an entire group and not play stealthly
I think his health should be enough that he knows attacking a group of 4 - 5 kids is probably not a good idea so try to split them up
And this if he gets in a fight with 3 or less kids he will be strong enough that the kids can't kill him with items unless the neighbor was like afk and he kept getting hit
he is a magical entity
the rifle was added as a fix against camping
I don’t really like the Neighbor can not be killed one.
And the automatic knock down is kinda bad to.
I’d say 👎in my opinion. Other people’s opinions might be better?
And no offence but I absolutely hate this idea. It would make the Neighbor unfair as the kids will then have no way to go. And they will easily get lost to.
I think your idea would work better if you make traps more forgiving, being permanently damaged from traps would make it harder for the kids than it should be
Since they are already super easy to fall into now since they spawn randomly around the house
What if scary neighbor's traps worked differently instead, if you fall into his trap when you escape you will be limping for 10 - 15 seconds making you go slightly slower than normal
This would also buff scary neighbors traps because you don't need to use his traps as much now that they spawn randomly around the house
not every door would be blocked off and the no automatic revive knock down would only be fore the beartrap after 3 time
yeah
and besides everyone remembers the layout of the house nowadays and the neighbor barely has any power still
the neighbor definetly needs a buff and the kids should be less op, but i think this is the wrong way to do it
I think there are some good ideas in this post, but the way its presented is too unbalanced imo
I like the idea of limping a little after escaping a trap
idk, seems kinda unfair if you would limp for the whole game because you stepped into one trap, especially with the amount of traps this update has
I didn't say it would be the while round
I guess I'll just explain my idea
i know, but you would be limping for the whole round if you stepped into a trap at the start of the game
So basically, when you escape a trap in less then the normal 40 seconds (by hitting space bar), when you escape you will be limping for about 7 seconds and also be slightly slower (you will also leave blood tracks that appear when you walk and then disappear shortly after but depending on if this game will keep its rating that won't happen)
After that you will be normal speed
And not limping
You'd recover
idk if limping for 7 seconds would make that mich of a difference
maybe it would be longer for scarys traps?
but 7 seconds for the random generated ones
And they add a perk that allows you to "quick escape". When this perk is active if you step into a trap you have the option to hold space bar for 4 seconds instead of spamming it and you will just rip your leg out of the trap, however you will be limping for 20 seconds. This perk would only be able to use once per round, so you'd have to choose wisely if you want to quick escape in the beginning or save it for later when the neighbor might be around
good idea, but i still dont think it would make that much of a difference
7 seconds might be good for the random traps due to how many there are, but for scarys it wouldnt really make much sense, imo
I have my own idea on how limping mechanics with traps could work I think I'll make a feedback post about it and I'll take your feedback to make it more balanced 👍