#Intelligent Murderers

1 messages · Page 1 of 1 (latest)

chrome gull
#

Murders are far too easy to solve. Idk if this is a setting I have, related to "game difficulty", but the longest murder case I've had is like 4 days, and 3 of those days were JUST sitting and waiting for the second murder so I could get more evidence. Do something with the murderer that decides not to leave obvious fingerprints on their left-behind business cards or crumbled up paper cipher.

In two different situations, I've gone to a crime scene, only to see the murderer shooting NPC's on his way out of the crime scene. Of course, have most murderers be less-intelligent, impulsive, etc. but I'd like to have a GOOD killer every once in a while who leaves behind no or almost no evidence. This will make the security camera and witness system a lot more important, instead of scanning every single door in a 18 story building to find the one print left on the syringe, etc.

Killers in-game have seemingly ZERO, and I mean ZERO knowledge of forensics. Nobody knows that fingerprints exist, nobody knows that it's dumb to leave the knife you stabbed someone with RIGHT next to the body. Nobody knows how to wear gloves. And too many of the killers are THRILL SEEKING. 99% of murders should NEVER contain a cryptic note, a business card, or a drawing on the wall. And the few that do should be VERY intelligent. They should have to follow much stricter rules before a kill - possibly even disabling security cameras on the floor of the apartment complex before using gloves and making sure that the victim is alone before striking.

I have only encountered TWO MURDERERS in my 40 hours of playtime that DO NOT leave behind a cryptic message. And I may have just missed it. Those two used poison, in which they then LEFT THE DAMN SYRINGE ON THE GROUND. This should not happen.

Victims should also be able to die of poison while outside of their apartment, which idk if that's already a thing.

#

Other basic features such as;

  • Maybe the murderer actually uses their weekends or after-hours on a work day to stalk their victim and watch them until they're alone before they strike.
  • NPC's are not ready to throw hands with everybody. Majority of NPC's (especially females, or those who do not posses a weapon, and those with weaker builds) should either stare or flee.
  • Instead of murderers out-right buying and logging their name into stores when purchasing their murder weapons, some of them can steal it. And the store should have a note or an email related to a recent robbery, giving a rough description of the person. Or if it was a discreet robbery, they can mention missing inventory.
  • Maybe add a blood DNA system? Victims could fight back, leaving their self-defense weapon with the murderers blood on it, and you could use the scanner to see the blood type and DNA code of the blood, and check a hospital for possible records of it.
kindred rain
#

I like the blood type system. Maybe, unlike finger prints, this system would be in the city hall and would require you to get a sample at the scene bring it down to city hall, then get it tested either using the equipment or asking the forensic scientist to test it for you for a price. Then you could either test for a full DNA break down or a blood type this might gate keep the mechanic a bit so you don't have the problem of scanning all the finger prints at the scene and learning everything about the killer before even interviewing people.

#

Blood type would only be AB, B+ etc but a full DNA break down would act like a DNA fingerprint also letting you know the sex of the person.

worldly hill
#

I think a blood testing kit would be nice for blades/blunt weapons cos the number of swords I'm finding in the murderer's house that aren't the murder weapon is quite high - would be nice to do some sort of test on it, but I don't think it should be in the scanner - that seems OP

chrome gull
#

Maybe the scanner can allow you to copy the "blood" to your board, and you can go to city hall forensics and select the blood on the board like you would select it for evidence in the case file to have it tested.

chrome gull
#

Or the knife murder weapon would become "Bloody Utility Knife" and when copying that to your board, you can select it at the city hall and have it tested, etc.

proud junco
#

just as an example, one time all I had to go on was age, blood type, shoe size and eye colour. are you not getting cases as difficult as that, or do you find those easy to solve?

worldly hill
# chrome gull I also agree.

yeah just something to help when there's a bunch of options - feels a little unfair to not be able to determine them other than guessing in those situations

worldly hill
north light
#

The thing is, in order for the game to reliably produce solvable murders there would need to be other ways to investigate. I assume the current "always leave a blatant clue" thing is a placeholder for that.

chrome gull
# north light The thing is, in order for the game to reliably produce solvable murders there w...

The clue doesn't need to be blatant. For example, there was one murder I did where there was a fingerprint left that I found in only ONE crime scene of theirs. None that I found in the second crime scene, but I was only able to figure out who it was because he was the only name mentioned in both of the victim's address book, and when I went to the listed address, the fingerprint on their door handle matched the one of the crime scene.

#

That wasn't a blatant clue, but it made the case solvable without randomly checking every single residential building's doors or mailboxes to find a matching print.

chrome gull
#

In a 2 resident apartment, when there's 3 prints. Then you check their address book and/or workplace to find any matching prints, or you just wait for the 2nd crime scene and cross-reference address books and find similarities in the victims (works at the same place, etc).

chrome gull
#

I've never had a murderer that leaves no fingerprint anywhere. It's either on the door or the murder-weapon/calling-card that is left behind 99% of the time.

#

All this means to me is that you failed to find the print.

proud junco
#

might have been a side job, I can't remember because it was a year or so ago

#

I got to that point in the game and gave up

chrome gull
#

The side-jobs are pretty much just crap gameplay. They give you laughably little information and NO hunch. No "they work at one of these 5 places;" or anything. Side-jobs that pay 30k or so are just things you accept until you coincidentally bump into them. That's just parts of the game I ignore.

Since there's always a fingerprint, I literally just ignore footprints and eyewitness testimony. I don't talk to any NPC's for any other reason than buying a guest pass or buying food/drink.

#

The only time I use computers is at city hall to look up people in the database or to check already-unlocked crunchers to see what their password is so I can unlock their safe.

#

Literally the only evidence in this game that is needed is the fingerprint.

#

Every other "beneficial" game mechanic can be ignored. Game mechanics that negatively effect you (cold, found trespassing, etc) can also either be completely ignored or easily circumvented.

#

If you're trespassing and it's a "yellow" text, you can just ignore it. If it's red, you just run away once caught and wait 20 seconds and go back.

chrome gull
# proud junco I got to that point in the game and gave up

Losing motivation to continue means the game isn't really "great". I wouldn't say this game is good, but I also wouldn't directly call it bad. I have over 40 hours of playtime and will continue to play it for a while, but the development process is (understandably) slow and the game isn't detailed. I'm just making a suggestion that I think will make the game much, much better.