Murder Anti-Hiding system Mk. 2

MariTheVillain

Dragonball Partier
Hipster
Elite+
Jul 23, 2014
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Apparently here.
You're playing murder, and the server has finally blessed you with the role of Murderer! Yay!

You kill off everyone in sight successfully... but wait... the round hasn't ende- OH NO! Someone is left alive! They start snickering about how you, the murderer will never find them. After spending minutes scouring the corners of the map, the timer runs out. The bystanders win due to an effortless attempt. You're penalized in stats over one person who wouldn't just try to pick up a gun and try to fight you, but instead decided to be a party-pooping player who drags out the end of the game intentionally.

Isn't that annoying? Wouldn't you love to get rid of that situation?

Well, my idea is to add an audible cue, generally I was thinking a low pitched-drum note-block sound (when note blocks are over a stone) that gets louder as you get closer to a victim

This would activate when the game reaches 120 seconds remaining (Maybe 90? Maybe 60?)
I would think the range would be anywhere between 10-25 blocks, with the maximum distance being really quiet, and then slowly increasing in frequency/volume as the murderer approaches the potentially hiding players.

The purpose is to prevent players from hiding in murder games to win, which prolongs the games to lengths that they do not need to be. This would simulate a sense of adrenaline as the bystander's characters get more frightened, and their heart rates begin spiking badly, the character's breathing starts getting heavy as the suspense will end up killing them.

I know this will be a relatively controversial suggestion, but it can be that one little detail that sets the game apart from the substitutes, and that could really drive more players to be joyful about being murderer, instead of dreading it like some people do.
 
You're playing murder, and the server has finally blessed you with the role of Murderer! Yay!

You kill off everyone in sight successfully... but wait... the round hasn't ende- OH NO! Someone is left alive! They start snickering about how you, the murderer will never find them. After spending minutes scouring the corners of the map, the timer runs out. The bystanders win due to an effortless attempt. You're penalized in stats over one person who wouldn't just try to pick up a gun and try to fight you, but instead decided to be a party-pooping player who drags out the end of the game intentionally.

Isn't that annoying? Wouldn't you love to get rid of that situation?

Well, my idea is to add an audible cue, generally I was thinking a low pitched-drum note-block sound (when note blocks are over a stone) that gets louder as you get closer to a victim

This would activate when the game reaches 120 seconds remaining (Maybe 90? Maybe 60?)
I would think the range would be anywhere between 10-25 blocks, with the maximum distance being really quiet, and then slowly increasing in frequency/volume as the murderer approaches the potentially hiding players.

The purpose is to prevent players from hiding in murder games to win, which prolongs the games to lengths that they do not need to be. This would simulate a sense of adrenaline as the bystander's characters get more frightened, and their heart rates begin spiking badly, the character's breathing starts getting heavy as the suspense will end up killing them.

I know this will be a relatively controversial suggestion, but it can be that one little detail that sets the game apart from the substitutes, and that could really drive more players to be joyful about being murderer, instead of dreading it like some people do.
This would be a little unneeded or useful for what you are trying to do. I so see the problem with hiding is very annoying.
Problems with this I see
1. How will the person know exactly where they are. It all comes down to map layout and other things.
2. How will this benefit to your solution? Right now we got are pretty good detectI've decide called the I am next to. Your suggestion does constant I are next to commands for the sound to get higher or lower. It is not needed because of this.
3. Hiding is a good way to play the game at times. I do it because I don't know if the murderer will come out. Yet the only thing I hate about hiding is that sometimes that includes a gun and shooting who ever you see.
I don't know if other people would want a no hiding policy or simply the murder can be over powered at 120 and below seconds...
My suggestion for you:
I would want to see something for this since hiding is a way to win every time. Simply count it as a lose for both sides.
Or maybe this suggestion
Create a system less risky. Maybe upgrading the I am next to command?
-1 anyways
 
This would be a little unneeded or useful for what you are trying to do. I so see the problem with hiding is very annoying.
Problems with this I see
1. How will the person know exactly where they are. It all comes down to map layout and other things.
2. How will this benefit to your solution? Right now we got are pretty good detectI've decide called the I am next to. Your suggestion does constant I are next to commands for the sound to get higher or lower. It is not needed because of this.
3. Hiding is a good way to play the game at times. I do it because I don't know if the murderer will come out. Yet the only thing I hate about hiding is that sometimes that includes a gun and shooting who ever you see.
I don't know if other people would want a no hiding policy or simply the murder can be over powered at 120 and below seconds...
My suggestion for you:
I would want to see something for this since hiding is a way to win every time. Simply count it as a lose for both sides.
Or maybe this suggestion
Create a system less risky. Maybe upgrading the I am next to command?
-1 anyways


Maybe so, but I do not understand how it wouldn't benefit the solution. This would enable the murderer to know when they are close, like the I am close to... command, and essentially try to pinpoint where the hiding player is. While I get that hiding for short amounts of time can be an a legitimate method of playing the game, hiding away in a little known area for the entire game gets obnoxious, real fast, because what is the murderer to do? I mean, I'd presume after a few times running around and not finding those few last survivors, they would get bored or incredibly frustrated.
 
Maybe so, but I do not understand how it wouldn't benefit the solution. This would enable the murderer to know when they are close, like the I am close to... command, and essentially try to pinpoint where the hiding player is. While I get that hiding for short amounts of time can be an a legitimate method of playing the game, hiding away in a little known area for the entire game gets obnoxious, real fast, because what is the murderer to do? I mean, I'd presume after a few times running around and not finding those few last survivors, they would get bored or incredibly frustrated.
Eh when I have a situation like this I simply know the map by heart and know where a person might be.
...
Why this doesnt benefit.
1.The murderer is simply using the I am next to command with sound not distance. This sound can't be measured easily and won't help new players that don't know the map by heart. Once they have this system down they might as well be using the I am next to system by heart.
2. This idea only works in certain areas. For example Temple the map. When inside temple as murderer and this happens you can go where the sound is closest yet they could be a floor up or down who knows. But in a map like office simply find where it is the loudest and boom it is too easy to find them.
 
Eh when I have a situation like this I simply know the map by heart and know where a person might be.
...
Why this doesnt benefit.
1.The murderer is simply using the I am next to command with sound not distance. This sound can't be measured easily and won't help new players that don't know the map by heart. Once they have this system down they might as well be using the I am next to system by heart.
2. This idea only works in certain areas. For example Temple the map. When inside temple as murderer and this happens you can go where the sound is closest yet they could be a floor up or down who knows. But in a map like office simply find where it is the loudest and boom it is too easy to find them.


Okay, while on some maps it could not work too well, I'm not sure how it's any less efficient than running around , hoping to get a good ping to triangulate the users position, and even then, does the command do much more on the vertical plane?

While the command is nice, this can help in every dimension of the murderer can understand that making the sound louder is what they want. It won't pathfind, it wasn't meant to. It will give the position of hiders away, as, I guess you could call it, a bit of a slap to the face for those who do nothing but hide.
 
I'm not sure, I feel hiding is always a legitimate strategy. There's a Murderer on the loose what do you do in real life? Hide (And Wait for police, but that hasn't been added yet lol) You always have the book like mentioned above which I believe can pinpoint a bystanders location to a small area of the map. Also there isn't that many good spots to hide in most maps, behind walls is your best bet and if the murderer check carefully your dead. I'm gonna go neutral though +0. I feel its ok like it is rn.
 
I'm not sure, I feel hiding is always a legitimate strategy. There's a Murderer on the loose what do you do in real life? Hide (And Wait for police, but that hasn't been added yet lol) You always have the book like mentioned above which I believe can pinpoint a bystanders location to a small area of the map. Also there isn't that many good spots to hide in most maps, behind walls is your best bet and if the murderer check carefully your dead. I'm gonna go neutral though +0. I feel its ok like it is rn.


While I agree that hiding isn't a rampant issue that needs a fix immediately, there is a decent selection of hiding spots on some maps, definitely not all maps are equal here. But it's a case of winning by not trying all, or at least attempting to kill the murderer.

I just feel like it is the edge that the murderer could easily use to thwart the plans of people who want to play hide and seek instead of murder
 
This maybe useful, I just do not believe there are enough rounds where players hide, and if they are hiding most people know the hiding spaces and can find them within the time, over the last week, the only games that have ended where the murderer was unsuccessful was 1 game, and this was because the murderer and bystander were going round in circles, other rounds people hiding were found and killed. Therefor I do not believe this would be necessary otherwise it will make the game too easy.

-1 from me
 
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Hiding is a strategy in the murder game. As the timer ticks down, it's a queue for many players to hide in an unknown area, due to the murderer beggining to narrow down possibilities of where you are.

I do like the thought of this idea, as my karma is full, but those who are always chosen as bystander may not, as hiding gives them an extra chance to survive.

+0
 
Unlike last time, I will not just request a lock. But I have another proposition. Maybe make this an expensive upgrade? With the ranges starting small, and increasing the range of the sounds as you keep upgrading? How does that sound?

Or maybe it's always the same range, but it starts earlier at higher tiers, so like, level one starting at 30 seconds, then +15 seconds per level afterwords?
 
This doesn't make any sense.
Sorry I was in a rush lol got to collect eggs :3
Unlike last time, I will not just request a lock. But I have another proposition. Maybe make this an expensive upgrade? With the ranges starting small, and increasing the range of the sounds as you keep upgrading? How does that sound?

Or maybe it's always the same range, but it starts earlier at higher tiers, so like, level one starting at 30 seconds, then +15 seconds per level afterwords?
But how are you meant to know where they are? -1
Unless you want to add it for fun and cosmetics rhen I would love it +1
 
But how are you meant to know where they are? -1
Unless you want to add it for fun and cosmetics rhen I would love it +1

In the first suggestion of the upgrade, just get really close

The second one is a bit easier, as if you can hear the game sounds, and you have note block/jukebox sounds on, you would get an audible cue when you're in range, and the time reaches to the point based on the upgrade's level. This audible cue would get louder as you approached the closest victim to you.
 
I do understand how annoying it can be when a player decides to hide from the murderer. However, I don't believe this would work as well as you make it sound. Implementing this would make it much easier for the murderer to find players, eliminating some of the difficulties the murderer can get while playing their role, regardless if the player(s) is/are hiding or not. This would make the murderer role less challenging and therefore less enjoyable (at least in my opinion). If you think about it, the murderer already has a lot in their favor anyway. They can see footprints, sprint, and they always have a weapon. They have a lot of advantages over the bystanders already. I do understand that footprints would be inefficient if the players are hiding, unless you find them in time, which usually isn't the case. As you mentioned, there is a dye color (I believe it is the lime green dye) in the book that tells you in chat who you are next to when clicked. I think the noises could get annoying and it's just repetitive of something that already exists. Again, most people know the maps and their hiding places and can use their handy sprint advantage to get to those places quickly. If it were only implemented as a purchasable upgrade, I personally don't think many people would opt for it as again, it is repetitive of something everyone already has. It would make the murderers job much easier and the bystanders role harder. Sorry, but in my opinion the murderer already has many advantages and adding another would be irrelevant and make it too easy for the murderer, especially if a player isn't hiding but is instead trying to sneak around without getting caught.

-1
 
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