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 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.