Spookoween feedback

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.
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Miauw
Joined: Sat Apr 19, 2014 11:23 am
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Spookoween feedback

Post by Miauw » #40591

apparently spookoween sort of sucked even though lots of stuff was added
pls tell us what sucked so much.
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Saegrimr
Joined: Thu Jul 24, 2014 4:39 pm
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Re: Spookoween feedback

Post by Saegrimr » #40592

From what I heard those bats popping out of lockers were a bit too robust.
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Murazor
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Re: Spookoween feedback

Post by Murazor » #40597

Annoying as hell to have your locker close on you every five seconds while your trying to gear up as sec.
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Erbbu
Joined: Tue Oct 28, 2014 4:56 am
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Re: Spookoween feedback

Post by Erbbu » #40601

I think it was fun. Bugged, but fun.
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ExplosiveCrate
Joined: Fri Apr 18, 2014 8:04 pm
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Re: Spookoween feedback

Post by ExplosiveCrate » #40605

Invisible flying eyeballs/10
i dont even know what the context for my signature was
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Redblaze3000
Joined: Mon Jun 02, 2014 9:04 am
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Re: Spookoween feedback

Post by Redblaze3000 » #40611

Everyone had skeletons in their closets. It was fun seeing people beat the spooky skeletons.
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MMMiracles
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Re: Spookoween feedback

Post by MMMiracles » #40626

Spooky closets would of been more bearable if it wasn't for the fact it clogged up the mob lists for when ghosts wanted to jump to/follow a certain player. At any given round there was at least 20 unknowns in the list due to just the skeletons.
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Re: Spookoween feedback

Post by iyaerP » #40629

SpookyScarySkeletons.mp3
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Re: Spookoween feedback

Post by whodaloo » #40708

Skeletons in lockers would've been 1000x better if they didn't fucking close the lockers when they were done with the jump scare. As it was, half the lockers on the station were a chore to use at best and a downright nightmare at worst (specifically the sec lockers at roundstart).
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Re: Spookoween feedback

Post by Lo6a4evskiy » #40768

>7 carps forever stuck eating ghost
It was great spookoween.
kosmos
Joined: Tue Apr 22, 2014 2:59 pm
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Re: Spookoween feedback

Post by kosmos » #40769

It was very cool, but could've been a little more subtle & less buggy. Skellingtons could've disappeared permanently after their first reveal, not close the closet and make humongous smoke clouds everywhere.
Perakp
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Re: Spookoween feedback

Post by Perakp » #40771

Ghosts and skellies were cool, the zombie speech worked really well.
omnitricks
Joined: Tue Apr 29, 2014 2:34 am

Re: Spookoween feedback

Post by omnitricks » #40824

I liked it. Turn skeletons in lockers into a random event or something in the future.
Miauw
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Re: Spookoween feedback

Post by Miauw » #40845

whodaloo wrote:Skeletons in lockers would've been 1000x better if they didn't fucking close the lockers when they were done with the jump scare. As it was, half the lockers on the station were a chore to use at best and a downright nightmare at worst (specifically the sec lockers at roundstart).
technically it's only a sixth of all lockers :^]

but yeah i removed the lockers closing again
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ThatSlyFox
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Re: Spookoween feedback

Post by ThatSlyFox » #40927

Zombie speech and the closets closing all the time.
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Re: Spookoween feedback

Post by miggles » #41003

closets closing was a pain in the ass
the spooky closets were also way too common. at a point, it becomes so tedious to RP being scared of them that you just have to not do it if you intend to actually get anything out of the locker
smoke was also annoying and doesnt really make sense? is it supposed to be fog coming out of the locker?
the idea was good, but it was both kind of dull and kind of annoying
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Atticat
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Re: Spookoween feedback

Post by Atticat » #41010

As CMO I transferred somebody's brain into a debrained skeleton's body, so I LOVED spookaween.
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