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TOPIC: [TTT SUGGESTION] Revamp perk system

[TTT SUGGESTION] Revamp perk system 4 years 2 months ago #1264653

The perks are never really used so I think it would be a good idea to modify how they work (in terms of the cost).

Suggestion 1: The perks should cost a credit for ts and they get all 3 if they purchase through the buy menu. The detectives get the same option but it only gives them a random 2 out of the 3 perks and maybe their be a special one like mule kick that allows them to carry one more t/d weapon. This would be fair as it would then cost 2 credits to fill that slot (buying the perk then buying the weapon). A vulture aid perk would also be cool so if the detective kills a t they can stand in the gas to be healed for 40 hp and be invisible on the radar for 20 seconds (2 hp per second). This would probably require coding but I'm not really sure.

Suggestion 2: Perks cost 2x the amount but if you are alive at the end of the round then you get refunded the amount. This way it is more of an investment and you can ensure more people will want to play the game properly as they want to get their diamonds back.

Suggestion 3: If you put a diamond block in the furnace and you successfully activate the ending you get all of the perks at the start of the next round. This of course is what happens in the actual zombies game as if you beat the easter egg you get all of the perks for the next round. I feel this would be interesting as you would then be rewarded for exploring another option of ending the round as an innocent. This is already balanced as it is easy for the ts to throw away the diamond blocks.

Suggestion 4: If you become a turtle in spectator mode and then hit the staminup machine you get double the punch power(?). This would just be fun and would give spectators more to do when they are dead as there is no deathmatch at the moment.

Thanks for reading!
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Last Edit: 3 years 7 months ago by PZGrens. Reason: Juggernog works
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[TTT SUGGESTION] Revamp perk system 4 years 2 months ago #1264664

dont use perks so idk about 1 or 4 but
2 less people are gonna use perks if you do this
3 d block is already balanced , dont mess with it
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[TTT SUGGESTION] Revamp perk system 4 years 2 months ago #1264689

Spectator Deathmatch literally breaks the server to my knowledge.
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[TTT SUGGESTION] Revamp perk system 4 years 2 months ago #1264690

Ezz wrote:
dont use perks so idk about 1 or 4 but
2 less people are gonna use perks if you do this
3 d block is already balanced , dont mess with it
Can you elaborate on why you think less people would use perks? I feel like it would give people more of a incentive to use them and try and play well.
3 isn't really buffing the diamond blocks in anyway, it is just giving you a reward. It is quite hard to find all the diamond blocks and I feel that a reward like the perks is a good way to incentivise players to try different ways of playing.
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[TTT SUGGESTION] Revamp perk system 4 years 2 months ago #1264693

Insanity wrote:
Spectator Deathmatch literally breaks the server to my knowledge.
I can't really comment on this but I know it has been suggested and denied in the past hence why I didn't suggest it, I suggested an alternative.
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[TTT SUGGESTION] Revamp perk system 3 years 7 months ago #1322116

bump
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[TTT SUGGESTION] Revamp perk system 3 years 7 months ago #1322150

Warning: Spoiler! [ Click to expand ]

Suggestion 1: I feel like having perks in the buy menu would just be out of place and having added damage resistance on top of armour is pretty unnecessary. Others just don't seem worth it when you could just get a good t weapon. For detectives it would be the same as health station and portable tester are way more useful and randomness would be eh.

Suggestion 2: I feel like this wouldn't work because its kinda unfair that you would get to keep all 3 perks just for surviving the round as you can survive a lot of rounds by not doing anything and it gives new players a disadvantage as they have worse weapons than more experienced players who have unlock weapons.

Suggestion 3: This is a good idea i think and like you say it can be countered easily by just hiding a diamond block so why not

Suggestion 4: Are there any negatives to this?

EDIT: Also being able to buy mule kick would kind of ruin its point because you would be using credits up to be able to buy more weapons with your credits?
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Last Edit: 3 years 7 months ago by Nogtog.
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[TTT SUGGESTION] Revamp perk system 3 years 7 months ago #1322154

There is no losing with giving new life to these additions.
If you buy them all your doing is denting that diamond wallet more.
:plussp:
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[TTT SUGGESTION] Revamp perk system 3 years 7 months ago #1322162

I agree with suggestions 2,3,4 but the first just seems too OP. Traitors already have armour which makes them practically impossible to lose a 1v1, giving more damage to them and making them take less doesn't make any sense, at least to me.


but for everything else

:plussp:
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[TTT SUGGESTION] Revamp perk system 3 years 7 months ago #1322169

Just to clarify the way I envision this working is that Ts could just buy the 3 normal perks but detectives would be able to spend one credit to get random 2/5 perks. The incentive to do this is that for us you don't have to run around the map to get your perks and for detectives it would just be cool to have a little gamble and make each round different from the last. As for why they would want vulture aid instead of a health machine, I thought that vulture aid would appear as a gas when you kill a t over their body allowing you to heal for 40 hp straight after a gunfight (when you would most likely need health).

Ts would go no additional things in the first suggestion. Just the ability to buy preexisting perks with a credit.
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[TTT SUGGESTION] Revamp perk system 3 years 7 months ago #1322172

Juggernog works
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[TTT SUGGESTION] Revamp perk system 3 years 7 months ago #1322224

Nay wrote:
Juggernog works
trolled
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