moosed Posted September 15, 2014 Report Share Posted September 15, 2014 Get rid, looks stupid and adds nothing to gameplay. imo Link to comment Share on other sites More sharing options...
Defent Posted September 15, 2014 Report Share Posted September 15, 2014 Took me a while to figure out what you ment. I however like the cultist, I think it's quite an interesting mechanic that you have to face him in order to escape. He's a pretty cool guy, throws magic balls and doesnt afraid of anything. SATurn 1 Link to comment Share on other sites More sharing options...
axeman Posted September 15, 2014 Report Share Posted September 15, 2014 Feedback is feedback, am afraid he is staying. Would be interested in your experience that lead to your post. Did he kill you after you found your first gun? We are tweaking behaviour constantly and he is due some interesting upgrades. He could potentially be friendly, or at least not so malicious toward new spawns.. Genuinely curious. carl101 1 Link to comment Share on other sites More sharing options...
moosed Posted September 15, 2014 Author Report Share Posted September 15, 2014 No, he did no damage to me despite breathing red stuff on me. then he stood still for about 7 seconds without doing anything during which i shot about 15 bullets into him at which point he died. Just not really a fan, seems a bit random and unchallenging. same with the sapper, they need to be super lethal... sapper looks alright though, no problems with him/it. the grim reaper just seems a bit out of place whilst the sapper seems believable for this type of game. Link to comment Share on other sites More sharing options...
axeman Posted September 15, 2014 Report Share Posted September 15, 2014 The armour for Cultist has been increased for the latest patch. Behaviour is getting an upgrade, points noted, thank you. Would only spawning at churches surrounded by fog help? :) I think so. Link to comment Share on other sites More sharing options...
Tallahassee Posted September 15, 2014 Report Share Posted September 15, 2014 I'm also on the side that thinks the cultist does not fit at all in this game. Not at least with these magic powers he has. Take the magic out and give him a hatchet, a butcher knife, a torch or something like that, as well as extra speed (so that you have to face him yes or yes most of the time) and I'll be happy with him... but not magic. Link to comment Share on other sites More sharing options...
ppp Posted September 15, 2014 Report Share Posted September 15, 2014 I like the challenge in not being killed by others while taking out them things. "or try not to take them out" And hearing others kill them makes it possible to sneak up on people ! Link to comment Share on other sites More sharing options...
moosed Posted September 15, 2014 Author Report Share Posted September 15, 2014 The armour for Cultist has been increased for the latest patch. Behaviour is getting an upgrade, points noted, thank you. Would only spawning at churches surrounded by fog help? :) I think so. yes that would be better also +1 to getting rid of the magic and replacing with axe or chainsaw or something more 'real' Link to comment Share on other sites More sharing options...
T1NY Posted September 15, 2014 Report Share Posted September 15, 2014 sapper needs to be super lethal? wtf? if he explodes by you YOU DIE, how much more lethal can u get? Link to comment Share on other sites More sharing options...
js2k6 Posted September 16, 2014 Report Share Posted September 16, 2014 i'm liking these cultists. generally creepy. i was stalking some other players in a military outpost, had a mean camp going on. next thing i know some cultist is spitting red shit at me. i was actually freaked out and ran doesn't take that much to kill them, about 5-10 upper body/headshots with the zafir. i think they add quite a bit to gameplay, give me cultists over the arma 2 zed's any day! Link to comment Share on other sites More sharing options...
zombiestev3 Posted September 16, 2014 Report Share Posted September 16, 2014 Yeh that red mist even throwing knife or improvised flamethrower even I think would be better just change the red mist to a flame and put a tank on the back of him Link to comment Share on other sites More sharing options...
Gigal Posted September 16, 2014 Report Share Posted September 16, 2014 also not a fan of them. they are not challengenging and are hella unrealistic... Link to comment Share on other sites More sharing options...
Tallahassee Posted September 16, 2014 Report Share Posted September 16, 2014 Yeh that red mist even throwing knife or improvised flamethrower even I think would be better just change the red mist to a flame and put a tank on the back of him Lol that's cool, though for another antagonist. But the red mist should be removed, yes. Edit: I just thought of something that would make the Cultist more challenging and much more scarier. The cultist could be able to, at let's say 20 or 25m from you or less (or whatever is thought to be ok in the game), throw a hook at you with 85% or so of chance of hooking you, if you are in front of him. If you are hooked, the Cultist will drag you towards him, damaging you in the way, taking 1000 or 1500 of your life (or so) before releasing you. If hooked again, another 1000/1500 will go away. And so on until killed. This way he could be potentially lethal for a single player and would have no weird mysticism around him. If there's a chance of them appearing in a group of 2-3, they will become a risk for a group of players. Link to comment Share on other sites More sharing options...
stonXer Posted September 16, 2014 Report Share Posted September 16, 2014 The armour for Cultist has been increased for the latest patch. Behaviour is getting an upgrade, points noted, thank you. Would only spawning at churches surrounded by fog help? :) I think so. +1 for only in towns with churches, but anywhere in the town, not at the church specifically Link to comment Share on other sites More sharing options...
wangtangnoodle Posted September 16, 2014 Report Share Posted September 16, 2014 They need to be feared and for a long time otherwise the effect of seeing one will wear off and people will treat them like they would do a zombie. Kill and move on. I like the idea of them and they look great. I have faith that the devs have their own plans for them. But just incase, these are my thoughts. Ideas for Cultist abilities: - Can slow down the victim's movements with their red shit - Can cause a random, scrambled health impact on the victim (sharp decline or rise in blood pressure, temp, hunger etc) either via the impact of red shit or just being close - Red shit can enflame the victim either for a length of time or permanently, giving their position away. Obvious heat rise. Possibly extinguished in water or rain - Straight up death by being hit with red shit Ideas for limiting how to defeat a Cultist: - Offering a certain item(s) to it - Setting fire to it via joint use of petrol and a lighter or matches (emits a loud, terrible noise during this for effect) - Melee only - Use a particular item as bait to lure it to a church, Cultist disintegrates when within the building. Link to comment Share on other sites More sharing options...
Nails Posted September 16, 2014 Report Share Posted September 16, 2014 I am OK with the Sappers, Cultists, and Drones. I just want to be able to shake them loose by running away. I think it's annoying how they constantly follow you. Link to comment Share on other sites More sharing options...
axeman Posted September 16, 2014 Report Share Posted September 16, 2014 Mixed thoughts, definitely food for thought and I can see some of those being implemented. All of the antagonists will dispose if the player is over a certain distance away, different for each. That distance can be quite high, 500m - 1km depending on which one. These levels will be adjusted if required. They all have the skills to track a player and all try to act a bit sneakily rather than just follow you in a straight line. All due an update, am working on a retaliation for killing traders at the moment. Thanks all for your feedback. Link to comment Share on other sites More sharing options...
Carl-R Posted September 16, 2014 Report Share Posted September 16, 2014 To be honest i like to cultists alot, first time i met one he almost scared me to death. But there need to be more warning that he is comming and he need to be more powerfull. Link to comment Share on other sites More sharing options...
Pasi Posted September 16, 2014 Report Share Posted September 16, 2014 Speaking of warnings.. the snake needs to make some kind of a sound... especially when they can break your legs in one bite. Link to comment Share on other sites More sharing options...
Semper Posted September 16, 2014 Report Share Posted September 16, 2014 I like the look of the Cultist! its amazing and a bit scary right to the point well done :) but i think just like the others above me his attack has to be changed........if you Guys give em a bloody very very big Knive and a good powerfull attack......... everyone would be scared to Death when they meet em :D Keep the Good work going Guys you are doing an awesome Job for us - a Big Thanks to you! :) Link to comment Share on other sites More sharing options...
SkyDogs Posted September 16, 2014 Report Share Posted September 16, 2014 Is it true the monks/cultists are responsible for the sappers? I'm lead to believe the sappers are captured people that have had their arms amputated, mouths sawn shut and a bomb placed in their abdomen. The bomb detonates when the sappers' adrenaline levels increase, so when you think about it, the sappers are actually running to you for help. Quite cruel really; they see you, get excited that they are finally going to be freed, then explode, lol. (there's scope there for playing as an antagonist like when you were able to spawn as a zombie in Dayz Epoch) Regarding the monks, I'm cool with fireballs, but they're not much of a threat in my opinion. How about they're armed with a scythe like the grim reaper, and they move lightning fast when not being observed. If they get to within swinging distance of you, then your head rolls. Link to comment Share on other sites More sharing options...
fr1nk Posted September 16, 2014 Report Share Posted September 16, 2014 How about they're armed with a scythe like the grim reaper, and they move lightning fast when not being observed. If they get to within swinging distance of you, then your head rolls. I'd prefer something like this. Fireballs seem somewhat out-of-place and almost too fantasy-like for Epoch. Increase their movement speed and arm them with a nasty melee weapon. Link to comment Share on other sites More sharing options...
Major Khunt Posted September 16, 2014 Report Share Posted September 16, 2014 not a fan of the mist either. id like to see them chanting more to put u under their spell when ur close enough to them and restricting ur movements mayb mixing up ur controls and slowily killling u unless u can escape them. Link to comment Share on other sites More sharing options...
moosed Posted September 16, 2014 Author Report Share Posted September 16, 2014 sapper needs to be super lethal? wtf? if he explodes by you YOU DIE, how much more lethal can u get? they never get close, too easy to kill Link to comment Share on other sites More sharing options...
axeman Posted September 16, 2014 Report Share Posted September 16, 2014 they never get close, too easy to kill Challenge accepted. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now