The Haunted is a fast paced thirdperson horror-action game with focus on a intense multiplayer experience that is all about making a stand and liberating cursed places from the minions of evil. The game features several multiplayer modes such as coop or demons .vs. humans, where enemies are spawned and controlled by players. The outstanding visuals lay a perfect tone for the gameplay.

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Suggestions (Games : Unreal Tournament 3 : Mods : The Haunted : Forum : General Discussion : Suggestions) Locked
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Oct 29 2008 Anchor

Hi,

Firstly I'd like to say great work with the mod, it really is quite impressive, other mods dream of the quality you've achieved. Again, great work.

Anyhow, I created this topic to discuss/list suggestions for you folks to consider in your next builds, so here goes:

Map types/Game modes:

Currently it seems that there is only one map, this is of course understandable, but I was wondering if it was the only gamemode you had planned, it probably isn't, but here are some ideas for gamemods:

  • Multiple survivors against multiple demonic spirits (basically, coop as some mentioned).
  • Objective maps, you know the haunted spawns of from the start of the map, he has to do X and then Y and then Z in order to win, not just kill zombies until they kill him.
  • Barricade maps, practically they would be under the same current gamemode, but instead of running around you are spawned in a house that you have to defend against the hordes of the undead/demons.

Weapons:
Most of the current weapons are quite awesome, but they need some fine-tuning in my opinion:

  • Dynamite has a rather small area of effect, the effect isn't done as it seems but I think it needs to be much bigger considering this is a stick of dynamite we're talking about.
  • Commando rifle should be much more accurate.
  • .357 has a laser sight, are you planning on adding it or is it just for looks?
  • SMG is rather very ineffective against most zombies, low-level zombies take ages to kill with it, and it doesn't really stop them from coming at you, so I suggest for it to not be so redundant is just to make it do more damage and allow it to stop zombies more effectively (afterall, SMGs tend to have more stopping power than other guns)

Other than zombies should flench if possible when you hit 'em with a gun like say the shotgun. I think that's it for now, keep up the good work and if anyone feels like adding something or discussing it feel free.

Oct 31 2008 Anchor

I'm glad someone else agrees with me that the SMG isn't as good as it could be.

Nov 26 2008 Anchor

The original gamemode I thought was objective, but then it released with a pretty kickass survival. Remember hes trying to lift his curse so hiding off in a room is getting him nowhere.

About your weapon complaints.

A) Dynamite would be a little unfair if it was bigger, though yes it should be. Maybe make less of them to find then to compensate for its power.

B) Remember that our haunted friend is not a Swat specialist. His ability to use a weapon is unknown to us. Hes not a generic soldier hes a character with a set mission and is prone to only being himself.

C) the Zoom when you aim basically makes up for a laser sight, seeing as you must aim in order to fire. Maybe the lasersight is why its so accurate already ;). Really I'd like to see all guns RE 4 style laser sight instead of a crosshair. Would really beef up the skill required to aim.

D) I find the SMG a useful weapon. It fires fast, reloads fast, and is easy to spray down a small crowd and still get home intime for breakfest. I do believe it needs a wee bit mroe damage, but it should not knockback the zombies considering its small firepower. It makes finding the commando a good priority, but at the same time the commando is a slow but strong version of it. The shotgun isn't really overpowered, not when your playing against players isntead of AI anywyas ;). I personally think the grenade launcher isnt powerful enough for its limited supply of ammo and ahrsh reload times.

Remember, bullets don't push, they go right thru. Rotting flesh and bone only help that happen. Even demonwise, only if the bulelt hits bone it should knock a bit, but thats far too technical. 1 of the demons should have a tough hide that gets pushed by bulelts but is fairly immune to small arms. The enemy model recoil is done expertly well in my opinion.

Jan 2 2009 Anchor

My Thoughts

  • I feel that having a reload button, in addition to the auto reload that is activated with the fire button, would be a nice addition. Sometimes I know the shotgun is low, but I can't reload it until I'm out which could be troublesome later when I'm being over run.
  • Having more then 8 players would be great too. Most of out lan parties are around 10-16 people.
  • I like what Robok was saying too, "Multiple survivors against multiple demonic spirits (basically, coop as some mentioned)". Maybe have the server set what the ratio is including the one vs all. But, if this is covered on other game types that is cool too.

:Dthx for moding:D
It is people like you that make games great!

Jan 2 2009 Anchor

Thanks for the feedback.
Regarding the reload, just press fire while you are unaimed and keep aim pressed during the reload. it takes a few moments getting used to, though ;)

Jan 2 2009 Anchor

Thank You for the quick response. That did work and I can't wait for the next stuff you are releasing it should be great.

HEGI wrote: Thanks for the feedback.
Regarding the reload, just press fire while you are unaimed and keep aim pressed during the reload. it takes a few moments getting used to, though ;)


They do need to fix the shotgun reload where we don't have to keep the aim pressed during the reload. I think they were trying to have it where you can fire without having to wait for the all the shells to be loaded, but there has got to be a better way. It could load the whole thing with one press of the fire button not aiming, but if you fire then it stops loading and fires (if there are shells). I don't know the answer, but I know it does not feel right, but everything else is not bad.

Jan 7 2009 Anchor

I think i got this wrong when i said you need to press aim, tapping fire once is enough to reload. I just meant that you can press aim, to go into aiming mode right after the reloading is finished. Another good thing is to roll right after you tapped the fire button to reload.

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