@boerhae said:
It’s a nice idea, but some of the specific ideas would be annoying. Granted, they’re toggleable, but I think the idea of the snowman-headshot thing would be better than a fortune cookie.In general though, I think having special kill effects would be a nice addition to trinkets. It’s not something profound, there are examples in other games.
Nobody is really wrong in this discussion. The better question to ask is how this would be implemented. Would it be one trinket, or would they all have kill effects?
And what about other effects like killstreaks? I know there are badges that the player can see, like Ace, but what about telling the server? It could be as simple as putting a little picture of the trinket in the killfeed with a number next to it. (And if it’s not a trinket that shows in the killfeed, just the number.)
This discussion has become sort of a ‘fun vs skill’ war, and that’s not really necessary. I’d say there should be a balance of both. Most games have multiple ‘scenes’ to them. Take for instance, Super Mario 64. It’s a classic game, a fun challenge, and that’s just what is to some. On the other hand, there’s the speedrunning community who take it very seriously and practice for hours to beat their old times. And that’s a single-player example, but there are multiplayer ones like Smash, etc. Arguing about whether or not the game is supposed to be fun or skill based is a waste of time. That decision is up to the player.
Back on track though. Adding visual effects (like snow head explosion on kill) to trinkets couldn’t hurt anything, could it? As long as they were given an on/off setting, and were client-sided, I can’t see a problem. We just need to find out what’ll work. I just think it’s fairly harmless as long as it’s not out of control.
Sorry if I said something that’s been said already.
Was thinking all trinkets new and old would get unique effects. Some like fortune cookies and fireworks would be on unstoppable sprees, that way it doesnt get old xP
