The balance issues of multiplayer are only temporary.  I've been adding in 
weapons but really haven't done any work making those weapons balanced.  These 
are all things I am in the process of working on.

I've already decided that zombies will never wield weapons, especially not 
guns.  I've never seen any interpretations of zombies where they could use 
weapons, so I have no desire to take that approach either.  I do plan to make 
things more difficult though, I just haven't gotten to it yet.

Deleting progress.ini will not reset your character.  That information is 
stored on the server itself.  There is not currently a way to start over unless 
you create a new name.

Direct verbal chat is something I've looked in to at length.  It is actually 
very complicated to implement so I don't see it happening.  If it was something 
relatively easy to do, it would have been my first choice, trust me lol.


> Ok, don't shoot me or hack my head
> off, but I think that the multiplayer
> game balance is too easy.  I mean, it's possible to
> get killed (just did,
> seem to have been at a zombie spawn point and multiple
> bandits appeared on
> top of me with no warning, but in general, it seems very
> possible to stay
> alive without having to make lots of snap decisions, once
> you know where you
> are and have any one of the top three weapons.
> 
>  
> 
> Things that would make the game harder:  make the
> zombies react to shots
> from a longer distance.  I've had several instances
> where I fired and missed
> at a target, only to have it continue its slow patrol
> walk.  I think that
> any target that is missed narrowly should immediately turn
> and search for
> the shooter.
> 
>  
> 
> More zombies please.  The single player game is too
> much, too many zombies
> in too little space, but the multi-player often feels
> empty.  Perhaps tweak
> spawning a bit so there are more zombies at a time in the
> larger map size.
> 
>  
> 
> Zombies should be able to acquire fire arms as well. 
> perhaps they aren't
> excellent shots, but the concept of a zombie firing at you
> from a distance
> would be very frightening and would encourage the use of
> cover and sniping
> tactics.
> 
>  
> 
> More zombie packs. It's easy to pick them off one at a
> time, but the fun
> comes when there's a pack of five or six.  Maybe tweak
> the AI so that
> zombies that are near one another tend to agglomerate into
> packs.
> 
>  
> 
> I think one has to erase progress.ini to go back to the
> beginning state of
> the game after once having saved.  Future updates
> should automagically erase
> this file for a death situation, though not a crash.
> 
>  
> 
> Zombies flooding the safe zone: Thematically, the safe zone
> is a known
> location where tasty human brains collect.  As such,
> it should be under
> constant siege, thus making it more difficult for players
> to reach it
> without a concerted team effort to clear the area.  I
> actually hung out
> southwest of the zone for a while and kept it clean, just
> on a whim,
> role-playing you understand, but if there's always a lot of
> zombies nearby,
> it becomes necessary to do this as the zone takes on more
> functions.
> 
>  
> 
> You've already heard my thoughts on weapon drops and
> usage.
> 
>  
> 
> And yes, this makes it harder to learn from the
> beginning.  Perhaps allow
> for a beginner mode in multiplayer where the character is
> by default more
> stealthy, thus drawing less unexpected attention. 
> perhaps this mode exists
> until the player has reached a certain number of kills,
> then it is
> permanently removed.
> 
>  
> 
> Re: chat, I'm sorry, I just don't use this feature in its
> current
> incarnation.  It's a great idea, but the limitations
> are such that I don't
> find myself with a need.
> 
>  
> 
> Would it be feasible to simply implement direct verbal chat
> for those of us
> with headset mikes?  You'd hold down a transmit key
> and simply talk and it
> would be broadcast over the server with the same sound
> localization.  This
> would replace the slash key, and would remove universal
> chat, but would make
> actual character cooperation much more intuitive.  I
> don't know if this
> would be technically difficult, my understanding of
> networking protocols is
> limited.
> 
>  
> 
> Looking forward to the next incarnation.
> 
>  
> 
>                
> Chris Bartlett


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