I think this is one of those realism vs. playability concerns.
Jeremy initially implemented health-based movement modifiers, and while
that's great for realism, it wasn't very good for practicality and
playability's sake; it basically meant you were doomed to die once you were
injurred.
I think introducing these weight limitations would make the game too
cumbersome in some regards. True it's not realistic, but it definitely makes
the game a lot more enjoyable and playable.
Kai
----- Original Message -----
From: "Dallas O'Brien" <dallas-obr...@bigpond.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, December 13, 2011 12:59 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.
nice! and this sounds very good. might i also point out, it may, at some
point, be a good idea to bring in the idea of wait capasity? as at the
moment, i could bring in every weapon i can? and if i did that, i would
need to be attached to a trailer, and dragged behind a tank? .... ahahah
so, for example, you would have to decide, ok, i want my axe, my pistol,
and an mp5, pluss the ammo to go with it. and this would make it very hard
to, as your ammo supply would be limited to. not this hole thing of
carrying 2000 rounds. that, would way loads!
so you would have to pick and choose what to take out in the field.
perhaps, this is where having a locker or something back at the safehouse
for your char would come in. or perhaps make selling and buy cost the
same, or close to. so for example, selling a hunting rifle might get you
200 rep, and to buy it back, you might have to pay something like 220 or
something.
just trying to come up with ways to make it more realistic. and this
would make you decide on what you want to carry out with you. and if you
make a mistake and can't take down the enamy as well as you could have?
... well, you know better for next time.
dallas
On 14/12/2011 02:24, Jeremy Kaldobsky wrote:
I agree. I'm currently in the middle of adding a new set of player
tracking features, and fixing the bug that is messing up player foot
steps. These few changes will really make a huge difference when it
comes to working as a group I think. I'm also planning to add the
ability to give people items, though the reason is actually centered more
around instance missions.
When entering an instance mission with a team of people, you will need to
have brought along any supplies you'll need. In the regular map you can
buy more gear or find loot, but in many of the instances this is not an
option. The one that's currently being coded is a fine example. You and
your team are sent to a warehouse to collect a certain number of supply
crates which are desperately needed by the people at the Safe zone.
While at the warehouse you are totally separate from the normal map so
there is no safe zone, plus you don't have weapon or ammo loot anywhere.
Everything your team will use must be brought with you when you enter the
mission. In the course of defending the warehouse from invading zombies,
which shatter windows and break down doors to enter from more locations,
it is very possible that some of your team will get low on ammo or lose a
gun they desperately needed. The ability to share equipment will mean
the difference between
victory and your entire team dying because the plan fell apart.
I'm going to point this out, not
because I think anyone's dumb, but
because I think people may not have had these experiences:
It's not as off-topic as it seems. I play and have played
several
MUD's. Typically, if you're a beginner and you get help,
there are two
strategies people take to help you. Either they give you
the very best
they can get their hands on, which spoils the experience of
gaming, or
they help you get what's at your level, either because you
broke or
lost what you had or because they know of something right
near what
you have, in skill level, but that will help you out a
bit.
I'm tying this back in now. If you can give in swamp, sure
you could
make ten newbies really strong, but why? They do need to
master their
skills, but if they die, and you out of the kindness of
your heart,
choose to reequip them, it won't hurt anyone. It won't ruin
the
thought of death being risky, as a gift is a gift, not a
guarantee.
Frankly though, the idea of giving in Swamp, though it
could be used
for this purpose, is much more of a good idea when you
consider people
out in the field running out of ammo on bridge duty,
running out of
medkits in a dangerous place. Yeah, you can heal others
with medkits,
and the problem of tracking players, which plagues a
healer, would
need to be fixed anyway if you're to give people stuff, but
I think
that giving people stuff is a way to make Swamp even
greater.
Signed:
Dakotah Rickard
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