only problem I have atm is, the item thing
a higher level player on map 2 could say, grab a minigun and the best
armor for a level 2 player, as well as about 3000 ammo
but what I'm trying to say is, that would probably be abused by at
least some people

On 5/6/12, Scott Chesworth <scottcheswo...@gmail.com> wrote:
> Jeremy and all,
>
> Just been mulling over zombie slaughter in the bath, and 5 ideas
> struck that I think would help to increase both player interaction and
> overall productivity.
>
> Productivity first:
> 1. Would it be possible for menus to be made navigable by letter, like
> how it is in menus elsewhere in Windows? For example, if I were in the
> safe zone menu, I could hit G for get equipment, then hit M E quickly
> to jump straight to medkit in the list of choices? My reason for
> asking will become apparent shortly.
>
> 2. The new system for tracking players is a very neat addition. Only
> trouble is, when there are a lot of people online, the interface isn't
> as productive as it could be. I'm imagining being able to hit a
> keystroke, perhaps P for players, that would pop up a menu containing
> a list of players who're currently online. Now, if that menu were
> navigable by letter as in the previous suggestion, you could almost
> always reach the player you're looking for in under 5 keys, instead of
> cycling through a list of lord knows how many choices on a busy day.
> Perhaps enter on a player's name would give you the ping once,
> shift-Enter would start the loop, similar to the setup in the menu for
> assigning points. My thinking is that if you're helping or being
> helped by another player and things are getting busy all around you,
> this method would be more productive to get a lock on than frantically
> scrolling with your P key, only to discover that 3 or 4 O's would've
> gotten you to the same place.
>
> 3. Building on that some more, the keystroke CTRL-/ is currently
> unassigned. Perhaps that could be used in future to build the same
> menu of players, and hitting enter on one would let you send a
> whisper? This isn't utterly down to laziness I promise, I got eaten
> alive once when I was switching away to check the chat log file for
> the proper spelling of a username. Might also help to quieten down the
> radio channels a touch when there are a lot of people online.
>
> Ok, now adding extra player interaction:
> 4. Is there any chance of being able to drop loot in future? My
> thinking here is that the first time I found fuel, I scurried back to
> the safe zone to lead a level 4 mission and was shown the ropes by a
> few kind higher level players. Since then, I try to help out the newer
> newbies than me in turn, and being able to drop and swap loot would be
> one more way of doing that. At the moment, there is a huge divide
> between the higher level players who could essentially die twice a day
> for a month and still afford to kit themselves out each time and even
> the most promising of newbies. Not complaining about that at all,
> those players have clearly put in the graft and deserve their status,
> I just think that a way of trading items mid mission or on the field
> would go a long way toward adding a real sense of "we're all in this
> together" to the game. It would be cool to be able to help your buddy
> who's just getting started along, or take a guy you don't know under
> your wing if he's showing signs of becoming a great player. To take
> the longer view, I'm kinda wondering what a level 2000 player would
> have left as a chalenge or a pull to return to the game daily, and I'm
> pretty sure helping out newbies would be a big pull for me should I
> reach an insanely high level like that.
>
> 5. Saving probably the most contencious for last, I'd really love to
> see the ability to hit other players added as an experiment, perhaps
> just to one map or mission. Again, I'm thinking along the lines of
> prolonging interest and giving higher level players another skill to
> develop, as well as aiming to bring us closer in line with mainstream
> practices. Before you shoot the idea down as a player or complain that
> it would totally unbalance the game, remember that the experiment I'm
> suggesting would only be on a set map or mission, you could choose
> whether to get involved or not. I think it'd be fascinating and would
> give even the most skilled players something new to chew on!
>
> Let the debate begin...
>
> Scott
>
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