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 > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. 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