They could, but what would be the point? It'd be a waste of the high
level player's rep, and when the chips are down, a mini gun is only
good in hands with enough experience to compensate for the long load
times and slow movement. I had one seriously lucky hour as a level 2,
found all sorts of cool weapons, and didn't get to keep any of them
for longer than a few minutes because I got too big for my boots and
died regardless.

Scott

On 5/6/12, ryan chou <[email protected]> wrote:
> 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 <[email protected]> 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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