actually, right now if they wanted to do that, it wouldn't even make a
dent in their rep because most of the higher level players I've seen
have at least a million rep if not more
and that's why the guy with the low level practises carefully on the
regular maps
and if its a level 1 with metal armor and a fully loaded minigun, lots
of extra clips and a silencer you'll get your first few levels very
very fast

On 5/6/12, Scott Chesworth <[email protected]> wrote:
> 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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>>
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