well maybe not fast, better way of putting it is a lot easier than someone who doesn't have those things
On 5/6/12, ryan chou <[email protected]> wrote: > 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 >>>> >>>> --- >>>> Gamers mailing list __ [email protected] >>>> If you want to leave the list, send E-mail to >>>> [email protected]. >>>> 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/[email protected]. >>>> If you have any questions or concerns regarding the management of the >>>> list, >>>> please send E-mail to [email protected]. >>>> >>> >>> --- >>> Gamers mailing list __ [email protected] >>> If you want to leave the list, send E-mail to >>> [email protected]. >>> 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/[email protected]. >>> If you have any questions or concerns regarding the management of the >>> list, >>> please send E-mail to [email protected]. >>> >> >> --- >> Gamers mailing list __ [email protected] >> If you want to leave the list, send E-mail to >> [email protected]. >> 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/[email protected]. >> If you have any questions or concerns regarding the management of the >> list, >> please send E-mail to [email protected]. >> > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. 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/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
