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].

Reply via email to