i love your ideas scot i have been thinking about the same things On 5/6/12, ryan chou <[email protected]> wrote: > 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]. >
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