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
>>>>>
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>>>>
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