True Ryan, but if you've not worked your way through a couple of
quests with the meagre weapons, learned how to orientate and navigate
etc, you're going to come unstuck sooner rather than later and lose
that big gun your buddy gave you anyway. There inevitably will be a
few people spoon fed through the first couple of levels, but given
that most higher level players have grafted hard to get their stats so
good, I can't see why they'd waste time continually handing out
weapons to people who weren't developing or contributing to the
gameplay by being good people to have around.

There could be loose restrictions of some kind in place as there is
now with purchasing weapons to prevent total chaos. To use your
example, if a level 1 player was handed a vulcan, when they switch to
it the message could be something like "you have a vulcan mini gun,
but no idea how to use it". That'd help to take the rough edges off,
hehe.

I think the realism that this idea would add makes it worthy of
consideration, even if it needs a little refinement to stop anyone
from undermining the rep and exp system.

Scott


On 5/7/12, 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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