Speaking of insanely high levels, I had an idea the other day. Once a
person reaches, lets say, level 200, his character is retired, he has to
start all over again at level one--yet, he gets to keep 20 points to begin
the rebuilding of his char, and, depending on his rep, between 1 tenth and
all of it, and his name is recorded in a hall of fame.
The reason I mention this is because after the last level reset, I learned
all over again how challenging this game really is,from scrounging up enough
rep to get on a mission to staying alive with the bare minimum of weapons.
Also, I mentioned this on forum, but I am thinking that missions should be
limited to people who are just a few level under the leadership requirement
and over, so that a level 26 and higher can go on a level 30 mission, but a
level 5 cannot. I mention this because that long, painful struggle at the
beginning of the game should remain as such--a struggle.
Secondly, and as relating to the post on dropping loot, I think that giving
loot directly to another player is the answer to that one. If you simply
drop loot, anyone can grab it, but if you give it directly to another
player, then the level limits kick in--so that he cannot be given an mp5 at
level 2 and so on. As to menus, I think that is a very good idea, and one
I've been thinking on myself. A wenu of chars to whisper to would be quite
awesome.
----- Original Message -----
From: "ryan chou" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Sunday, May 06, 2012 5:44 PM
Subject: Re: [Audyssey] Swamp: a few interface tweaks and feature requeststo
debate
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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