Hey Ken, One plus I can see with dropping loot as opposed to sending it direct to other players is the realism factor. I like the idea of how manual the process would be. You'd have to talk, arrange a meeting point or find your way to someone who's going to give you a hand. It makes full use of the player tracking features and also makes sure that lower level players are still working on their navigation skills. Another plus point for dropping as opposed to transfering from player to player via some sort of menu would be the ability to arrange drop off points with your buddy if things are getting busy and you can't reach each other easily. Of course, loot wouldn't be marked for that specific player, so anyone who came along in the meantime could snag it, but that's what it'd be like if Swamp were actually taking place right? It'd mean people who'd put work into exploring and found a few neat little hidy holes would get some satisfaction from knowing that map like the back of their hand so to speak.
I posted about it in a reply to Ryan earlier I think, but I do love the idea of keeping the levels system in place when it comes to certain high powered weapons, so although you can switch to them, you can't use them. Having thought some more on it, I'd propose that you could either save them until you're a high enough level to use them (not in some special way, just, if you stay alive long enough they'll still be there in your number row), but if you choose to donate them, you should get slightly less rep for donating than a player who's got the exp level to have actually used them. It's all in the name of realism, I mean if a chap who's clearly very wet behind the ears comes in with an awesome item, he'd get a bit less for it than the next guy who comes in with knowledge of what he's got to sell, right? Scott On 5/7/12, Ken <[email protected]> wrote: > 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 >>> >>> --- >>> 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].
