Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-15 Thread lenron brown
like this new idea

On 12/14/11, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I certainly think that there should be an area of the map that is
 awesome, say an awesome loot spawn point, which is easily overrun with
 zombies.
 That's sort of what we have with the east side. I don't think, though
 that the SZ should be a player responsibility. The reason for this
 isn't about group cooperation versus solo play. it's that the safe
 zone is where we have to exit. Assume for a minute that Swamp doesn't
 have a consistent ten people on all the time. When you assume that,
 you might find that you come onto the server only to discover a Safe
 Zone literally crammed with zombies. You insta-die, come back with a
 pistol and even less chance to kill zombies. Yeah, you could take a
 few axe swings and immediately reconnect, but you may not have the
 chance, and it'd still suck either way to have died that first time.

 I rather think, again, that there should be a special place on the map
 to get loot, whether it's where loot spawns very often or, even
 better, you can buy it there cheaper than at the SZ, but that zombies
 love the place and there's no guard. That way, people would either
 work together or draw the zombies away.

 Signed:
 Dakotah Rickard

 On 12/14/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I'm not necessarily talking about forcing people to work in groups.  I've
 tried to lead a couple of newbies through the game, and it's a royal pain
 in
 the arse at the moment.  But I am talking about everyone working for some
 common goals, whether as lone wolves or in groups.

  Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Johnny Tai
 Sent: Wednesday, December 14, 2011 1:32 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and
 playerlimiting.

 I don't agree with the part to force people into working together- it's
 nice

 that the option's there, but a game has to be playable with or without a
 group. What if one day, say a person logs on, and no one is there to
 group?
 What if a person just doesn't feel like grouping?
 I my self tend to be the solo type- I like the freedom and not having to
 worry about tracking multiple partners- or bother with radio spams.


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Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread john

And you could make it so that each skill point you used hardly
affected the game indeidually, thus a very experienced player 
could be quite a bit stronger, but it would take a large amount 
of work to get there.

- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 14 Dec 2011 10:49:11 -0500
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion 
and playerlimiting.


I agree with everything except the safe zone being finite. In a
realistic situation, it would be, and I get that. It would also 
mean
that people donating becomes more mandatory, but the trouble is 
that
we have people who go play for a while and stop, taking stuff 
from the
safe zone to start out and never giving back, and then we have 
people

who play for days on end and use pretty much all the ammo they
collect. I'd rather leave the safe zone alone, though I do like 
the
idea of ready weapons versus carried weapons. As for 
specializations,
I think that each level should allow a skill point, rather like 
the
skillpoints in most RPG type games. Yeah, eventually you get 
someone
who has played enough to get every skill maxed out, but that's 
going

to happen in most games. A wide variety of skills would be pretty
awesome. Also, the number of levels in a skill could be decided 
on and
could be pretty high, meaning that even if you have, like, level 
35,

you still aren't at maximum.
For example:
Quiet movement: which lowers your detection rate.
The different categories of weapons, either light, medium, and 
heavy
or pistols, rifles, shotguns, light automatics, medium 
automatics, and
heavy automatics as well as melee, grenades and such, medkit 
boosts.
There's possibility there for about ten different skills, plus 
you
might be able to do skills for accuracy boosts and damage boosts 
in

conjunction with weapons, meaning even more skills.
THen you could have a skill whose sole benefit is a bigger health 
bar.


My point is that specialization could be entirely based on 
character
choice, making it even broader than the soldier, medic, sniper, 
etc.

For example, you could put a bunch of skills into your different
weapons, or you could put a bunch in moving quietly and work 
toward

sneaking in and killing zombies close up.

Signed:
Dakotah Rickard

On 12/13/11, Christopher Bartlett themusicalbre...@gmail.com 
wrote:
The following are some concepts I've been playing with as 
additions to the

game.



Skills.  I don't know what future things are tied in to the 
current
experience system, but an alternative to an overall level would 
be to
subdivide experience by spending it on skills.  Begin with an 
initial award
for a new character, and gain experience as normal, except that 
dependent
upon the weapon you are using, the experience is added to the 
pile for the
given skill, rather than as an overall level.  Skills might 
include medic,
(small award for healing yourself, larger for healing others) 
pistols,
rifles, shotguns and heavy weapons.  When grenades come into 
play, then

grenadier could also be a skill.



Skill benefits might include more healing per kit for the medic 
skill and
accuracy boosts for the weapon skills, not so that a miss 
becomes a hit, but
so that each hit becomes more damaging.  What might be a graze 
only doing

small damage would become a more damaging strike.



To balance this, death should cost experience points equal to a 
third of
each skill category.  Weapons at the zone should have level 
minima as they
do now, but specific to their skill category.  As levels will 
advance more
slowly with the points being divided up, the minima should be 
lower than

they are now for some of the heavier weapons.



Finally, when a character begins play for the first time, he/she 
should be
issued a weapon to match his skill specialization.  After death, 
go back to

the pistol, but give the newbie characters a little boost.



The advantages I see to this wad of modifications are that they 
would
support character differentiation with mechanical 
rewards/limitations.  In
turn, this could encourage some very different playing styles 
and
specializations, which would come into play when group missions 
are
available.  It would then become a good idea to have a sniper, a 
couple
soldier types and a medic on your expedition.  Each could 
fulfill particular
roles, to the benefit of the mission.  Alternately, it creates 
an
interesting choice say for the pistol specialist who is 
confronting a
situation where a rifle might be more useful.  Does he stick 
with his weapon
of greatest skill, trading range for accuracy, or does he pick 
up the rifle

and go at it?



To support these ideas, we'd need at least a couple more pistols 
and
submachine guns, of which there are currently only one of each.  
Add in, say
an Uzi, tougher to break than the MP5 (they are legendary for 
being able to
fire under extremely bad conditions) and maybe

Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread Johnny Tai
I don't agree with the part to force people into working together- it's nice 
that the option's there, but a game has to be playable with or without a 
group. What if one day, say a person logs on, and no one is there to group?

What if a person just doesn't feel like grouping?
I my self tend to be the solo type- I like the freedom and not having to 
worry about tracking multiple partners- or bother with radio spams.



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Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread Christopher Bartlett
I'm not necessarily talking about forcing people to work in groups.  I've
tried to lead a couple of newbies through the game, and it's a royal pain in
the arse at the moment.  But I am talking about everyone working for some
common goals, whether as lone wolves or in groups.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Wednesday, December 14, 2011 1:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and
playerlimiting.

I don't agree with the part to force people into working together- it's nice

that the option's there, but a game has to be playable with or without a 
group. What if one day, say a person logs on, and no one is there to group?
What if a person just doesn't feel like grouping?
I my self tend to be the solo type- I like the freedom and not having to 
worry about tracking multiple partners- or bother with radio spams.


---
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gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread Dakotah Rickard
I certainly think that there should be an area of the map that is
awesome, say an awesome loot spawn point, which is easily overrun with
zombies.
That's sort of what we have with the east side. I don't think, though
that the SZ should be a player responsibility. The reason for this
isn't about group cooperation versus solo play. it's that the safe
zone is where we have to exit. Assume for a minute that Swamp doesn't
have a consistent ten people on all the time. When you assume that,
you might find that you come onto the server only to discover a Safe
Zone literally crammed with zombies. You insta-die, come back with a
pistol and even less chance to kill zombies. Yeah, you could take a
few axe swings and immediately reconnect, but you may not have the
chance, and it'd still suck either way to have died that first time.

I rather think, again, that there should be a special place on the map
to get loot, whether it's where loot spawns very often or, even
better, you can buy it there cheaper than at the SZ, but that zombies
love the place and there's no guard. That way, people would either
work together or draw the zombies away.

Signed:
Dakotah Rickard

On 12/14/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I'm not necessarily talking about forcing people to work in groups.  I've
 tried to lead a couple of newbies through the game, and it's a royal pain in
 the arse at the moment.  But I am talking about everyone working for some
 common goals, whether as lone wolves or in groups.

   Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Johnny Tai
 Sent: Wednesday, December 14, 2011 1:32 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and
 playerlimiting.

 I don't agree with the part to force people into working together- it's nice

 that the option's there, but a game has to be playable with or without a
 group. What if one day, say a person logs on, and no one is there to group?
 What if a person just doesn't feel like grouping?
 I my self tend to be the solo type- I like the freedom and not having to
 worry about tracking multiple partners- or bother with radio spams.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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