Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.
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. --- 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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.
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.
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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.
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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.
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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.