Re: [Audyssey] swamp: awards

2011-11-28 Thread Ryan Strunk
Hey Johnny,
If you look at ammo purely in terms of returns on kills, none of them can
stand up. 20 pistol/mp5 bullets is 15 rep, but your chance of getting 20
head shots is minimal. 12 shells is 15 rep, like you said. So the shells
will never be worth the rep you would get from strictly killing zombies. One
way they absolutely come in handy, though, is in helping you reach other
goals. If you have a box of 12 shells, and there are two bodies blocked by
two zombies, your shotgun will give you a much better opportunity to
dispatch the zombies without putting yourself in too much harm. If both
bodies have their own boxes of shells, you've suddenly gone from 12 to 32
shells, assuming you give both zombies the double barrel. More likely,
though, those bodies will either have other things you need or other things
you can drop back at the safe zone. You could turn that box of 12 shells
into a sniper rifle and a clip of 40 bullets for it and still have shells
left over.
You can turn a little bit of equipment into a lot of equipment if you play
your cards right, and then you'll end up with more reputation than you know
what to do with both from kills and donations.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Monday, November 28, 2011 12:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp: awards

That brings to mind a thought I had while playing last night- currently,
it's worth it more, for me anyway, to just donate everything and stick to
the axe- because, when I retrieve 12 shotgun shells, I have to think...can I
make 15 kills with these? Answer is no, so I might as well trade it in for
15 reps and the shotgun along with it.
Same with chainsaw, I asked myself, can I kill 100 of them before I die and
lose this, again, answer was no, so out went the chainsaw.


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Re: [Audyssey] swamp: awards

2011-11-28 Thread john
Or like today, (at least as far as I'm concerned) you don't find 
any weapons/ammo, and just go slaughter with an axe, and donate 
any ammo you find (not like you'll find a weapon for it anyhow). 
My character whent through 20 incarnations today, and has over 
400 rep now.


- Original Message -
From: Ryan Strunk The one issue I see with getting extra prestige for killing 
zombies
with an axe and a pistol is that it forces a situation where 
you're
sort of encouraged to play crazily. You'll get more of a 
reputation
for doing reckless, dangerous, and possibly fatal stunts, and I 
don't

know that that's always a good thing.
If I personally had to go out on a mission with a fellow survivor 
to
go raid the surrounding city for supplies, I would want someone 
old
and dependable by my side, not a loose cannon with a death wish. 
I
would want a clear-headed, straight-thinking soldier, not a 
barbarian
berserker. Besides which, I don't know that a reckless 
axe-wielding
maniac would be trusted with important goods, as it's likely 
he'll be

killed in action.
What I would advocate for is a system whereby players are awarded 
for

heroic, valiant, skilled, or daring actions. First, make accuracy
count. A player could have a counter that reset itself every x
zombies. It might also reset each time the player left the safe 
zone.
The greater the players' accuracy and skill while out in the 
field,
the greater the reputation he gains. In order to do this, though, 
the

axe will need to stop contributing to shots fired.
Possible formula: reputation += hits * accuracy percentage
This way, if you go out and take down a tyrant with a pistol, and 
it
takes you 10 shots, you can get a max of 10 reputation points for 
it.

If it takes you 10 shots, but you also miss 10 times, you get 5
reputation points. This puts greater emphasis on conserving ammo,
too--something the survivors will greatly approve of. That said, 
extra
points for head shots would be nice. There needs to be some 
prestige

for being a sniper.
Second, as missions and the like are implemented, give points for
completing those, and give additional points for completing them 
well.
Did you complete the mission accurately and cleanly, or did you 
level

the place and use up twice the ammo you could have?
Another possibility might be letting players sign up for guard 
duty.
Staying out of the field to keep the safe zone free from zombies 
could
show that you're a dependable sort who has the safety of the 
survivors

in mind.
I like the idea of reputation being a fluid thing, and I'm glad 
it's

on the table for consideration.
Best,
Ryan

On 11/28/11, Christopher Bartlett  
wrote:
I've been mulling awards and have some thoughts to share.  There 
are
currently two different award currencies, experience and 
reputation.
Experience gives access to higher-level stuff, while reputation 
is the

currency with which you buy it.



There are also two variables in zombie killing, the zombie type 
you kill and
the weapon with which you do it.  This should allow for some 
variation in

awards.



I suggest that reputation should be awarded on the basis of 
which weapon you
use to kill the zombie.  Axe should get the highest award, 
followed by
pistol and shotgun.  I'm not sure exactly how to order the rest.  
I
personally have an easier time with the hunting rifle than I do 
with the
Banally, but it has five shots vs. eight, so one could argue 
that it's
harder because of more frequent reloads.  The assault rifle, 
m-60 and Vulcan
all seem similar, though if I remember correctly the machine 
guns have a
longer range.  And I'm not sure where the sniper rifle fits in, 
still

mastering that weapon.



The second variable is zombie type, and this should be accounted 
for with
different experience awards.  It is certainly more difficult to 
kill a
tyrant or matriarch than it is to kill the garden variety 
zombie.




I think I'd save the 1 rep point award for kills with the big 
guns.  Axe
might be worth as much as 10, pistol maybe 7 and shotgun 5 with 
others
proceeding from there.  This makes those times with only a 
pistol and axe

and no ammo a bit easier to deal with.



As for exp, have the common zombie worth 5.  I'd argue the dogs 
should be
worth less; I've one-shotted them with a pistol.  Other types go 
up in award

to maybe 20 for the tyrant?



Lastly, there needs to be a limiting factor on experience.  As 
it is,
everyone's going to be level 5 sooner or later; you just have to 
keep
playing, never mind how many times you die.  Reputation is 
self-limiting
since you spend it for stuff, but experience has no such 
limiting factor.
So I propose that death should cost experience.  I'd reset it to 
0, but we
all know I'm the rat bastard who wants to steal all your fun.  
perhaps a

compromise of half would work.



Anyway, that's what I have so far, now that the worst of the 
bugs have been

squashed.  (Great work and thank you Jeremy.)



Chris 

Re: [Audyssey] swamp: awards

2011-11-28 Thread Christopher Bartlett
Ryan, I like your thinking.  I'd puzzled how to get accuracy into the
equation, since it's being tracked.  Perhaps a simpler mechanism would be to
have a reputation award that happens after you return to the safe zone,
based on the number of zombies you've killed, affected by accuracy.  Set a
benchmark level that gives you the stock award.  More accuracy increases
your reward, less detracts from it.

I believe Jeremy intends for quests to bring rep and experience awards.  I
like your idea of doing sentry duty.  Perhaps it comes with temporary use of
one of the big weapons and a stock of ammunition.

What about tracking what gets donated and having available equipment for
purchase be affected by what's been donated?  So, if a Vulcan hasn't been
donated, or has but got taken out and broken, well, so much for getting one.
it puts a premium on donating ammunition and weapons/armor, since everyone
benefits.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Strunk
Sent: Monday, November 28, 2011 3:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp: awards

The one issue I see with getting extra prestige for killing zombies
with an axe and a pistol is that it forces a situation where you're
sort of encouraged to play crazily. You'll get more of a reputation
for doing reckless, dangerous, and possibly fatal stunts, and I don't
know that that's always a good thing.
If I personally had to go out on a mission with a fellow survivor to
go raid the surrounding city for supplies, I would want someone old
and dependable by my side, not a loose cannon with a death wish. I
would want a clear-headed, straight-thinking soldier, not a barbarian
berserker. Besides which, I don't know that a reckless axe-wielding
maniac would be trusted with important goods, as it's likely he'll be
killed in action.
What I would advocate for is a system whereby players are awarded for
heroic, valiant, skilled, or daring actions. First, make accuracy
count. A player could have a counter that reset itself every x
zombies. It might also reset each time the player left the safe zone.
The greater the players' accuracy and skill while out in the field,
the greater the reputation he gains. In order to do this, though, the
axe will need to stop contributing to shots fired.
Possible formula: reputation += hits * accuracy percentage
This way, if you go out and take down a tyrant with a pistol, and it
takes you 10 shots, you can get a max of 10 reputation points for it.
If it takes you 10 shots, but you also miss 10 times, you get 5
reputation points. This puts greater emphasis on conserving ammo,
too--something the survivors will greatly approve of. That said, extra
points for head shots would be nice. There needs to be some prestige
for being a sniper.
Second, as missions and the like are implemented, give points for
completing those, and give additional points for completing them well.
Did you complete the mission accurately and cleanly, or did you level
the place and use up twice the ammo you could have?
Another possibility might be letting players sign up for guard duty.
Staying out of the field to keep the safe zone free from zombies could
show that you're a dependable sort who has the safety of the survivors
in mind.
I like the idea of reputation being a fluid thing, and I'm glad it's
on the table for consideration.
Best,
Ryan

On 11/28/11, Christopher Bartlett  wrote:
> I've been mulling awards and have some thoughts to share.  There are
> currently two different award currencies, experience and reputation.
> Experience gives access to higher-level stuff, while reputation is the
> currency with which you buy it.
>
>
>
> There are also two variables in zombie killing, the zombie type you kill
and
> the weapon with which you do it.  This should allow for some variation in
> awards.
>
>
>
> I suggest that reputation should be awarded on the basis of which weapon
you
> use to kill the zombie.  Axe should get the highest award, followed by
> pistol and shotgun.  I'm not sure exactly how to order the rest.  I
> personally have an easier time with the hunting rifle than I do with the
> Banally, but it has five shots vs. eight, so one could argue that it's
> harder because of more frequent reloads.  The assault rifle, m-60 and
Vulcan
> all seem similar, though if I remember correctly the machine guns have a
> longer range.  And I'm not sure where the sniper rifle fits in, still
> mastering that weapon.
>
>
>
> The second variable is zombie type, and this should be accounted for with
> different experience awards.  It is certainly more difficult to kill a
> tyrant or matriarch than it is to kill the garden variety zombie.
>
>
>
> I think I'd save the 1 rep

Re: [Audyssey] swamp: awards

2011-11-28 Thread Ryan Strunk
The one issue I see with getting extra prestige for killing zombies
with an axe and a pistol is that it forces a situation where you're
sort of encouraged to play crazily. You'll get more of a reputation
for doing reckless, dangerous, and possibly fatal stunts, and I don't
know that that's always a good thing.
If I personally had to go out on a mission with a fellow survivor to
go raid the surrounding city for supplies, I would want someone old
and dependable by my side, not a loose cannon with a death wish. I
would want a clear-headed, straight-thinking soldier, not a barbarian
berserker. Besides which, I don't know that a reckless axe-wielding
maniac would be trusted with important goods, as it's likely he'll be
killed in action.
What I would advocate for is a system whereby players are awarded for
heroic, valiant, skilled, or daring actions. First, make accuracy
count. A player could have a counter that reset itself every x
zombies. It might also reset each time the player left the safe zone.
The greater the players' accuracy and skill while out in the field,
the greater the reputation he gains. In order to do this, though, the
axe will need to stop contributing to shots fired.
Possible formula: reputation += hits * accuracy percentage
This way, if you go out and take down a tyrant with a pistol, and it
takes you 10 shots, you can get a max of 10 reputation points for it.
If it takes you 10 shots, but you also miss 10 times, you get 5
reputation points. This puts greater emphasis on conserving ammo,
too--something the survivors will greatly approve of. That said, extra
points for head shots would be nice. There needs to be some prestige
for being a sniper.
Second, as missions and the like are implemented, give points for
completing those, and give additional points for completing them well.
Did you complete the mission accurately and cleanly, or did you level
the place and use up twice the ammo you could have?
Another possibility might be letting players sign up for guard duty.
Staying out of the field to keep the safe zone free from zombies could
show that you're a dependable sort who has the safety of the survivors
in mind.
I like the idea of reputation being a fluid thing, and I'm glad it's
on the table for consideration.
Best,
Ryan

On 11/28/11, Christopher Bartlett  wrote:
> I've been mulling awards and have some thoughts to share.  There are
> currently two different award currencies, experience and reputation.
> Experience gives access to higher-level stuff, while reputation is the
> currency with which you buy it.
>
>
>
> There are also two variables in zombie killing, the zombie type you kill and
> the weapon with which you do it.  This should allow for some variation in
> awards.
>
>
>
> I suggest that reputation should be awarded on the basis of which weapon you
> use to kill the zombie.  Axe should get the highest award, followed by
> pistol and shotgun.  I'm not sure exactly how to order the rest.  I
> personally have an easier time with the hunting rifle than I do with the
> Banally, but it has five shots vs. eight, so one could argue that it's
> harder because of more frequent reloads.  The assault rifle, m-60 and Vulcan
> all seem similar, though if I remember correctly the machine guns have a
> longer range.  And I'm not sure where the sniper rifle fits in, still
> mastering that weapon.
>
>
>
> The second variable is zombie type, and this should be accounted for with
> different experience awards.  It is certainly more difficult to kill a
> tyrant or matriarch than it is to kill the garden variety zombie.
>
>
>
> I think I'd save the 1 rep point award for kills with the big guns.  Axe
> might be worth as much as 10, pistol maybe 7 and shotgun 5 with others
> proceeding from there.  This makes those times with only a pistol and axe
> and no ammo a bit easier to deal with.
>
>
>
> As for exp, have the common zombie worth 5.  I'd argue the dogs should be
> worth less; I've one-shotted them with a pistol.  Other types go up in award
> to maybe 20 for the tyrant?
>
>
>
> Lastly, there needs to be a limiting factor on experience.  As it is,
> everyone's going to be level 5 sooner or later; you just have to keep
> playing, never mind how many times you die.  Reputation is self-limiting
> since you spend it for stuff, but experience has no such limiting factor.
> So I propose that death should cost experience.  I'd reset it to 0, but we
> all know I'm the rat bastard who wants to steal all your fun.  perhaps a
> compromise of half would work.
>
>
>
> Anyway, that's what I have so far, now that the worst of the bugs have been
> squashed.  (Great work and thank you Jeremy.)
>
>
>
> Chris Bartlett
>
>
>
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> 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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> All messages a

Re: [Audyssey] swamp: awards

2011-11-28 Thread Johnny Tai
That brings to mind a thought I had while playing last night- currently, 
it's worth it more, for me anyway, to just donate everything and stick to 
the axe- because, when I retrieve 12 shotgun shells, I have to think...can I 
make 15 kills with these? Answer is no, so I might as well trade it in for 
15 reps and the shotgun along with it.
Same with chainsaw, I asked myself, can I kill 100 of them before I die and 
lose this, again, answer was no, so out went the chainsaw.



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Re: [Audyssey] swamp: awards

2011-11-28 Thread Jeremy Kaldobsky
Chris, your comparison between the 2 award currencies and the 2 variables for 
killing zombies was very good!  I had been considering this type of idea ever 
since Kai pitched the idea to me, but I wasn't yet sold on it.  This was just 
the push I needed to agree with such a change.  :D  I am adding this to my list 
of things to change.

When it comes to experience and level, I will be keeping it as it is for now.  
True, players will all eventually reach level 5, but I have some ideas for 
making that more interesting.  In most games you tend to gain levels on a 1 way 
path as well, so once I begin adding more content I think it will all work out.

> I've been mulling awards and have
> some thoughts to share.  There are
> currently two different award currencies, experience and
> reputation.
> Experience gives access to higher-level stuff, while
> reputation is the
> currency with which you buy it.
> 
>  
> 
> There are also two variables in zombie killing, the zombie
> type you kill and
> the weapon with which you do it.  This should allow
> for some variation in
> awards.
> 
>  
> 
> I suggest that reputation should be awarded on the basis of
> which weapon you
> use to kill the zombie.  Axe should get the highest
> award, followed by
> pistol and shotgun.  I'm not sure exactly how to order
> the rest.  I
> personally have an easier time with the hunting rifle than
> I do with the
> Banally, but it has five shots vs. eight, so one could
> argue that it's
> harder because of more frequent reloads.  The assault
> rifle, m-60 and Vulcan
> all seem similar, though if I remember correctly the
> machine guns have a
> longer range.  And I'm not sure where the sniper rifle
> fits in, still
> mastering that weapon.
> 
>  
> 
> The second variable is zombie type, and this should be
> accounted for with
> different experience awards.  It is certainly more
> difficult to kill a
> tyrant or matriarch than it is to kill the garden variety
> zombie.
> 
>  
> 
> I think I'd save the 1 rep point award for kills with the
> big guns.  Axe
> might be worth as much as 10, pistol maybe 7 and shotgun 5
> with others
> proceeding from there.  This makes those times with
> only a pistol and axe
> and no ammo a bit easier to deal with.
> 
>  
> 
> As for exp, have the common zombie worth 5.  I'd argue
> the dogs should be
> worth less; I've one-shotted them with a pistol. 
> Other types go up in award
> to maybe 20 for the tyrant?
> 
>  
> 
> Lastly, there needs to be a limiting factor on
> experience.  As it is,
> everyone's going to be level 5 sooner or later; you just
> have to keep
> playing, never mind how many times you die. 
> Reputation is self-limiting
> since you spend it for stuff, but experience has no such
> limiting factor.
> So I propose that death should cost experience.  I'd
> reset it to 0, but we
> all know I'm the rat bastard who wants to steal all your
> fun.  perhaps a
> compromise of half would work.
> 
>  
> 
> Anyway, that's what I have so far, now that the worst of
> the bugs have been
> squashed.  (Great work and thank you Jeremy.)
> 
>  
> 
>                
> Chris Bartlett


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