My commentary interleaved with yours.
-----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of john Sent: Tuesday, November 08, 2011 8:06 AM To: Gamers Discussion list Subject: Re: [Audyssey] Swamp reflections. Ok, I really should have responded to this thread a little while ago, but here goes. As far as zombie packs go, I do agree that there should be more of them, but not all zombies should be in packs. If you have nothing but packs of five or six (or even two or three) zombies running around, having no ammo is a certain death statement. Also, as far as switching weapons timing goes, I've been in more than one situation even today (it's 7:45 am now) where if I didn't switch weapons right away, it would be the end of me. As far as encumbrance goes, I believe that it could be an interesting factor, but too much of it would overbalance the game. It's hard enough to survive as is. Your comments about zombie packs are true enough. It's hard to do a hit and run on a zombie with an axe, let alone if it has help from its friends. But when zombies spawn, they wouldn't necessarily have to be near one another, so there would still likely be solitaries roaming around. Also, if the safe zone is going to become a place where one can acquire weapons and ammo, this consideration is less relevant. And really, it's not that hard to evade zombies if your intention is strictly evasion, rather than combat. Just stay quiet and patient until you've acquired some ammunition. Walk, rather than run, and avoid any zombie sounds. As for the switching delay problem, yes, this would be a situation where you'd have a problem. It puts a premium on planning. And you can almost always run rather than fighting. Run to give yourself time to weapons-switch. In regards to what Chris said, I highly disagree with the idea of moving/fighting decreasing health and med-packs being less and less useful. If the safe zone is going to be under siege (which sounds awesome for multiple reasons) it would spell out death for a player who spent too long away from there. Also, this could trap players in the safe zone, and would eventually force the few remaining players to be extremely careful as to what they did, as there can't be reinforcement. I feel like I'm missing a few statements, so there may be another email from me on the subject, but this is all for now. The safe zone is going to bring lots of benefits. It should be hard to get to without help. Dakotah has proposed a good alternative to my original idea about med kits, which might balance better, but I'm pushing for the safe zone to be both important and difficult to reach. Remember, we've already got two NPCs who are working to keep the immediate vicinity clear for you. They seem to be really good shots. Chris Bartlett --- 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].
