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pwnd_ja

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  1. What players don't get off of the jump, for lack of patience, is the necessity to sneak, and the map(s) doesn't present it in a way that would lead to that naturally other then bush trickery and perceptive evasion, methods too deep for a new player to understand within their first 3 deaths. If we assume 3 deaths as the threshold for abandonment, 1/3 spawns need to almost immediately present opportunity for the simplest mechanic of play: Hiding like a little bitch. In fact, I have the most fun just after I find valuables, but just before I'm a threat, where the combination of potential loss and impotence leads to very slow, very methodical play, checking corners and scanning rooftops before running across streets. Getting to this step is important for all players as it represents the nature of combat later when you get your equipment straight and are an actual threat, but if new players don't experience the cornered animal feeling, they'll never want to build their way to the flipside, a predator. The SZ storage violates this development, as well as the B E A U T I F U L item economy(kill for food, one pistol could feed 10 players over time, etc), but I don't mean this negatively: Players accustomed to the environment should be able to skip the initial buildup as they already understand the nature of gameplay, and this should be represented by the bounty system; Players spawning from SZ should spawn with a bounty(derived from bank contents AND inventory), albeit shouldn't necessarily be listed as it currently is, this will make money flow and give less incentive to kill players without guns, and without breaking immersion(unlisted bounty -> BANDIT -> MURDERER). The increased monetary gain means a merchant rework, where guns should be offered more regularly but at steeper prices, perhaps derived from equipment left behind in despawned backpacks. Backpacks, too, are a bit wasted, where the threat of standing in the street with your inventory open often leaves that backpack unchecked, despawned, and wasted. This is outside my range of development, but being able to pick up and move backpacks offers more diverse looting, as well as maintaining the idea of leaving that backpack in the street as a trap. It's the least concerning idea I'll offer, but one that would add a lot of depth to the economy.
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