vendredi 18 juillet 2014

Player Weapons not disappearing on wave start?

One of the things I see new players do is losing their primary weapons when the trader closes. I think "spawned" weapons that existed the previous round just seconds ago, if they are not in a players possession should be allowed to disappear.



But as for PURCHASED weapons I think there should be a bit of a grace time before any bought weapon disappears, say 30 seconds to a max of 2 minutes after the wave starts.



Having the weapons eventually disappear is a good thing. That prevents players from having 5+ weapons at their feet during the waves.



For the new players and those who got killed the wave earlier, it gives them time to hit the trader, then run to pick up their lost weapon if they can carry it, and have a chance at getting back to camp or start of the kiting route.



I think one of the most frustrating thngs I see is new players getting ticked off that they get tossed out of the trader when they sold some of the weapons they found on the ground. That extra minute or so for them to decide which weapons they want to retain or drop for good after the trader time and hauling butt away from the trader and the drops. Maybe a minute would suffice ....



Yes, I realize its about time management and players should learn to do this, but not everyone is as focused as some of the vet KF1 players.



This would mean the wave has already started, and if your going to be messing around with bought weapons on the ground and its not where everyone else is, the Zeds are coming - quick.



I dont know, say your were a Zerk and died dropping a Katana. here comes wave 7 and you changed to a Support Specialist and bought some big guns, and had enough room to go pick up that dropped Katana. You'd have a small opportunity to do so before it went away.



This helps the player since there aren't a lot of people who think about - let alone act on picking up a weapon and dropping it near the trader for that player to pick up and use/sell.



This would mean that weapons might have to be tagged with either a spawn tag or a bought tag, which doesn't change after a player picks it up. That way the game knows which weapons to get rid of right away, and which ones to offer grace for.



It probably would be effective as a choice / add on / mutator for a dedicated server. It may help people trying to learn the tactics and gameplay of the more difficult levels of play. I seriously believe an on/off toggle should be used, since not all would care to use this.



I personally wouldn't use this, though there may be others that may benefit slightly from this. Not everyone is gifted or has a knack for playing games, so just a tad... a tick of sympathy for those who are a bit slower than most may make them a little quicker at the end of Trader time.



It could be set for level ZERO perks only as well...again as a dedicated server option or a setup in the game itself.




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