right off the bat, i'd say two things: first, lessen the loot drop, as a default.
second, make the two classes feel really good about the loot that they do recieve.
for the first part: because of all the loot hoarding that can happen in a game,
loot dropped shouldn't rise above 50%. although ideally it shouldn't be more than 30% of a corpse's total loot. and whenever loot gets dropped, it should
only stay visible for x seconds, after which the loot vaporizes. to reward players, loot needs to be a precious commodity.
second, randomize what loot gets dropped. it shouldn't be a routine occurence
for thieves to find healing potions, or for guards to find catfall or invisibility.
those who do so should be elated, since they've got something that can
potentially make them (temporarily) incredibly powerful when fighting the
other side. loot that is valuable for the opposing force should be randomized
to have a lower drop ratio. (say, thieves drop catfall and invisibility less often, and
guards drop health and speed potions less often)
suggestions for chat. playing version 1.x of Thievery seems akin to playing beta 1.0 of Counterstrike: dead teammates can guide live ones. eliminate this. current versions of Counterstrike and Amerca's Army (which i find to be an impressive piece of work) should be drawn upon for inspiration. in Counterstrike and AA, dead soldiers still have access to global and teamsay channels, but the dead whisper amongst themselves.
once players die, they change to rat form. however, if they mistakenly right-click,
they automajickally switch to a chasecam of a live player. can this be changed? maybe once a player becomes a rat, the VGUI should add an option to let rats switch views to spectate, instead of any errant mouseclick making the decision. on the topic of spectators, can an option for free spectating be added? i'd like a chance to get to know the maps quickly (yes, i am indeed a n00b) and barring any bandwidth
issues, i believe it'd help make the game more accessible to other new players.
second, make the two classes feel really good about the loot that they do recieve.
for the first part: because of all the loot hoarding that can happen in a game,
loot dropped shouldn't rise above 50%. although ideally it shouldn't be more than 30% of a corpse's total loot. and whenever loot gets dropped, it should
only stay visible for x seconds, after which the loot vaporizes. to reward players, loot needs to be a precious commodity.
second, randomize what loot gets dropped. it shouldn't be a routine occurence
for thieves to find healing potions, or for guards to find catfall or invisibility.
those who do so should be elated, since they've got something that can
potentially make them (temporarily) incredibly powerful when fighting the
other side. loot that is valuable for the opposing force should be randomized
to have a lower drop ratio. (say, thieves drop catfall and invisibility less often, and
guards drop health and speed potions less often)
suggestions for chat. playing version 1.x of Thievery seems akin to playing beta 1.0 of Counterstrike: dead teammates can guide live ones. eliminate this. current versions of Counterstrike and Amerca's Army (which i find to be an impressive piece of work) should be drawn upon for inspiration. in Counterstrike and AA, dead soldiers still have access to global and teamsay channels, but the dead whisper amongst themselves.
once players die, they change to rat form. however, if they mistakenly right-click,
they automajickally switch to a chasecam of a live player. can this be changed? maybe once a player becomes a rat, the VGUI should add an option to let rats switch views to spectate, instead of any errant mouseclick making the decision. on the topic of spectators, can an option for free spectating be added? i'd like a chance to get to know the maps quickly (yes, i am indeed a n00b) and barring any bandwidth
issues, i believe it'd help make the game more accessible to other new players.
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