Actually med kits are not really valuable. There are plenty on the map. Even if the break point is at 90%, I believe I will still heal. 75% won't really change how i play but 90% might. I usually donate most of my med kits and my field kit before i go out on the run. I am pretty sure i will find before my health drops below 75%. One thing i noticed in 1.9 test1 is when in a mission is zombies never break any of my armer before. they only broke my weapons.
锦发/Steady Goh
----- Original Message ----- From: "Christopher Bartlett" <themusicalbre...@gmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Friday, January 20, 2012 9:21 PM
Subject: Re: [Audyssey] swamp mission suggestions


Here's a shocker!  I actually think 75% is about right and would like the
break point to stay there.  It changes the risk calculation about using med
kits when near full health, which should make med kits more valuable.

I know, I know, who am I and what have I done with the hard ass who always
wants more challenges?  *grin*

Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, January 20, 2012 4:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp mission suggestions

hmmm what about a chime, like a ding or a clock chime, should be easy
to obtain.
I have to much on my plate right now but if no one has got one by
next week I will go russle up 1 from my database.
At 07:32 p.m. 20/01/2012 +1000, you wrote:
a tone would be a good thing. one thing i have noticed, is that
after a load of you grab items, those who get killed, don't seem to
drop them again, for another to pick up. dallas On 1/20/2012 17:22,
Steady Goh wrote: > Hi Jeremy, I haven't get to testand compile the
list of items that will crash the game yet. Will try to do it
soon. > A couple of things I hope you will consider adding to your
already very long list of things to do. > send a message and maybe
also an alert tone to every1 on the map when someone leads a
mission. And also to the person who logon to the server when there
is mission awaiting people to join. > If zombies get to enter the
truck, they should start destroying the items that are loaded. I
think they should also be able to damage or destroy the truck. If
truck is destroyed, mission fail. > > As for the latest change, I do
agree that high health should be able to defend our weapons better,
but if it only breaks below 75% I'm not sure if it is a bit low. If
a player is careful enough not be surrounded and heal up everytime
when health is below 80%, there is little chance for the zombies. My
suggestion is to make it 85 or 90%. The player with best armers may
be able to sustain 2 or 3 hits before zombies have a chance to break
their weapons. They would have to decide whether to use up more med
kits or risking their weapons. > > é"¦å'/Steady Goh > --- > Gamers
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