Hi Michael,
I'd like to clarify things just abit. The platforms do provide ample 
time to get across even on the lowest random value. You just have to be 
quick about it.
In the entire time I have been testing the game I have only been dumped 
twice off a platform, and I simply misjudged when to jump. That is twice 
out of a couple of hundred times.
You probably are wondering why I added random cycle times rather than a 
fixed 4 second loop, etc.
The reason is I felt a fixed time of cycling was far far to easy. If you 
knew you had 4 seconds you would simply wait until it reappears and walk 
across long before it vanished.
If the cycle time is random you might choose to run or jump across the 
platform to hopefully do it in time.
If this becomes a serious issue during the public beta cycle I will of 
course reconsidder, but I think what has been done aids to the game 
rather than hinders it.



Michael Feir wrote:
> That's far too capricious, Tom. Randomly getting killed through no fault of 
> your own isn't fun. It's stupid. There should be a basic amount of 
> guaranteed time to cross those platforms before they disappear. The point of 
> those in the game was to get used to their pattern of appearing and 
> disappearing and then picking your moment to rush across. The original game 
> wouldn't have gained its popularity if people were just arbitrarily killed 
> like that. It was all about actual skill, speed and coordination. There can 
> certainly be randomness in the game but it should be randomness which one 
> can contend with. You might, for instance have monsters show up at different 
> points but have one or two extra weapons around people could collect and 
> keep in order to have them on hand later. Encouraging prudence is fine. 
> Discouraging putting in effort by completely unfairly killing you isn't. If 
> you had the platforms stay in place for, as an example, three seconds plus 
> up to one to three extra seconds, you could count on at least three seconds 
> to rush across. Your decision would then be how early to jump past a given 
> point. If you mis-judged things in that situation, that would at least be 
> reasonable. You would learn to do tings more conservatively next time. 
> Ketting killed because a platform just randomly disappeared before you had 
> the slightest ghost of a chance to make sensible use of it is just not where 
> it's at.
>   



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