I dunno, I don't consider that dodging, I consider it getting lucky. Even if this is a form of dodging, it does no good on expert. or whatever the hardest difficulty is called lol. there's really no strategy to it. it seems that when I'm killing an enemy it'll just hit me totally at random. there's not really much warning. so for instance if some one wishes to speed run the game and at the same time take as few hits as possible, this wouldn't be possible because everything is pretty much based on luck.






----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Saturday, October 16, 2010 6:38 PM
Subject: Re: [Audyssey] Q9 upcoming patch


Hi Yohandy,
On the contrary...it is actually possible to dodge attacks; it's just very
difficult.

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, October 16, 2010 5:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

lol they don't even get over them, they just sorta walk through it which is
definitely not realistic. monsters falling into pits would definitely add
some strategy as the player could try jumping over it back and forth when
there are many monsters in the area to try and get them to fall in. This

would be great for the insane difficulty for example. as it currently stands

no one can beat it, and there's no point in having a difficulty so hard it's

unbeatable. Since Q9 doesn't have ways to dodge attacks, this pit idea would

be on of a few ways I can think of that could make beating the hardest level

possible. another idea would be for monsters to take less health from the
player on hardest, or have them  walk slower so as not to swamp the player
from all sides in 30 seconds.







----- Original Message ----- From: "Ryan Conroy" <staindadd...@juno.com>
To: <gamers@audyssey.org>
Sent: Saturday, October 16, 2010 5:56 PM
Subject: Re: [Audyssey] Q9 upcoming patch


I completely agree about monsters being able to fall into pits. It's not
realistic how they can just get over them all the time.



---------- Original Message ----------
From: "Michael Feir" <michael.f...@gmail.com>
To: "Philip Bennefall" <phi...@blastbay.com>, "Gamers Discussion list"
<gamers@audyssey.org>
Subject: Re: [Audyssey] Q9 upcoming patch
Date: Sat, 16 Oct 2010 17:25:06 -0400

I can think of a few possible additions. The most basic might be having
some
diamonds floating in the air to jump and grab for extra points. That might
also work for things like food which could be eaten for strength. Perhaps
monsters could destroy the food if they walk over it before the player
grabs
it. Also, there should be a way of getting a monster to fall into pits.
For
example, if you could hit a monster while standing on the second muddy
step
or right at the very edge of the pit before leaping across to safety. The
monster, being enraged by the hit, would misjudge his leap over the pit
and
fall in. It should be a risky thing to try and do.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch


Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are
any small changes that you would like to see? The change log currently
looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra
rocks and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they
now fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
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