Actually they don't.
We are the Knights who saaaaay...Ni!
----- Original Message -----
From: "Karl Belanger" <[email protected]>
To: "'Gamers Discussion list'" <[email protected]>
Sent: Saturday, October 16, 2010 9:10 PM
Subject: Re: [Audyssey] Q9 upcoming patch
Speaking of vanishing platforms, they are one thing I have always wished
there was a way to add into MOTA. For realism, maybe you could have them
be
rock slabs that slide back into the wall at certain times. Also, the items
always spawn at the same spot in a room. In other words, the items may
appear anywhere in the room, but both of them always appear together.
Karl
-----Original Message-----
From: [email protected] [mailto:[email protected]] On
Behalf Of Thomas Ward
Sent: Saturday, October 16, 2010 9:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch
Hi,
Agreed. One of the things I liked about Montezuma's Revenge before I
gave up that project do to copyrights is that a lot of items such as
juels could be in rather difficult places to get at. You might have to
climb up a rope and swing off to catch it in mid air, or a bunch of
them might be suspended over an open pit or something. Vanishing
platforms etc were a nice touch as well. Many of those little touches
were introduced into several mainstream games that came after
Montezuma's Revenge.
So if we have falling items over pits or having to jump up to grab
something makes it more fun in my book. The more difficult and
challenging the item is to get the more fun the game is. It gives it
something extra in replay value.
Smile.
On 10/16/10, dark <[email protected]> wrote:
I agree ryan items appearing over pits deffinately adds variety and
challenge to the game., it's also similar to many mainstream games where
you'd have to grab items over dangerous drops.
If any change should be made, i'd suggest the possibilitiy of getting
something better from a pit falling item thus giving players more
insentive
to grab them.
Beware the grue!
Dark.
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