course

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: 20 November 2010 09:00
To: Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was Re: best side scroller?
-Re:Q9version 1.2.

Hi Ben,
That would take away the challenge. But if your saying for firepits, then on

the higher levels, yeah. But not the casoms.
----- Original Message ----- 
From: "Ben" <gamehead...@aol.co.uk>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Saturday, November 20, 2010 8:30 AM
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9version 1.2.


> Maybe somehow you could remove the ledges on higher difficulty levels?
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: 04 November 2010 13:02
> To: Philip Bennefall; Gamers Discussion list
> Subject: Re: [Audyssey] game difficulties was Re: best side 
> scroller? -Re:Q9
> version 1.2.
>
> Hi Philip,
> Very good points. This has been one of the leading issues with
> Mysteries of the Ancients. Some people say it is too hard on beginner
> and completely unbeatable on expert. Others say beginner is far too
> easy. There are so many variables to take in account it is awefully
> difficult to balance it out so everyone finds it both challenging but
> not too hard.
> Case in point the traps. I myself don't believe in having ledges etc
> around the traps as I think that does make it to easy to know when a
> chasm, fire pit, lava pit, whatever is coming up. All the same people
> have been encurraging me to add more indication to know when a trap
> comes up so they can jump it. As of beta 15 I personally find the
> traps in MOTA way too easy so they are kind of pointless in my
> opinion, but people like them easy. One man's difficult is another
> man's easy.
>
> On 11/3/10, Philip Bennefall <phi...@blastbay.com> wrote:
>> Hi Yohandy,
>>
>> Designing difficulty levels is not as easy as it may seem to the player.
> In
>> Q9, as simple a game as it is, still has almost 25 different variables
> that
>> need to be adjusted and balanced for a difficulty level. This includes 
>> the
>> size of pits, the speed of each enemy, the attack power of each, etc etc.
> I
>> do agree that the insane difficulty level is much too hard, but I want to
>> point out the challenge in balancing the various difficulty levels in
> games
>> like these. With the recent changes that are coming soon, the game has
> been
>> made a little easier over-all which should make it possible to beat it on
>> more difficulty levels; especially with the increase of the club attack
>> speed and the laser being available in the actual game. Now if the
>> conclusion is still that insane is unbeatable, I may just remove it.
>>
>> Kind regards,
>>
>> Philip Bennefall
>
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