Hi Yohandy, I reiterate. If it's that easy then why does it matter? Best Regards, Hayden
-----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Yohandy Sent: Wednesday, April 06, 2011 8:52 PM To: Gamers Discussion list Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? yup. which is why ignoring it isn't really an option. ----- Original Message ----- From: "Clement Chou" <[email protected]> To: "Gamers Discussion list" <[email protected]> Sent: Wednesday, April 06, 2011 9:41 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? > Not if the cue is something as anonymous as a different sounding footstep. > If you hear that in a mainstream game you aren't going to pause and think, > woe... what kind of ground is this? You plough on with the game.. and the > problem with most audio games is that obstacles like that are always the > same. > > At 06:38 PM 06/04/2011, you wrote: >>it's hard not to use a cue when it's playing right in your ear lol. we end >>up taking it for granted eventually whether we wish to or not. we get lazy >>and we think, hey it's there, so why not use it? MOTA's a great example. >>once upon a time, there were no boundary sounds, so we didn't use them. >>now there are, so we run at a pit and jump as soon as we hear the sound. >>why would I walk all slow and take my time calculating distances when I >>know there's gonna be this sound that'll alert me? >> >> >> >> >>----- Original Message ----- From: "Clement Chou" <[email protected]> >>To: "Gamers Discussion list" <[email protected]> >>Sent: Wednesday, April 06, 2011 9:26 PM >>Subject: Re: [Audyssey] anyone got anny suggestions for the next version >>ofbattlezone? >> >> >>>Personally, best option in my opinion is just to treat it as extra >>>ambiance if you don't want to use it as a cue. I know in my experiences >>>whenever I've walked near a pit in real life it's never just been an >>>abrupt stop... there's either loose dirt or an edge, something of the >>>sort... and adapting isn't really the problem here. The problem is more >>>the ability to judge the distances and ranges in the first place. >>> >>>At 06:21 PM 06/04/2011, you wrote: >>>>Clement, >>>>I definitely understand where you're coming from. I guess when it comes >>>>to gaming, everyone has a whole ton of differing opinions. personally >>>>when it comes to thinking a mile a minute, I have absolutely no problem >>>>with that. I can have a ton of blades, pits, and fireballs all near me >>>>at once and still react almost immediately to the threat. however I take >>>>your point that not everyone might be able to do that. Perhaps we can >>>>because we mostly play mainstream games and adapting is the norm for us? >>>>who knows. I'll definitely try and remember that next time though. >>>>however I think that if such a feature was added to a game, there should >>>>be a way to take it off for those not wishing to use it. >>>> >>>> >>>> >>>> >>>>----- Original Message ----- From: "Clement Chou" >>>><[email protected]> >>>>To: "Gamers Discussion list" <[email protected]> >>>>Sent: Wednesday, April 06, 2011 9:01 PM >>>>Subject: Re: [Audyssey] anyone got anny suggestions for the next version >>>>ofbattlezone? >>>> >>>> >>>>>Before I go any further, let me just state that any comments I make on >>>>>this subject are purely for the sake of discussion... you're my friend >>>>>and I have no desire to antagonize you by going against you. lol. >>>>>The problem with judging distances, again, is that wind sound. You >>>>>can't concretely judge how far it is from you by just listening for >>>>>it.. unless you pinpoint the position of that sound in your headphones >>>>>or speakers and memorize where it is. And in frantic fights, if you >>>>>have enemies coming at you and your mind is bent on taking care of them >>>>>first, you really don't have the option to stop and judge that sound >>>>>while you're being pummelled. >>>>> >>>>>The problem with judging distances like they do in mainstream games is >>>>>that, a sighted person can look at that pit and see how wide it is, >>>>>whether they need a running jump or not. In audio games, you don't have >>>>>that. Unless the dev programs the look command to tell you how wide the >>>>>pit is, you have to guess. So some people would prefer warning sounds >>>>>so they at least have a source to go on. I personally don't care either >>>>>way. I played mainstream games for long periods of time before I even >>>>>knew of audio games, so it doesn't really matter to me. I can cope with >>>>>either. >>>>> >>>>>Target sounds for when enemies are in range is fair to me. Because why >>>>>stand there mashing space until you hit something? Especially in this >>>>>game, where the sound that is used to sound the attack is also the >>>>>sound that signifies the hit. There is no difference between the two... >>>>>unlike in mainstream games where you generally have a sound for the >>>>>attack and a second sound for the hit, so if you miss an attack, that >>>>>hit effect won't play. And fireballs are a different case from pits as >>>>>you can stand still and wait for it to come to you... and there really >>>>>is no appropriate time to duck. Soon as you hear a fireball, if you >>>>>wanted you could just kill nearby enemies and stay crouched until the >>>>>fireball passes by. Sounds for blades are not necessary as that would >>>>>also remove challenge from the game since the whole point is to time >>>>>your run past them. That's where sighted people and blind gamers have >>>>>the same challenge. They have to observe the paterns at which the >>>>>blades shoot out and retract. We have to do the same... with sound. >>>>> >>>>>You asked how far do we take the dumbing down approach? This is exactly >>>>>what so many hardcore fighting game fans had about Marvel VS. Capcom 3 >>>>>and Street Fighter IV when they first came out... as a diehard fighting >>>>>fan myself, I knew where the arguments came from. Less buttons in the >>>>>case of MVC 3 as compared to MVC 2, supers and ultras in SF and the >>>>>removal of the perry system from SF 3, x-factor for MVC... I could go >>>>>on and on. This was all done to make the game more accessible for new >>>>>players while still retaining depth in the games. A lot of people said >>>>>that that kind of adjustment was dumbing the game down for the scrubs >>>>>out there. Maybe they're right. Maybe they're wrong. I personally think >>>>>they're wrong... because there's still a lot of deep fighting to be had >>>>>in both games. That kind of attitude is exactly why so many people >>>>>never get into fighting games... because the pros are so adverse to >>>>>accessibility and the like. When you look at it.. the two situations >>>>>are remarkably similar. >>>>> >>>>> >>>>>--- >>>>>Gamers mailing list __ [email protected] >>>>>If you want to leave the list, send E-mail to >>>>>[email protected]. >>>>>You can make changes or update your subscription via the web, at >>>>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >>>>>All messages are archived and can be searched and read at >>>>>http://www.mail-archive.com/[email protected]. >>>>>If you have any questions or concerns regarding the management of the >>>>>list, >>>>>please send E-mail to [email protected]. >>>> >>>> >>>>--- >>>>Gamers mailing list __ [email protected] >>>>If you want to leave the list, send E-mail to >>>>[email protected]. >>>>You can make changes or update your subscription via the web, at >>>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >>>>All messages are archived and can be searched and read at >>>>http://www.mail-archive.com/[email protected]. >>>>If you have any questions or concerns regarding the management of the >>>>list, >>>>please send E-mail to [email protected]. >>> >>> >>>--- >>>Gamers mailing list __ [email protected] >>>If you want to leave the list, send E-mail to >>>[email protected]. >>>You can make changes or update your subscription via the web, at >>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >>>All messages are archived and can be searched and read at >>>http://www.mail-archive.com/[email protected]. >>>If you have any questions or concerns regarding the management of the >>>list, >>>please send E-mail to [email protected]. >> >> >>--- >>Gamers mailing list __ [email protected] >>If you want to leave the list, send E-mail to >>[email protected]. >>You can make changes or update your subscription via the web, at >>http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >>All messages are archived and can be searched and read at >>http://www.mail-archive.com/[email protected]. >>If you have any questions or concerns regarding the management of the >>list, >>please send E-mail to [email protected]. > > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to > [email protected]. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[email protected]. > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
