Hi Yohandy,
I reiterate. If it's that easy then why does it matter?

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 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" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
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" <chou.clem...@gmail.com>
>>To: "Gamers Discussion list" <gamers@audyssey.org>
>>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" 
>>>><chou.clem...@gmail.com>
>>>>To: "Gamers Discussion list" <gamers@audyssey.org>
>>>>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.
>>>>>
>>>>>
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>>>>
>>>>
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