I'm not asking for a three or two-step boundary cue. One step, like in
mota, is perfectly fine.
Hey, how about this: the kidnappers know you're a blind gamer that likes
excessive cues, so he puts gravel under a silently swinging blade! LOL
Ken Downey
The Addictor
www.TheAddictor.com
----- Original Message -----
From: "Yohandy" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, April 06, 2011 8:43 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next
versionofbattlezone?
Clement,
I think you missed the sarcasm in my email. we're talking here a pit
that's like 3 steps wide. even if your jumping isn't spot on, if you hit
the right or left arrow fast enough after the jump chances are you'll get
across it. there's no need to practice a dozen times. I got it within my
first 2 tries. in a game like MOTA, sure. have some boundary sounds.
because that game you have a lot more to worry about than simply the jump
itself. like the analog jumping system and the running jumps for instance.
but in something like battle zone, it's just ridiculous to have a pit
sound. and I understand mainstream games have cues. so does battle zone.
you hear the wind noise to indicate a pit. so why do we also need even
more noises to tell the gamer ok, this is exactly where you must jump,
thus defeating the whole point of pits in the first place? this is a
reason I always speed run through super Liam. I constantly keep the run
button held down and dive over pits most of the time with no fail. there's
absolutely no challenge in that. sighted gamers don't have this color
coated spot on the ground that tells them when to jump you know. they see
a pit, they judge a good jumping distance, and go for it. blind people
should use their ears the same way. if the devs add a jump boundary sound
to pits, should they also add distinctive noises when fireballs are too
close so you can duck in time? a targeting sound when enemies are in
range? how about a sound to indicate you're getting too close to some
blades? how far do we take the dumb it down approach?
----- Original Message -----
From: "Clement Chou" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, April 06, 2011 6:40 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version
ofbattlezone?
While I sympathize, I also feel the need to point out that mainstream
games, again, do give cues and warnings as well... all be it most of them
are visual. And how do you judge pit distances? In most games, there's a
wind sound to rely on Sure. But you have to realize that headphones make
things sound different so there's no concrete way to measure distances
simply by relying on that sound. And saying to a blind gamer just learn
by falling in that pit is like telling a sighted gamer to figure out how
to do supers and ultras in Street Fighter or any other game that has
them. All those games have command lists for that one reason... so people
can look at things for quick reference and get to the real meat of the
game. Same thing here. If you spend all your time dying in pits, how are
you going to beat the game with a high score? Even judging distance takes
time, and that detracts from your time bonus.
At 08:28 AM 06/04/2011, you wrote:
It's definitely possible to judge distance in this game. so why would we
need a warning to know if we're close to a pit? just fall in the pit a
few dozen times and you'll eventually learn to jump. why must so many
blind gamers insist everything is spoon-fed to them? I'm not referring to
anyone in particular, but to the group as a whole. why do most blind
gamers shy away from challenge? This isn't even a Battlezone issue
specifically. whenever there's something a little challenging in a game,
people are always trying to come up with compromises like insert beeping
sounds, ways to get rid of that feature cause it's too hard, and so on.
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