actually, no it wouldn't. it would with how the game is set up right now, but what if you had to jump 5 firepits in a row with only a 1 step boundary between them? you'd need to know exactly when you land. or how about if you had many vanishing platforms you need to jump to in a row before the one you're standing on vanishes? it's definitely a good compromise. of course if traps don't get any harder than they currently are, then it's best to leave game as is, but I'd personally love some extreme challenge in MOTA


----- Original Message ----- From: "Charles Rivard" <woofer...@sbcglobal.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, August 07, 2011 4:47 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released


That would deduct from the replay value. It's more of a challenge to have to judge your distance. I can see where you're coming from, though.

---
"Security is not the absence of danger.  It is the presence of the Lord."

----- Original Message ----- From: "Phil Vlasak" <p...@pcsgames.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, August 07, 2011 3:37 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released


Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle increases to 100 percent.
When you have passed the far edge the volume reduces to
50 per cent.
Phil


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