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" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
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" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
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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