As anecdotal evidence that it is possible to survive even in trouble, I
exited then re-entered the game, only to find myself east of the river with
3 rounds of .45ACP ammo and nothing else.  Naturally, I wanted to get back
across the bridge, but there were about a jillion zombies there, so I
hotfooted it east and wandered around an area that was free of them, picked
up a hunting rifle, assault rifle and chainsaw, along with oodles of .45 and
5.56mm ammo, plus a badly needed field kit.  When I came back to the bridge,
it was empty, so I skedaddled my butt across, then went hunting.  I racked
up 40 or so kills near the bridge, and further west down Carrigan avenue,
before getting low on rifle rounds, and having to beat a hasty retreat when
all the zombies in the world came out of the Kai Mart.  I headed west to
Green Lane, then north, around the concentration, then busted east towards
the zone, having to take out three loner zombies along the way.  I am now
safely ensconced in the zone until I play again and get sent somewhere else
again.  The assault rifle on burst mode is your friend when a crowd of
zombies are headed your way.

This is less to toot my own horn than to give those of you having trouble
hope, that with patience (I did a lot of sneaking and avoiding large
concentrations of zombies until I was actually ready to fight) and a weather
eye on your ammo stocks.  In case you've forgotten or never knew, the z key
gives you the ammo in your current weapon and the total of that ammo type.
(Thanks for that tweak Jeremy, it's useful.)

Now if only I get to keep the 150+ reputation I gained by donating excess
ammo.

        Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dan cook
Sent: Tuesday, November 22, 2011 10:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

agreed with chris, there are far too many simple audiogames.  if its
too easy people will complain its boring and if too hard people will
complain, but i bet the majority will like me keep trying until we're
used to it.
and shaun, the last version pointless? i'm really unsure of what
you're getting at in your messages, as it just sounds like you're
complaining for the sake of it recently, which i'm going to presume is
not the case and that i misinterpreted you.
although i too had the problem with being stuck in a building, which i
solved by learning how the tracking system worked.
great job Jeremy, keep it up sir!

On 11/22/11, Kelvin Tan <k...@weiliankelvin.com> wrote:
> hi jeremy. when u say distance is being measured in tiles, do u mean 1
> coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will be
50
> tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1
tile?
> because we are now hearing the sounds of zombies much earlier than the
> previous version, i would recommend we should start hearing zombie sounds
> when we are 120 tiles away, so basically if u own the gun with the longest
> range, i can't remember the name, u will be able to kill a zombie once u
can
> hear it. provided u can aim accurately of course. hope this makes sense.
> ----- Original Message -----
> From: "Jeremy Kaldobsky" <jer...@kaldobsky.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Tuesday, November 22, 2011 12:59 AM
> Subject: Re: [Audyssey] my thoughts on the new version of swamp.
>
>
> The weapon range problem is a bug that I'm just now testing the fix for.
> The game was measuring the ranges in a different scale than tiles, but I
put
> in the numbers meaning for them to be measured in tiles.  So stupid
mistake
> on my part, lol.
>
> The sluggishness is a result of the extra 100 zombies in the map.  I'm
> working on some ways to correct that, but it seems somewhere between 50
and
> 150 several people's computers reached a point with a noticeable
difference
> in performance.  For me, I noticed it only when I had 200 zombies which is
> why I kept it at 150 for the update release.  I'm fairly certain I can get
> performance back up to where it was, or perhaps even better, I just need a
> little time.
>
> The difficulty is something that was hard to balance without real people
> populating the server.  As people play over the next day or two, I'll get
a
> much better idea of how to tweak things.  A multiplayer map that's overly
> hard for 1 person becomes super easy when you have a dozen armed players
> mowing down the undead.  This means I'll have to figure out the new normal
> and try to make adjustments to match it.
>
>
>> Well? Here's what I think so
>> far. With the range on the weapons it's much
>> harder to target. You end up wasting ammo because
>> with the footsteps being
>> louder it's hard to tell if a zombie is in range of your
>> gun. The game
>> seems sluggish now for some reason. I've only been
>> playing for a few
>> minutes now and keep dyeing without getting very far.
>> I think it needs a
>> little more balancing.
>>
>> I will keep playing and trying to get better, but right off
>> the bat, I'm not
>> too happy with this version at least from the stand point
>> that Can't stay
>> alive long enough to rack up anything.
>>
>> Darren Duff.
>>
>> amateur radio station KK4AHX.
>>
>> Follow me on twitter @blinddrummer.
>>
>> friend me on face book http://www.facebook.com/blinddrummer.
>>
>> Drummer for The Overflow worship band!
>>
>> http://www.theoverflowband.com <http://www.theoverflowband.com/> .
>>
>> Personal Phone: (678)936-6113
>>
>> Mobile E-mail mobiledu...@gmail.com
>>
>> primary E-mail duff...@gmail.com
>>
>> MSN darren...@hotmail.com
>>
>> skype duffman31279
>
>>
>
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