Greetings Scott.

I personally never use the radars because I find them too distracting with their beep patterns. I've always just used the building helper to guide me to exits out of rooms, since its subtle and less distracting. That being said, I can see if I can find some more distinct sounds for the helper to let you guys try on a trial basis to gauge its utility.

Kai

----- Original Message ----- From: "Scott Chesworth" <scottcheswo...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, May 06, 2012 5:44 PM
Subject: Re: [Audyssey] Problem with buildings in swamp


Hey Kai,

Interesting that you'd find beeps too distracting. I've always thought
of the building helper as being a navigation tool. Going along those
lines, sounds that worked alongside the existing radar chirps wouldn't
seem out of place.

Scott

On 5/7/12, Kai <wraith...@comcast.net> wrote:
Greetings Scott.

It's a struggle between a subtle sound that relays the information and a
distinct sound which might be distracting or sound unnatural.

The heart beats have always worked for me, and this is possibly because of my familiarity with them, but if I were to switch to something else, they'd

also have to be just as subtle so as to not distract the player from his
surroundings. I'm not sure what a suitable replacement would consist of, as

breaths would be too long, and beeps would be too distracting.

Kai

----- Original Message -----
From: "Scott Chesworth" <scottcheswo...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, May 06, 2012 2:57 PM
Subject: Re: [Audyssey] Problem with buildings in swamp


Lori's post does raise an interesting point about the building helper
though. I've just had a tinker with it in buildings I'm not
particularly familiar with yet on map 2, and with the current sounds
being so subtle, I'm not surprised that she's not picking up on them.

Kai, any mileage in the idea of updating In.wav and Out.wav to
something less subtle? I've done no research at all to support this,
but would guess that most of the people using the building helper are
going to be new players, so something easier to distinguish from
background ambience and zombie footsteps in the distance would
probably be a big help to them.

Scott

On 5/6/12, Scott Chesworth <scottcheswo...@gmail.com> wrote:
Hey Lori,

Dunno if you've seen them yet, but Shermanator and I both wrote
replies for you earlier on today. If you work your way through both of
our posts, practicing one tip at a time, I'm pretty sure you'll get
it. Try setting the custom map to have no zombies to start with, then
have a potter about in a couple of the buildings. If you can find your
way round in something like Shades of Doom, you can definitely get
this down.

Scott

On 5/6/12, Lori Duncan <lori_dunca...@hotmail.com> wrote:
Hi everyone, whenever I accept a quest and go to a building, I find
navigating very hard, as a lot of times I'm told to go in a direction
but
when I try I run into walls.  I've lost a lot of reputation over
failled
quests and a lot of it is to do with the way buildings are I think. Is
there a possibility they be made easier in an update?  I'm not sure
what
the
building helper is supposed to do, but I haven't been able to get it to
work.  I only know that once in a building I find it very hard to get
back
out again, even with the radars, I'm also struggling to find entrences
into
other buildings, again because of being told to go a certain direction
and
hitting walls instead.  It seems a waste of time trying to navigate in
that
way, especially when you're on the listen for zombies and quest items.
Would a better idea not be to have quiet ambience for each section, ie
a
soft beeping for checkout section and a russel for bread or something?
Maybe someone could suggest a way to make buildings easier to get
around,
it
just seems impossible at the moment, trying to navigate fauls
directions
and
deal with attacks at the same time.  Thanks from Lori.
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