Aha, that'd explain it, seems we're using totally different methods to
do our shopping!

Thanks man, I'll look forward to trying them out. Hopefully there'll
be a solution that'll mean people can use both systems simultaniously
if they need too.

Scott

On 5/7/12, Kai <[email protected]> wrote:
> 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" <[email protected]>
> To: "Gamers Discussion list" <[email protected]>
> 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 <[email protected]> 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" <[email protected]>
>>> To: "Gamers Discussion list" <[email protected]>
>>> 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 <[email protected]> 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 <[email protected]> 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.
>>>>>> ---
>>>>>> Gamers mailing list __ [email protected]
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>>>>>> please send E-mail to [email protected].
>>>>>>
>>>>>
>>>>
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