Re: survive the wild: input, moderating, and fixing.

2015-08-19 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I figured this should go in this topic rather than the main one, but when their is a patch to the game, would it be possible just to download a patch file like Swamp does rather than downloading the entire game each time?

URL: http://forum.audiogames.net/viewtopic.php?pid=228524#p228524




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Re: survive the wild: input, moderating, and fixing.

2015-08-19 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I figured this should go in this topic rather than the main one, but when their is a patch to the game, would it be possible just to download a patch file like Swamp does rather than downloading the entire game each time?Another thing that I think would majorly help is auto item creation. The recommended number of pots people say to carry on you is about 100 or so at the minimum. Ok. So I have to get the clay, go into my inventory, do left hand and right hand, go out of my inventory, combine the clay, rinse, repeat. Why not have a key to make as many of the items as you could from the items that are selected? This could also be good for filling your pots up with water so youre not standing their for however long it is filling up every one of your pots? Yes. Unrealistic, but it can get pretty tedious. Also a logout confirmation would be nice for this because I know Im not the only one whose pressed escape one too many times for gettin
 g out of the inventory screen and logged out of the game on accident. A final suggestion I have is to be able to lower the ambiance a bit like you can with the music as it can get a bit hard to hear my screenreader over all of it.

URL: http://forum.audiogames.net/viewtopic.php?pid=228524#p228524




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Re: survive the wild: input, moderating, and fixing.

2015-08-16 Thread AudioGames . net Forum — General Game Discussion : Sukil via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hello,I havent read through this topic, so I appoligise in advance if I repeat what has been said earlier.Just some things things to suggest:The first one is a readme update: in its current state, a newbie player whos read it can only drink, eat and sleep. Thats enough to survive, but he cant attack with a bow, build impassable things, build a boat, etc. Someone long ago had saide that this game shouldnt have recipes to build things documented to make it like, for example, revelation. I disagree with this, because... well, the storyline says youve got a manual to build such things! So why should it be hidden to the players?The second thing is that Ive found some typos, both in the changelog and in the readme. If you want, I can email or pm you a corrected readme.Third, the tracking system is kind of crazy. Steps to reproduce: go to the shallow stream and track clay. It leaves you... close, but not quite in t
 he spot.Thanks for this awesome game!Regards,Sukil

URL: http://forum.audiogames.net/viewtopic.php?pid=228040#p228040




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Re: survive the wild: input, moderating, and fixing.

2015-07-29 Thread AudioGames . net Forum — General Game Discussion : Mayana via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hello,I wanted to post this in new releaces topic, but that one was not posted in for Quite a while, so I Will post here.I was loged in in 1 of my multties that didnt have much stuff ... and often killed itself. I went to the streem to fill my pots. Here I saw seva_popov jumping in the air and killing a nubie named steve mequin (cant spell). Then he went to stabb me which I didnt care much about. When he said to me to shut up after I said I Will report him for killing nubies I decided to post this.Im not sure how much banning Will help, because Im pritty sure that is Mohamed.If nubies cant be killed usually, then they also couldnt be able to kill others or be killed by dropping items on them while in air. Thats a bug I would really like fixed.Thank you, Mayana.

URL: http://forum.audiogames.net/viewtopic.php?pid=225820#p225820




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Re: survive the wild: input, moderating, and fixing.

2015-07-21 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I agree. I love that, and would get me back into the game. Put that in along with the landmarks system thats been mentioned would be my suggestion.

URL: http://forum.audiogames.net/viewtopic.php?pid=224936#p224936




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Re: survive the wild: input, moderating, and fixing.

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Spiraling WyvernThose are good ideas, and yes spreading out resources would not only spread people out, but also minimize all of the random killing since people wouldnt be all clumped together.

URL: http://forum.audiogames.net/viewtopic.php?pid=224510#p224510




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Re: survive the wild: input, moderating, and fixing.

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Thats actually an impressive system, and if you implemented the landmarks system I told you about earlier that would especially make this more affective.

URL: http://forum.audiogames.net/viewtopic.php?pid=224607#p224607




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Re: survive the wild: input, moderating, and fixing.

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : samtupy1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hi there guys. So, I made a sample of the tracking system and I want to know what you think. You can download it here and please tell me some feedback, id love to see what you guys think, good or bad, and if you think this might at least sort, of help. Thankshttps://dl.dropboxusercontent.com/u/164 … 20test.mp3

URL: http://forum.audiogames.net/viewtopic.php?pid=224571#p224571




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Re: survive the wild: input, moderating, and fixing.

2015-07-16 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Terminator, I would not publically ask for admin status. Not to be rude, but admin stuff like that is private and should be discussed privately.

URL: http://forum.audiogames.net/viewtopic.php?pid=224367#p224367




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Re: survive the wild: input, moderating, and fixing.

2015-07-16 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

The only way I can ever take this game seriously again is by reinstating coordinates again, current system makes the game completely stupid to navigate. Theres a difference between realism and fun. Learn this, live it, make it your mantra.

URL: http://forum.audiogames.net/viewtopic.php?pid=224386#p224386




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Re: survive the wild: input, moderating, and fixing.

2015-07-16 Thread AudioGames . net Forum — General Game Discussion : Mayana via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

stirlock, probability that Sam Will add coordinates back is probably 0,01 %. New sistem isnt that hard if you know what you are facing. if you are allways facing north or turning just when you really need, its not that hard. But I still hope Sam Will just add this cumpas, heh.

URL: http://forum.audiogames.net/viewtopic.php?pid=224394#p224394




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Re: survive the wild: input, moderating, and fixing.

2015-07-16 Thread AudioGames . net Forum — General Game Discussion : Spiraling Wyvern via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Honestly, itd be neat if more stuff to make navigation useful without a compass was set before someone got a compass. I havent been on the game for a long while, but I vaguely dont remember metal being very common (or existing)   The main reason people seem to want a compass is that it helps with navigation. the last build of the game I tried had resources grouped in large clusters of land, which if one wanted to get a certain resource, they had to go there. I think to fix something like this is to make the resources land areas load extremely different and randomly, probably more akin to how nature would grow out haphazardly. So there would not be set locations for resources, but something one would have to go exploring directionless to find something, and resources should run out and move to another spawn. that would still make sense.  (And the river should be more extensive or uh, mor rive
 rs)

URL: http://forum.audiogames.net/viewtopic.php?pid=224452#p224452




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Re: survive the wild: input, moderating, and fixing.

2015-07-16 Thread AudioGames . net Forum — General Game Discussion : Spiraling Wyvern via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Also on the moss bit, trying to wander around for a tree isnt that difficult, would probably motivate people to strike out to the unknown parts of the game and explor emore, instead of relying on a few set locations to build all your items need. Also outside of landmarks, the reliable gathering of materials from certain locations needs to die. It would make building slightly harder since you might need to check multiple sots of a certain biome, but it again removes the need of having to rely on set locations to navigate to a biome. Going out into the wild and exploring would then be more rewarding, and directions are not going to help much if you have no coordinates. With the many shifts of paths one will take, you knw which way is north, but what are the chances your going to remember all those turns you made to get a place where a certain metal would load for a project? Landmarks and maybe signs that people hopefu
 lly wont knock down would help navigation to a less grouped biome than a compass.  also if Samtuppy wanted to be a slight troll for his contempt with the compass, he can include biodomes where the compass gets horrifically messed up, say places you would gather metal for a compass messing around when youre building compasses for friends

URL: http://forum.audiogames.net/viewtopic.php?pid=224453#p224453




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : the terminator via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

hey sam.the game you work on is very very nice, and yes, its like real life!what you mean by random killing? for example, the same problem we had on up. Isnt it a killing game? when they say hey dont kill me! well, you know...I still dont get used to tracking system, but well yeah I did it guessing a lot of stuff.also, can you please remove this... I hear a hard ear breaking sound like a beep when I log on. It really hurts. its too hard, and too acute.no point on dissapointing you to keep this. No! just keep the good work!btw, can i please be an admin? itll be great, and I want to help you too.

URL: http://forum.audiogames.net/viewtopic.php?pid=224286#p224286




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : darth scorp via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

[[wow]] i also like the idea about landmarks, thats going to be great. and i have something else: signs on trees. what if we could leave signs on tree tiles, write something with knives? that can help a lot too. and of course that will be cool to leave messages for our friends  but guys, think about the way to remove them.about random killing. i wrote sam how i see that, but i think i should post it here for you guys to discuss.just wanna tell ya about one of my crazy ideas. we were chatting with valeria, discussing how to make killers not to kill so often and randomly, cause i cannt say that i like your opinion about killing and the rule about the same, il explain why. if someone just kills, it can be just his role, his charracter. causes dont always matter, you know. may be its easier for him to steal stuff, may be its just fu
 nny to kill in the place that has no laws, no government, no order. may be hes just some kind of crazy maniacs, why not. its just his role, anyway. but of course, we have to punish them somehow. so, thats our idea.lets give our players a killing count. like frags in dm games. when you kill, it increases. then, after your death, you get some kind of time penalty, a few hours you cannt log in. and this time will be equal to your killing count. so, more people you kill, more time youre out of the game after your death. for example, if you killed 12 players, you will have 12 hours for thinking about your playing style out of the game  of course, after that this killing count drops to zero. and we can impruve this system. i thought about this a minute ago, while writing the message. if youre good boy, touching noone, beeing quiet, your 
 killing count decreases by one... umm... for example, every six hours. this system solves one more problem. if you are dead, you are dead, you know  and you will have some amound of time you cannt apear in the game again, cause youre dead. in real life you will never rise, thats for sure, so its the middle between playing and realism. you can resurrect and play next, but not right after your death.

URL: http://forum.audiogames.net/viewtopic.php?pid=224177#p224177




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Mayana via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hello, Darth_scorp,[[wow]]! I really like this idea! But, if your count is 0 ... after 6 hours is it -1? hahaha, just joaking. Anyway, yes, in real life you are ded for ever, but that would mean creating new char every time, so leave that as it is.but if person wouldnt be able to log on when it is killed, that would help a lot, because even if said person doesnt want to change, he/she cant kill all the time, because s/he cant log on.Anyway, I support this idea and I hope Sam does, too.

URL: http://forum.audiogames.net/viewtopic.php?pid=224178#p224178




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hey Sam. Let me shed some light on why the compass is important. You may think we dont need it all the time and this may be true for some people. But think of it this way. A person is busy building something and once theyre done theyve forgotten which way theyre going. Sure, the sun might work, but maybe, just maybe, they need a compass to know exactly which way theyre facing. A compass would be quite useful especially at night. I also think once people get to rotating and stuff theyll misjudge there direction. So they may think theyre going north but they run south right into the sea. And also, the rotation system does seem a bit off. When something says slightly to the right and you go one degree to the right you should be dead locked onto it. But it just seems off. Just my thoughts.

URL: http://forum.audiogames.net/viewtopic.php?pid=224167#p224167




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hi,I do want to point out, also, that a cumpass would be useful for everyone. Sam, think about it. If you were in the worlds largest desert, and you had all this equipment with you, including water, food, etc., wouldnt you want a compass, too? I dont see how a compass is impossible.Also, a simple way to stop random killing is to have something like alter aeon has, wehre you register for player killing. Sure, its not realistic, but a game cannot be completely realistic to the letter. So, a player would have to register for PK, and the other PKer would have to register as well to make it fair. Theres only one issue for this: if a players hunger is at a critical level, then they can kill freely or risk going insane.

URL: http://forum.audiogames.net/viewtopic.php?pid=224216#p224216




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Mayana via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hello, Basicly, we had a cumpas before. Remember before sun was added? You could press f and sound would just play where north was, never muving. The best way I can explane it is: cumpas? We had it, so it is nothing new.Also: wach (unles being powerd by sun) wont have power for ever, the same goes for radio. Thats realistic? ...The point Im trying to make isnt remuve this damn radio and wach, but it is right, not everything can be realistic.. And cumpas actually is realistic. If you were going to the wild, would you grab this cumpas or just say my wach is never going to break, I dont need to allways know if Im facing exactly north. I, myself would grab this cumpas (and someone that isnt blind and can use it).P.S.: if this post sounded to harsh, Im sorry.

URL: http://forum.audiogames.net/viewtopic.php?pid=224229#p224229




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Ah Ironcross, I do see your point, but at least with the current implemented way of telling direction its pretty much impossible to know.I agree with post 33. And if you think about it, there are quite a few elements of stw that are not real in the first place:1. you can cary 500 pots of water in your inventory.2. you can cary around a boat.3. you chop down trees with a knife.4. Theres an ocean, a stream, a grasssland, and a desert all in walking distance of each other. Are all these bad? No, but they prove that a game cant be entirely realistic.

URL: http://forum.audiogames.net/viewtopic.php?pid=224225#p224225




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I respect you, Sam for trying to make this work without a compass, because. I do think the north star idea is worth exploring. The moss thing is cool, but not all trees grow moss on them. Also I like the landmark idea too. I think the beeping would fix the items thing because say its slightly off to the left, but you got all the way there, and side stepped once to the left, you dont always get it, then you have to back up and turn by one degree and keep checking and keep turning and keep checking until it says its straight in front of you, and that takes time.

URL: http://forum.audiogames.net/viewtopic.php?pid=224185#p224185




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Well watches can stay powered up if theyre kinetic, they sort of wind up themselves by the movement of the wearer, but point taken. As I said before, theres a lot to juggle in a great game. There are also survival knives that have magnesium strips inside, like the pommul is unscrewable. Well magnesium burns hot as hell, so all you gotta do is lay down the strip and strike the back of the blade against it and whoof, better than a spark from flint Also yeah, I agree, while chopping down a tree with a knife is theoretically possible, its not likely to ever happen, it would take forever, we need a hatchet or something.

URL: http://forum.audiogames.net/viewtopic.php?pid=224246#p224246




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

@32 I think Sam just wants more of a challenge for the players, to make them dead reckon instead of using a compass, which is mad easy.

URL: http://forum.audiogames.net/viewtopic.php?pid=224221#p224221




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : samtupy1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

So maybe a cumpass will be nesasary but I just want to see if I can avoid it. I probably cant but I want to try, by doing improvements. Coding it would be easy but I had nothing of the sort in mind when I made this rotation system. Like I said I want to try the radar thing, whare you track something then simply turn to it and get the beep there, than walk forward, right to it. That might be cool. I fixxed the c key so it shows how it is supposed to, yay! Again maybe none of this will help, I just want to try and if it doesnt, ill probably do an erg, compass. But how it is supposed to work is the only time you should need to know whare your traveling, is when you want to travel something and you know it is in that direction, etc the campground north of the desert, not the stream west of the tree. You should be able to turn twards the stream and just beeline right for it very very easy. I know it scemes like im rediculis for not adding a compass but its
  not supposed to be nesisary anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=224272#p224272




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : darth scorp via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

well i have nothing against the compas. imo its fully possible. it just has to be crafted and work as the sun, but always play the sound on the north side.

URL: http://forum.audiogames.net/viewtopic.php?pid=224268#p224268




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Re: survive the wild: input, moderating, and fixing.

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Alright, Im probably not alone in this--in fact I know! Im not. But I seriously just cant wrap my mind around the reasoning why implementing a compass into the game is just such a friggin exotic, out of this world, wild, never gonna happen idea. Whats it gonna do? Will adding a simple friggin compass into a survival game, (if you come with a lighter and knife that is obviously, not, made of wood, theres no reason a compass couldnt be in the game either), like, blow it up or something? I mean, this dude comes on and asks us for ways of making it a more enjoyable game. We suggest one little feature, something that is! even! easier! than! the! sun! and it just seems as though the impossible is being asked. Now dont misunderstand this post. Im not dictating to Sam what he needs to do for this game, and Im not personally attacking him. Im just bringing up a pressing issue that is just, mind boggling to me!

URL: http://forum.audiogames.net/viewtopic.php?pid=224206#p224206




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

@post 12, I can agree with that. I know ive stated my position on the survive the wild topic, and it was partly me bringing up some of these ishues to sam that seems to have started the creation of this thread. While I do see the point of the current system, it is overly fustrating when trying to find a tree or anything else, or to need to keep having to take a drink every 5 minutes, speshily if someone is stabbing you in the face. Ive been told yes, run while someone is trying to advance on you with a knife. But with all the factors, energy, hunger, and thirst, I have an incredibly tuff time doing that since run means go fast, yet when I try to go fast, I fall over and said person has already taken my head off and claimed it as a trofy. On the subject of realism, ill say this again. I do believe that realism in a game is good. I understand why you want it their. It helps you get into the game, but their is a critical difference when implementing it. If you wante
 d to be realistic, why not make it so a person can go a day at least with out needing to drink much water, then slowly fill the meater over time? That way when a person is roleplaying, they can really say, man, ive gone 2 days with out drinking and im dieing! Or why not change the cycle of the days so instead of being an hour at most, they actually are a full day? That way, you could still keep your thirst system and hunger system, but players could focus more on the roleplay or whatever it is they like to do. Back to the hole coordinates ishue, I see both sides of the story. In reel life, yes, you wouldnt use coordinates to track your position. But ross is slitely correct on this. The coordinates system wasnt the most realistic, but it did help you get aquainted with where you were. And its why killing wasnt such as much of a major ishue as it is now. Before anyone says something else. I would just like to say this. I have actually attempted to play su
 rvive the wild on multiple times, I gave my best to give the game a chance. I even asked a few players for help with food and such. They gave me all this stuff to help me get started, only wait, 20 minutes layter I died while in the middle of typing a chat message, and lost all the stuff these players had given me to try to help me get started.

URL: http://forum.audiogames.net/viewtopic.php?pid=224039#p224039




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Ross, everything you said in that post is what Ive been trying to get across. Never could figure out how to word it though. Thumbs up from me.

URL: http://forum.audiogames.net/viewtopic.php?pid=224038#p224038




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : Mayana via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hello,I, myself, am not even trying to bring back coordinates, because its not gunna work. But I said it before and Will say it now: you got a radio on the boat, right? why not change the storry, so you get cumpas, too? Cumpas is 1 of tools that are first things you think about when thinking about survival. It would be also much easier to just be with north, south, west and east and their combinations, because when you luse your direction, its imposible to get it back ... like it isnt actually reall 60 or 61 but 60,5 ... (just for example)Awaiting Sams respons after all those posts, Mayana.

URL: http://forum.audiogames.net/viewtopic.php?pid=224047#p224047




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I agree with the whole trying to get away thing while someones trying to put a knife in me. I usually end up falling over and die anyway. Theres a balance good devs need to achieve when introducing realism into their games to little and it feels arcadish, too much and it feels like a job. STW can be fun, but it can also feel a lot like a job at times, and I dont like that, I play games to have fun. I think some tuning would yield a better result. But then you come to another balance that good devs need to achieve, listening to the community versus not contaminating their vision of the game. People play games because they like what the developer did, well, if the developer implements every suggestion given by the community surrounding their game, then youll have a helter-skelter patchwork of a thing thats probably going to suck. On the other hand, if the developer never listens to the community, then people will take issue and a lot of good ideas will 
 be missed out. I hope that Sam can bring STW into equallibrium and make it a fantastic game. I think there is still some work to be done.

URL: http://forum.audiogames.net/viewtopic.php?pid=224049#p224049




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

@post 16 Exactly what I was trying to get across with the realism factor, just couldnt word it correctly. Gave you a thums up for that.

URL: http://forum.audiogames.net/viewtopic.php?pid=224056#p224056




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : FM94 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hi.Something else I think that need to be changed is the energy system. I was happy with it until I think the most reasint update.Before, your energy would go up if you stand still or if you sit down. It will also go up when you sleep.Now you have to sleap in auder to get your energy up. This isnt realistic, because if you ran a mile and you are tired, you dont need to sleap to get your energy back. You can just sit down and wait until you feel better.Have a nice day.Francois

URL: http://forum.audiogames.net/viewtopic.php?pid=224064#p224064




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : samtupy1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

So figured it was time for a responce from me. So lets see here, I have a lot to work with and im glad of it. So yes, I have been planning to slow down the thirst system as well as the hunger system, I have a little coding to do to make that work but it would be pretty easy and if all you agree that thirst rises too fast which I sort of see it, I can slow that down, as well as hunger. That I do agree would help. As for a compass, something very similar I was planning to add is something really awesome that happens in real life, which is moss on trees, so just go to a tree, press x, and if you face the moss rustle sound, your facing north. Youd need a tree but theres plenty. About these goddang killers I know I need to do something about it, thats whare the rules come in. I need to finish them but you have to click an option in the main menu to agree to the rules, and therefor it isnt an admins responsibility if a player breaks one, and I can tell you 
 right now one of them, and a very strict one at that is random killing. I know there not out yet but I think they will help, a lot. Also though, in the real world, the thing with coordinates is you dont know exactly whare you are with out them and I like that. In RP, you can just tell someone oh go to coordinates 183 275 0 and thats whare I am. Ok first, how does the sending player know that, and second, how does the receiver of the message know first about those numbers and how to get there. The system is a new consept, but the idea is so you never know exactly whare you are but in character, im waiting for you behind or south of this pond, for example. So thats some of the things ive gathered and some of the other well things I said rofl, feedback apreciated, and thanks for it guys, I apreciate this.

URL: http://forum.audiogames.net/viewtopic.php?pid=224065#p224065




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hey Sam,In regards to post 19, and since coordinates are basically out of the question, it would bee nice to add landmarks around the map so that people could meet at places. For example, dont just add a couple of ponds, name the ponds. Also there isnt just this random isolated tree that a player is standing at, its the ancient oak, the only one named as such that a lot of people are likely to know of since, well, its the only one.Also I dont know that the moss idea would be too good, since you spawn on a beach, away from trees, and you have to walk nearly 200 squares to get to one.

URL: http://forum.audiogames.net/viewtopic.php?pid=224067#p224067




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I also know this may not be realistic but finding items is kind of a chore. If you could give them a looping sound, it may be easier for navigation. Again, I know the realism would go down but still.

URL: http://forum.audiogames.net/viewtopic.php?pid=224096#p224096




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

well then again... not really it wouldnt, because as sighted people can constantly see the item, we should be able to constantly hear it since sound is our sight in survive the wild. thats actually a great idea.

URL: http://forum.audiogames.net/viewtopic.php?pid=224103#p224103




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

after rereading your post, Sam, there is something I need to point out. For one, how are we supposed to use the moss system when again its almost impossible to find anything already?

URL: http://forum.audiogames.net/viewtopic.php?pid=224140#p224140




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : ross via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Ironcross. The energy system will eventually work fine, it just needs some tweaks. It honestly not our place to ask Sam to implement a huge change like that.Sam. You completely tossed aside the compass idea. Im sure many people here will agree that a compass is the most practical thing to add in STW right now. Yeah sure moss on trees is a good idea, but this thread is for fixing and input. A compass is a serious thing that needs to be added into STW. Also, someone else brought up a good point how when you start out, there are arent any trees for around 200 steps. Not to mention that in some part of the map, there arent any trees period.

URL: http://forum.audiogames.net/viewtopic.php?pid=224138#p224138




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : samtupy1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I may add a cumpas, maybe. I love the landmarks idea, and the new energy idea actually and might do both of those. Also, im thinking so its easier to find one thing, you press a key that shows you a menu of things around you, and when you press enter on a thing or any item, a beep sound would start to loop at that item so you could just turn to it and find it. Do you guys think this is a good or at least improved salution to finding items easier? About the compass thing, like I said maybe. Thats why I wrote about it in the readme and once you learn it it isnt that hard but again maybe Ill add it. Im unsure about it, but I just think it would make things way easier if you knew whare you were going at all times. Like the lighter, for example, will soon be removed. And it will be replaced with more, wilderness, ways to start fires like flint with knife, really all the person needs to survive and then again doesnt need, in real life is a knife
 . I just had in mind whare you had to do the job of figuring out whare you are facing. I might add the northstar at night, for example though. Or I might make it so you can temperarily have a cumpas, ive scene that too, make a puddle of water and put some medal spike, etc your knife in some cork or something and you could find the direction that way I also got ideas of using that fence from the campground, but I just didnt have always knowing your direction in mind when I made this rotation system because you dont always need to know, for example, you walk up to a tree, again I may add this beekon system, infact I think I will because that way it is easy to get anything you need because there is just one sound for the item, so anyway you can just, walk to a tree and go oh, here you are. I really really like severestormsteve1s landmark system, so you wont need to just go west to find water, I might make it so you can see a landmark somewhare, things you 
 can see from a huge distance away, and that could help. Before I really add a cumpas, I want to try some of the above things Ive mensioned and see if we can make it so you have, to know whare you are facing happen a bit less. Because I agree I pushed it a bit too far with that, but I dont think I want a cumpas to fix it. If you dont agree please post here. I think if I make the directions a bit less, oh, water to the left, just turn to it and walk streight. People tend to face certain directions then sidestep but I think youd find that its way easier, and I think steves landmark suggestion is really going to help that. If it comes to whare we need a cumpas ill do it, but the trooth is is you dont have to know your direction as much as you think you do, tell me if I am rong. Even so, If you guys feel that you do, thats needing fixxing, but not with coordinates. If youd just turn to a tree like your supposed to and get it just so y
 ou can walk forward thats all you have to do, sidestepping is the part that takes time. Either way, Please continue sharing your opinions, and ill share mine and im sure well figure something that the mijority of people like.

URL: http://forum.audiogames.net/viewtopic.php?pid=224147#p224147




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Couldntve said it better myself, Steve.

URL: http://forum.audiogames.net/viewtopic.php?pid=224110#p224110




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Re: survive the wild: input, moderating, and fixing.

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Maybe one suggestion, have stamina and energy, stamina is the immediate thing, it goes down fairly quickly and fills up fairly quickly, but it trickles down to energy. OK, so you should be able to run about a minute flat,if your thirst and energy are decent, meanwhile, your stamina is going down but your energy is not. When the stamina hits 0 though, it begins to impact the energy. Either that or change energy to fatigue and make stamina. Now as you do things in an interval between sleeping, your fatigue slowly goes down, but its not impacting what you do, its not making you have to walk really slow. But, if your fatigue gets below say 50% or so, maybe 25%, you start to suffer these effects no matter what your thirst, if your thirst and hunger are both around 0, still you would be affected because you you were active for a while. This kills two birds with one stone, first you would be able to run around and not fear tripping all over the place, and 2, you actually have a realistic
  system that makes it feel realistic without it feeling like a job. Now when you sleep, you sleep until the fatigue is at least over 50% but after that its random and also, if you sleep within say 3 squares of a tree, you can sleep faster because you are in the shade.Also at night there is no way to navigate.

URL: http://forum.audiogames.net/viewtopic.php?pid=224113#p224113




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Re: survive the wild: input, moderating, and fixing.

2015-07-13 Thread AudioGames . net Forum — General Game Discussion : ross via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hey there.I have several things I want to say. First of all, I stopped playing survive the wild because of all the new features you added. For example, the idea of having to eat is cool, butits way too time consuming. I understand that you want the game to be realistic, but a game also needs to be fun. I dont want to spend half my time worrying about my hunger.I understand why you didnt like the coordinate system, but it was so much easier and more practical than what we have now. It would have been easier to keep the coordinate system, until you had a solid alternative. Its honestly way to complicated to be enjoyable anymore. For example, instead of telling direction from the sun, just add a compass. We start out with a knife, a watch, string, but not a compass, the most basic tool to survive the wild?My friends and I use to stay up all night playing STW, but now we just laugh every time theres an update because of how ridiculous
  its getting. I know this all sounds harsh, but I feel it needed to be said.

URL: http://forum.audiogames.net/viewtopic.php?pid=223982#p223982




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Re: survive the wild: input, moderating, and fixing.

2015-07-13 Thread AudioGames . net Forum — General Game Discussion : Spiraling Wyvern via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Im going for the language channels being pushed as having 8 conversations in 5 different languages gets really hard to follow or to hold one.   Also on another note, one should aim to make pvp more of a detriment to playing if you participate too much in it. Im really sure that most people wouldnt leave an encounter against another person without some mental damage as not everyone is a badass who can take multiple lives without giving a damn. Theres severe mental trauma in regars to accepting that you killed a human being and the such as you contemplate if killing them for their supplies was worth it and such. resulting in movement speed being shot, sleep being ineffective and so orth. Eventually one can cut down on the pvp complaints as their character will have severe issues that will lasts hours and hours (or days). If this game was aiming for realism, I sort o think discouraging a lord o the f
 lies scenario would cut own on pk abuse and such, unless people enjoy swinging and moving at the rate of a turtle due to lack of sleep and inability to function fully due to distractionsand then being killed by a scrub as your too slow to run away or fight back effectively for a while.   Another thing to do to simplify issues is to ad a report command or scrlling back on a log that can be viewed later and dealt with effectively at your time. Granted, abusing this feature is also grounds of going bye-bye.

URL: http://forum.audiogames.net/viewtopic.php?pid=223836#p223836




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Re: survive the wild: input, moderating, and fixing.

2015-07-12 Thread AudioGames . net Forum — General Game Discussion : superantoha via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Sevrel things:1. Newbies should start out with a reasonible amount of thirst. You shouldnt have to literaly crawl to the stream to get some water right after you create a character.2. There should be a part of the map where pvp combat isnt allowed, for example the stream. Crawling to the stream to get some much needed water and being killed by some jerk that loves to hang out around there isnt something I would consider fun.3. The thirst timer should be reduced. You shouldnt have to drink every 5 minutes just to stay functioning.

URL: http://forum.audiogames.net/viewtopic.php?pid=223688#p223688




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Re: survive the wild: input, moderating, and fixing.

2015-07-12 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hi.I totally agree about the language channels. This has been mentioned many times before. 

URL: http://forum.audiogames.net/viewtopic.php?pid=223671#p223671




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Re: survive the wild: input, moderating, and fixing.

2015-07-12 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I also agree about the language channels, its frustrating when a lot of the times you just hear, bla bla bla bla, a bunch of times.

URL: http://forum.audiogames.net/viewtopic.php?pid=223677#p223677




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Re: survive the wild: input, moderating, and fixing.

2015-07-12 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

I definitely agree here that something must, be done about the learning curve. I was on there for like 2 hours and couldnt figure out how to make a boat, hammer, spear, (the last two I didnt even know existed! until I red some random forum post that I dont even remember how to locate). Its also annoying when Im cutting down a tree and some one is able to run up behind me with a really sharp knife and chop me to bits. Same with getting and drinking water--especially when its completely impossible to out run someone due to high thirst and hunger and low energy.I really think it would be cool to have a sort of off-line tutorial mode or something. You wouldnt really have to rig it up with all of the online features, but just something short and that gives you the ability to learn some basic survival tips and such. Either that, or a /help command.also, as for the rules thing, I think it should be included in a text file, and if poss
 ible users should be able to press a key and or access the option to read them in the main or other frequently accessed menu.

URL: http://forum.audiogames.net/viewtopic.php?pid=223699#p223699




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Re: survive the wild: input, moderating, and fixing.

2015-07-12 Thread AudioGames . net Forum — General Game Discussion : Mayana via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hello,I think I have an idea, but its probably stupid. Anyway, when you log on on the first time (or just log on with nubie flag, but then even les players would swich to normal player ...) you start out with 1000 energy and helth and 0 thirst and hunger. for normal players, we can still leave it randem if you wish ...And I still think there shud be a building guide, so you can know what to make and how.Anyway, just my ideas, listen them or not, your game.

URL: http://forum.audiogames.net/viewtopic.php?pid=223712#p223712




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Re: survive the wild: input, moderating, and fixing.

2015-07-11 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Well, if you can stay calm when stuff is happening, thats a good start. Also, you have to keep your admins in line, I havent seen any admin abuse as of late, but i did when the game was newer, so just give the adminships to people whom you trust, and if you start to have doubts about someone, give them the boot. Now, you cant have admin coverage 24/7, well, unless you had a paid staff  so allow good players whom you trust to tell you things, if they spot admin abuse, people breaking the rules and admins notdoing anything about it, etc. listen to them. And then you will have to judge for yourself whether theyre telling you the truth or not. I just started back into the game, Im Brendt now, as I am on most games and muds.

URL: http://forum.audiogames.net/viewtopic.php?pid=223546#p223546




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Re: survive the wild: input, moderating, and fixing.

2015-07-11 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Just one simple thing : dont push what youre doing. Remember that youre not making game for yourself but everyone.

URL: http://forum.audiogames.net/viewtopic.php?pid=223545#p223545




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Re: survive the wild: input, moderating, and fixing.

2015-07-11 Thread AudioGames . net Forum — General Game Discussion : Mayana via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hello,I personally agree, rools document shud be there. Its anoying when rools are posted on forum, are there some time and then you no longer need to listen to them. have rools or dont even have admins. I think english version shud be the first thing in read me, so everyone sees them, and under that a note for other languages.About read me: I would like to se building guide (how to build some things: boat, paddle, hammer, speer, bow, aero, plank, etc.). Its not that I dont like to help players but it gets anoying when same questions are asked over and over again.Age isnt excuse, not for you, and not for others to blame you. If you are 13 and did a big game (a lot of adults dont know how to make them), then age is nothing there to be discused. There are also adults that sometimes act childish or teenagers that act like adults.Will mabye write some more when I remember anything else, Mayana.

URL: http://forum.audiogames.net/viewtopic.php?pid=223603#p223603




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Re: survive the wild: input, moderating, and fixing.

2015-07-11 Thread AudioGames . net Forum — General Game Discussion : burak via Audiogames-reflector


  


Re: survive the wild: input, moderating, and fixing.

Hi, the first thing you can do is to create language channles for languages you see spoken often. I see spanish and other languages. Do not be offended but I get naturally annoyed. Or just provide a way to turn the ooc channel off. Oh, and the game still interrupts speech when it says things like the sun sets, etc. You should include them in the interupt settings so they interrupt when the setting is turned on.

URL: http://forum.audiogames.net/viewtopic.php?pid=223628#p223628




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