Re: Second Castaways 2 public beta

2016-04-27 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Second Castaways 2 public beta

I have not been around the forum for a couple of months, so am coming in on all this late.  I have not yet played the game, so take what I say with appropriate amounts of salt.  All that said, I do have thoughts on the large scale problem.I confess, I would never play this game as currently configured in the multi-player mode. Games are something I do when I don't have other things going and want mental stimulation, not something I want to have to plan several hours a day in order to be competitive.  With a weekly reset, I just can't go there.That said, I understand the problems associated with a persistent world, particularly finding a way to balance the new player experience with that of someone who's been around.  PVP is the keystone of this problem.  If the game becomes a co-operative strategy game, this problem goes away.One way you could do this is to remove PVP, but have threats to all that all must cooperate to stop
 .  (I know this has been suggested before, but hear me out.)  Balance can be had by making players with larger plots more likely to be attacked, or players with more money (their fame has spread far and wide, making them juicier targets than the hard-scrabble beginner who doesn't have anything worth stealing.)  Allow players to ally with one another so that if one is attacked, all allies respond with military units.  You could even allow PVP with alliances, though this causes the problem I've seen in persistent 4X games that alliances become permanent factions.  You could allow trading to be restricted within alliances, then trade between alliance markets on larger scales, to simulate an economy.For me, the deal breaker is that some days I have half an hour, some days I have three hours.  I want my half an hour to be valuable.  Particularly since this game requires a paid account, I don't want to be stuck choosing between getti
 ng my value and spending time with work, family, brewing, martial arts, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=258361#p258361





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: U-Mart. A business strategy game, by Aprone

2015-09-25 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Let me clarify that I am absolutely behind the notion of how much you spend on marketing being one of the decisions you make that affects your success/failure.  I'm only quibbling about the way the information is being presented.

URL: http://forum.audiogames.net/viewtopic.php?pid=232918#p232918




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: U-Mart. A business strategy game, by Aprone

2015-09-24 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

This gme is sneakily addictive, but there are some pain points for me that limit my willingness to waste more than about three hours at a time instead of writing my pledge letter for the church, or investigating the Chamber of Commerce's program to make my business boom or kiss my wife.I understand what you're doing with the marketing people investigating prices at other stores and surveying customers.  It turns out that if you do that frequently it slows down game play quite a bit for something that has only a few decisions.  To do things right, I should be checking through every product every few days and surveying the competition.  It just takes a lot of time to do that and I'm wondering if there isn't a way to streamline these processes.  Perhaps allow the player to set up a filter to show only items with at least a 20% markup between unit cost and expected max sales price, with a command to at least move to the expected price and
  adjust from there if you wanted to keep the +- keys for price adjustment.  It would also be useful to have a list containing currently stocked items with their unit and expected maximum prices.Rather than paying by the transaction, set a few different levels of contract with your marketing firm with a monthly cost that gives you more information as you go up in cost.Editable prices would solve another pain point.  For me, it is a bit tiresome to have to remember which modifier key has which increment.I don't know if others are having this problem, but the sounds meant to indicate sales aren't giving me enough feedback as the clock ticks.  I can't tell which aisles are selling.  Oddly enough, when I went into the sounds folder and played the 1 through 10.wav files, I only heard something from the 1.wav file.  If they are meant to have different pitches to show which aisle, I'm not hearing that.Some nits to pick her
 e, but your usual fascinating concept.

URL: http://forum.audiogames.net/viewtopic.php?pid=232816#p232816




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Announcing release of Interceptor by Valiant Galaxy Associates

2015-07-17 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Announcing release of Interceptor by Valiant Galaxy Associates

Just bought the game yesterday and have played two games on normal mode. I have some thoughts here.First of all, the purchase process was lovely; I was up and playing in a couple of minutes without even having to type in an activation code. Kudos, this was among the nicest installation experiences ever. Nice job to the creators of Guide Dog for that.Now to the game. I think the most important and often underappreciated principle of game design is that every decision the player makes should have consequences, and the reasons to make each choice should be clear to the player. This doesnt mean that the player should possess all information as outguessing the opponent is certainly an important piece of the enjoyment of game play.I think I see elements of this philosophy in Interceptor, though it would be helpful if some of the ideas were a bit more spelled out in the user guide. For instance, rockets seem to ignore deflectors
 , or at least most of the time, which is useful for softening up opponents before using the direct fire weaponry, but I had to figure this out by trial and error.Its not clear to me that there is any other successful tactic then to get in close, wipe out the deflector, then target one of the critical systems and punch it out till you win or die. I played two games and experimented with different strategies and the get in and slug it out strategy was clearly superior. This reduces the replay value of the game significantly as the only real tactical choice is whether or not to send a flight of rockets first.Other than deflectors, its hard to see the effect of degraded systems on the opponent ships. Im not sure how youd convey that more effectively. I suspect it affects the probability of success for various actions, but of course we the players dont know what those probabilities are to start with, so its hard to s
 ee the decrease in effectiveness.Im also not seeing a large difference in the challenge of the various opponent types. There is obviously a difference between those ships with or without deflectors, but an alpha doesnt appear all that much more deadly than a beta. The larger ships, particularly the mother ship are certainly harder.Now to some feature suggestions.How about implementing an ECM/ECCM set of choices. ECM makes you harder to hit, ECCM increases your ability to hit. You have to dynamically set the balance between offense and defense.Id love a hard mode where the opponents appear simultaneously, rather than in serial fashion. The biggest difficulty here would be in maneuvering. Im guessing youre tracking distance as a simple one-dimensional quantity rather than in two or more dimensions, since you dont report a bearing as combat goes on. Ive noodled a way about how yo
 u could still do this, giving the player the choice of which ship to maneuver against and secondary preferences for distances to other ships. For instance, on a given level, Im fighting an alpha and two betas which are 20,000 m, 40,000 m and 15,000 m away respectively. I decide that Id like to close the alpha while maintaining distance from the betas. You would use the various statistics of the ships to determine whether I am successful in this maneuver. I could see a combination of navigation computer, cockpit, engines, and maybe a pilot rating (which you havent implemented yet) as being involved in this calculation.Is it a bug or a feature that there are times when I can hit enter and countermaneuver against the opponent approaching or evading, and there are times when I cannot? Is it a bug or feature that the mother ship repairs systems without having to disengage from combat, so that a deflector I knock down in one shot is ba
 ck at 100% when Igo to hit it again?There should be a cost to using computer-controlled shots, otherwise there is no incentive to ever do anything else. Perhaps computer control takes more time than a snap shot, so you get fewer of them?All in all, Im fine with having purchased this game. Im hoping that there will be some additional complexity added to it, or that it will be integrated into a larger game over time. The strategic management aspects are definitely well done, though rockets were the only quantity I ever felt short of, having had to go up against level 9 only using two since I knew I wanted at least four for the mother ship on level 10. The strategic choices about whether to use repairs are a nice optimization problem. You might consider adding a catastrophic repair failure mode for in-combat repairs that wipes out the system being repaired, the likelihood of which increases as your repair droid is damaged.

URL: http://forum.audiogames.net/viewtopic.php?pid=224490#p224490




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-06-05 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

You know thetruegamer, i have made exactly the argument you espouse and have been doing so for fifteen years. However, I do not believe I ever engaged in deliberate rudeness toward a developer, even one in whom I was disappointed. Its the fact that it happens over and over and over again for just about every title from Swamp (you were an offender there) to David Greenwood games to, well I havent read about a game with any significant buzz that did not include the sort of post Im criticizing. Poor Aprone surely has had to deal with the shit end of that stick, including people who, for the sake of their own warped ideas of revenge made his life unnecessarily hard to the point where he nearly abandoned the most popular game in the audio games industry history, or pretty near anyway.So yes, have your disappointment, and find ways of expressing it that dont sound like a whiny thirteen year old. I am personally really kind of done wi
 th all the bitching, as distinct from actual proper critique that goes on here and in other fora.

URL: http://forum.audiogames.net/viewtopic.php?pid=219072#p219072




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-06-04 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

I regard my purchase of Psychostrike in the same way I regard supporting a Kickstarter or Indiegogo project. I do not assume Im guaranteed a result. That said, if a result does emerge that I like, well Ive paid for it already. I do expect developers to act in a professional manner. I also expect customers to do so. (Starts list of people who may not purchase anything I create and sell because they are whiny bitches that I dont want the responsibility of having to be polite to.)

URL: http://forum.audiogames.net/viewtopic.php?pid=218918#p218918




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-05-24 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Thanks to a tip received here, I can now deploy mines without blowing myself up, but the opponents keep just jumping over the damned things, except when they dont. Can anyone give me insight as to when they do and when they get blown up like good opponents should?

URL: http://forum.audiogames.net/viewtopic.php?pid=217623#p217623




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-05-23 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Anyone else run into a bug when unequipping all items that crashes the game? Ive now had it happen twice.

URL: http://forum.audiogames.net/viewtopic.php?pid=217458#p217458




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-05-08 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

I dont know about the time thing. By the time Ive finished managing items and such, Ive usually got everyone healed, though of course Im not as high level as some, but that is the virtue of larger gangs, people can heal while others are out there causing mayhem.So, about those mines, why are they blowing up the people deploying them?

URL: http://forum.audiogames.net/viewtopic.php?pid=215295#p215295




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-05-07 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

So, whats the deal with mines. More than half the time, I hit enter after selecting mine as the inventory item to use and the mine explodes immediately wounding the deploying character. Is there some trick to safely deploying them? Bombs work just fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=215179#p215179




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-04-30 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

I will second the suggestion for orders, though Id be all right if the orders were pre-mission, and included a bail out level at which they flee, Ordering in the midst of the chaos might actually be harder.As for the regeneration rate, this forces some choices on you. Remember that medkits are available so if someone is taking too long, use one. Also, you can choose a larger gang size so that while three are healing, three others can be out causing pain in the world.

URL: http://forum.audiogames.net/viewtopic.php?pid=214361#p214361




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Psycho Strike - New Strategy/Action game

2015-04-29 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Re: police station, I experienced something different. If I get my control character to the end of the level, it seems to free the prisoner. I dont know, maybe my minions did kill everyone behind me.Tip: play the lowest level character you take on a mission, as this allows you to know when to scarper.Being able to send out your minions on independent missions makes having a larger gang make sense. I liberated seven criminals before level 17 and it did make some things better, such as when I lost entire parties to the cops.I often have trouble hearing the SAPI voice over the mayhem and have to read the log after the mission to hear what I missed.Loyalty appears simple: pay em, feed em and youll get 100% loyalty. I had that across the board.

URL: http://forum.audiogames.net/viewtopic.php?pid=214230#p214230




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-03-08 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Re: 712 and 721, heres my case for limiting liberty to some extent. If enough people decide thats the way to progress, the social element, the cooperative element of the game disappears. Your choices affect other people. If, as it seems, Aprones intent was that missions should be a community-building thing that puts the reality in multi-player, then the game was out of balance and may still be. That might mean that those who are lone wolves may have to compromise their style choice for the good of the game. Or, the game could just continue to slowly leak players until you never see anyone else on when you are, players like me who enjoyed the hell out of the communal missions and find the current emphasis on solo glory to be empty.Id still be interested in Aprones take and original vision on this point.

URL: http://forum.audiogames.net/viewtopic.php?pid=207862#p207862




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-03-02 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I originally suggested system-generated missions. My thought is to increase the variety of difficulties, settings and mission lengths that get put up. My very unscientific survey of missions when I was playing more was that you either had people soloing missions or ultra-maxing missions that made them unmanageable for low/mid-level players. Id like to see a wider distribution of mission types happen and while of course anyone can make any mission they like, in practice its just not happened while I was watching at any rate.Aprone, I know youre busy, but Id like to hear how you respond to the notion that everyone should get to play exactly the way they want, rather than working toward a more specific vision for the game. I personally dont like the solo-heavy dynamic that seems to have eaten Swamp in the post 2.9 era. And yes, thats me having a very subjective opinion and no I dont expect everyone to agree
  with it. I would like to hear Aprones response, and as I have done before, I encourage you Aprone to build to your vision. I think Swamp is now trying to be too many things to too many people. A bit more focus will sharpen the play experience and allow more intentional design.

URL: http://forum.audiogames.net/viewtopic.php?pid=207157#p207157




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-03-01 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I would like to take a step back and talk about game design, separated for the moment from the gritty realities of server synching etc.A game can be thought of as a series of decision points. In a game like swamp, there are moments of high decision density, such as when about to be swarmed, and moments of low decision density, such as when configuring skill points.In the ideal design, *every* decision has a noticeable impact on the future play of the game. For example in the game of poker, you can take a bad hand and fold it, or you can bluff to see if you can intimidate the other players sufficiently to win the pot. The first is the low risk, cut-your-losses play. The second is the high risk, increase likelihood of potential reward right now, and add to confusion later play. The game after you make this decision is quite different in the short term, and as you play out the decisions in multiple hands, the game play alters according to how
  you mix fold and bluff responses.Chess might even be a more easily comprehended example. Every move affects the future game play, even if only by, as chess people say, wasting a tempo, which is pretentious git speak for making a move that didnt do anything much.The best games enforce this by having the mechanics of the game support the notion that every decision is significant either immediately, or over the long term.All right, so here we have a game with about a jillion decisions per player. Lets take one example, for those who are objecting to light armor being less protective than heavy armor. I submit to you that this scheme supports multiple styles of playing better than would one where the armors are less distinguishable.Now, in fairness, the difference between 87% protection and 95% protection is actually bigger than you think. To see this, analyze it by flipping the perspective. Comparing 87% to 95%, it does
 nt look all that serious, less than a 10% difference. But in the thick of the swarm, understand that this means a difference between taking 5% damage and 13%% damage, a factor of 2.6. So, If I take ten 30-point hits, its the difference between 15 points of damage and 39.And so be it. The lightly armored player is choosing maneuverability over protection. This supports a style of play that emphasizes staying out of corners, not standing and slugging it out with a swarm and generally choosing ones moment to dash in and get a crate. The heavier option supports a more static, shoot everything style of playing that is less concerned about tactical accumen. For a newer player, or a player just getting to know a new map, this might make sense, since you might not have the good shooting locations memorized, or be able to get to them under pressure.The decision to differentiate armor protection actually supports multiple playi
 ng styles by rewarding players for choosing to play according to their protection.Now, using this lens, lets look at slowing down for being hit. This makes soloing harder, but there is a good alternative to this choice, which is to team up with a gunner to clear the swarm and a speedster to get in once things are a bit cleared out and get the crate. Multiply this pairing for better efficiency. Before this change, there was less support for those who chose to act as a team. Now, there is a mechanics-driven reason to do so, because its more difficult for the same person to be the gunner and the getter at the same time. And there is no prohibition on soloing hairy missions, you just have to adjust your play style a bit.Now, the mechanical support for teaming up is incomplete. As I and MusicMan have both suggested, mission rewards need to be calibrated such that more people on a mission increase the rewards available rather tha
 n simply dividing them up. I also think that the system should generate the missions, not the players, leading to a wide variety of mission types and difficulties, suitable for all players. I have a partial solution for unwanted truck sitting involving using the union of loser.txt files from mission participants, but thats a detail.So Im asking those of you objecting to the changes in 3.5 to consider that you can play the way you have been, up to a point. But, if Aprone is doing his job correctly, every decision has benefit and cost, and it is up to you to discover the balance that suits your needs best. We should complain when he does things where the mechanics do not contribute to the importance of decisions. Otherwise, we should improvise, adapt and overcome.

URL: http://forum.audiogames.net/viewtopic.php?pid=206960#p206960




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-02-28 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Re: 600, if lag is happening, then is the unhappiness with speed modification merely a problem of perception? Isnt the whole game lagged not just the character?

URL: http://forum.audiogames.net/viewtopic.php?pid=206752#p206752




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-02-27 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

So, to judge by informal survey, people are over-all supportive of the changes youve made. Rock on!

URL: http://forum.audiogames.net/viewtopic.php?pid=206524#p206524




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-02-26 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Aprone, you werent soliciting advice, so take this with however much salt you want. I hope Ive earned a place where I might say this to you.You are now in the position I predicted when you first decided, for absolutely sensible reasons, to bring in paid accounts. You have converted players to customers, though of course you have made it possible to extend the term without paying a renewal fee if a player chooses not to play because they have become dissatisfied with the game, something very unusual in subscription services, and kudos to you. You are now forced to weigh the complaints of paying customers against your vision of the game. I do not envy you this predicament.Were I in your position, I would, I think, examine the complaints, especially from those who do not exhibit an entitled attitude and see if on reflection they have merit, if you could find a mean between your solution and what they are asking for. And then, havi
 ng done so, make your choice and go with it, reminding especially the whiners that you are not in fact obligated to please them, and should they choose to take their business elsewhere, sobeit.As someone who has run a small business for twenty-three years, the temptation to attempt to please every customer is strong. It is a chimera that will eat you alive if you give in. Every business, every venture has an audience for which it is correct. Since this game is not feeding your family, you have the luxury of being able to stick to your vision more closely than if Swamp were what kept the wolf at the door at bay.As I said in my previous post, youve given us a hell of a good ride for three and a half years. One reason for that is that you have judiciously accepted input and made changes that did not violate your overarching vision of the game. While for me, that vision and I have parted company to some extent, you do not owe me a damned t
 hing, nor anyone else here on this forum, and I hope you stick true to your desire. Ill certainly be renewing my subscription at such time as I use it up, either on Swamp or on any new endeavor.Dont get too discouraged by people who want things easier than you do. Have you noticed that the whining increases right around this time of year? I think its a cabin fever thing, at least here in the northern hemisphere.Anyway, I just wanted to offer you my encouragement as a small token of my gratitude for years of your time and effort.

URL: http://forum.audiogames.net/viewtopic.php?pid=206454#p206454




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-02-03 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Small responses first.If one were going to increase experience for marksmanship, i.e. not missing shots, how would you deal with burst mode weapons where the second of three or the sixth of ten kills something and the third or seventh misses? Do you count the burst as a single shot and credit continuance of the streak so long as at least one shot hits?Doucherie: this is the Internet. In a world where misogyny mascarades as concern about ethics in journalism and where it is entirely impossible to hold a political discussion without it becoming a proxy fight for twelve-year-old minds (sorry kids, thats probably insulting to most of you) is it a wonder that wankers gotta wank? I think thats less about Swamp than it is about the no-social-conventions world weve fostered on the Net and its associated applications.Now, to Swamp-specific things. I actually really love the idea of system generated missions. In f
 act, Id be really ok if player-generated missions simply disappeared and were replaced by missions that the game generates, distributed over all the mission types, levels of zombies and number of crates for warehouse missions. Heres one way such might work. Rather than having a minimum reputation to join, each would-be participant contributes reputation at the level of their choice. The more total reputation contributed, the higher the total rewards for that mission, modified by difficulty as in the custom settings now. Also, the reward modification is made on the basis of comparing the bet to the total of that players reputation. So, if I bet half my 20k rep, I get a larger share of the reward than someone who bets a quarter of their 100k rep. Of course, I also stand to lose that reputation should I die.This does several things. It allows higher level players to help out newbies more effectively. If I have a mi
 llion rep and choose to bet 100K of that rep, while helping out a newbie who is betting half of her 20k Rep, I increase the overall mission reward quite a bit, but Im only taking 0.1/(0.1+0.5) = 1/6 of the reward, leaving 5/6 for the newbie. Since the amount of increase is based on the mission difficulty, a 10-crate 40 znormal zombies large warehouse mission can only be puffed up by so much. You could in fact give a maximum reputation you can bet rather than a minimum to reduce the potential for abuse here.Since rep goes up with the number of players, it will make teaming more attractive. If a player appears on the loser file of people already joined up, they may not join in that mission. This gives some pause to truck sitters.With the system generating the missions, there should be a good mix of mission levels to reward the hard core and the casual player.Hoarding: is it even legal to have two characters from the same account on
  at once? Should it be?

URL: http://forum.audiogames.net/viewtopic.php?pid=203543#p203543




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-01-08 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I agree about being able to see how much a mission configuration is worth before posting it.I also wanted to take a moment to give lots of praises to bee_songkran. Bee, you have been a wonderful example of how to be a good supporter of Aprones efforts for three years. Ive never known you to be rude, overly demanding or anything but excited, even when pointing out things that need changed. You have also been a wonderful ambassador for Swamp in your own community. I havent had the chance to work with you much in the game, but you truly make the Swamp community better for being there. The rest of us could stand to learn from your example from time to time.

URL: http://forum.audiogames.net/viewtopic.php?pid=200207#p200207




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2015-01-01 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Theres a growing conviction among some players that there will be a reset in the near future due to the aforementioned CMM and CTF mission bugs. Aprone, can you shed any light on whether this will in fact happen? As someone whos not cheating and advancing slowly but enjoyably, Id hate to lose all my work, and if its coming, Ill just wait until it happens and start again, rather than wasting a lot of time.

URL: http://forum.audiogames.net/viewtopic.php?pid=199308#p199308




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2014-12-31 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Ive noticed a weird phenomenon while wielding the machete in warehouse missions. When I am near, but not that near, a wall and am attacked, I get the hitting wall sound when I swing at a target, no matter which way Im facing. Changing weapons clears the problem. This has killed me three or more times, almost including a time on map 1 when I was out in the open. Is there something odd about the machete?

URL: http://forum.audiogames.net/viewtopic.php?pid=199247#p199247




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2014-12-25 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Some thoughts:It looks like armor hasnt changed much in this update, which makes it hard to justify spending points on the skill at low level, since I get far better bang for my buck in spending on offensive skills. Is there any plan to implement the suggestion to move to a single armor skill rather than six different ones?Can you give some insight as to how crates, zombies and type affect rep to join, experience and reputation for missions? There is currently a mission posted for 200 crates, 180 zombies and deathbringers for a strip mall mission. I think it requires 200k rep to join, for which you divide 4.24m rep and several hundred thousand xp, or maybe its the other way around, but its very different. Care to share how the calculations work?Thank you for including the configurable missions by the way, Im very excited at the variety of play it allows nad that missions can now be more useful for low level playe
 rs as well as having a much higher top end for high level ones.

URL: http://forum.audiogames.net/viewtopic.php?pid=198540#p198540




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie FPS by Aprone

2014-12-25 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

It would be nice at least for the mission creator to get a message about how much the rewards will be before posting the mission.

URL: http://forum.audiogames.net/viewtopic.php?pid=198543#p198543




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-12-04 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Whats this about radar modes. I apparently missed something in the change log.

URL: http://forum.audiogames.net/viewtopic.php?pid=196511#p196511




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Space exploration Browser game, Astro Galaxy

2014-11-14 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Space exploration Browser game, Astro Galaxy

Ah, the lovely navigation room. I have two ships, one off collecting methane from a station i set up during the tutorial and the other heavier ship off to investigate a signal out in deep space. Ive also joined a corporation. Feel free to send a friend request to themadviolinist over there.

URL: http://forum.audiogames.net/viewtopic.php?pid=194813#p194813




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Space exploration Browser game, Astro Galaxy

2014-11-13 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Space exploration Browser game, Astro Galaxy

Re: 16, do you have sufficient vision to see the star map for interstellar plotting and following signals as in step 20 where I am currently stuck? I am experimenting, having noticed the URLs on the navigation room page all contain strings that include star event and sig followed by what must be a unique identifier for that class. Im thinking that the sig strings are referring to signals, so Im plotting a course to the nearest of these, hoping that I am right about its identity as the one were supposed to go find.

URL: http://forum.audiogames.net/viewtopic.php?pid=194734#p194734




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Space exploration Browser game, Astro Galaxy

2014-11-13 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Space exploration Browser game, Astro Galaxy

Thats true, but the sig string was my ticket. I chose the one closest to my location, investigated it and am now a full star captain. And yes, the rewards are quite nice. Now I just have to figure out what in hell Im going to do with all this liberty.

URL: http://forum.audiogames.net/viewtopic.php?pid=194752#p194752




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Space exploration Browser game, Astro Galaxy

2014-11-12 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Space exploration Browser game, Astro Galaxy

The dev has confirmed that this fix will drop soon, possibly tomorrow.

URL: http://forum.audiogames.net/viewtopic.php?pid=194625#p194625




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Space exploration Browser game, Astro Galaxy

2014-11-10 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Space exploration Browser game, Astro Galaxy

One tip: use the tablet/mobile format page, it makes finding your desired commands quite easy.Now Im stuck on step 18 of the space Exploration academy tutorial. In step, I am to choose a star and plot my first interstellar jump. I went to navigation and found a handy little table of all the stars I can see from Earth on my nav computer and clicked on Alpha Centauri, my desired destination, then I plotted a course and hit engage. The 4 hours it took for my nav computer to compute the worm hole trajectory has passed. I have a jump command available, but the SEA task says that plotting the course is sufficient to advance, yet Im not getting credit for the task. Dark, have you gotten past this and what did you have to do?

URL: http://forum.audiogames.net/viewtopic.php?pid=194455#p194455




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Space exploration Browser game, Astro Galaxy

2014-11-10 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Space exploration Browser game, Astro Galaxy

Mostly right. Its not the jump, which is instantaneous, but the preparations. I can see further down the line that if I were managing multiple ships/stations, this would be less of an issue.

URL: http://forum.audiogames.net/viewtopic.php?pid=194539#p194539




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-11-02 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

That was a lot of fun. It was nice to see the place rocking as in times of old.

URL: http://forum.audiogames.net/viewtopic.php?pid=193707#p193707




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-09-29 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

The favorite weapons bug is still around; I died yesterday because I was unable to switch to the favorite weapon in my first favorite slot, which was the machete.

URL: http://forum.audiogames.net/viewtopic.php?pid=190734#p190734




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-06-11 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Yes, the lack of lots of people for group missions is one of HCs biggest drawbacks.URL: http://forum.audiogames.net/viewtopic.php?pid=176651#p176651

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-06-06 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Some of us had a thought today. it was a red letter event I assure you.Would it be possible to change the kick command so that the mission loses any crates the kickee picked up, as if s/he were never there? This would solve the problem of somebody picking up 20 crates, then getting kicked by the mission leader to up the rewards.URL: http://forum.audiogames.net/viewtopic.php?pid=176184#p176184

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: BGT Important Update

2014-06-01 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: BGT Important Update

I Share Kais regret for the necessity of this decision. I also purchased the $30 license, and intended to upgrade as necessary, though my development efforts are well behind schedule, a result of too many cool ideas and too much life interfering. *smile* Have you considered putting up a donation link?URL: http://forum.audiogames.net/viewtopic.php?pid=175692#p175692

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-05-28 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

I originally liked the concept of HC, but with extended play, even in a clan where I am pretty low level, and now especially that forts are popcorn to be munched, the concept of some larger scheme of cooperative play feels like it might make things more interesting. So, heres a blue sky thought that may or may not be manageable.Forts provide access to items donated by other players. Theres a finite supply of items, since donation is the only way that forts get stocked. Or, perhaps items appear in forts according to their food status. Keep the forts food supply up, and it will be more stocked.Every so often, a fort is attacked by raiders, the number to be determined perhaps as a function of the number of HC players on the game. HC players will have a finite amount of time to get to an SZ and join the mission to defend the fort. Experience is doled out on the basis of the number of raider attackers and survivors.
 sp; If the mission fails, the fort is taken over and reverts to the siege mission to take it back, with the difference that we are not limited by clans, which were a nice idea, but which I think have been more problems than they were supposed to be.On a different topic, Aprone, I posted some questions in the SCS thread, waking it from long dormancy. If you have a minute or three, could you take a look? Thanks.URL: http://forum.audiogames.net/viewtopic.php?pid=175417#p175417

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-05-27 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

One thing I miss in HC is the abundance of missions available in the normal world. It would be nice to allow normal and HC players to cooperate on missions, awarding food instead of rep at some fixed exchange rate for an HC survivor.It would also be nice to have an easy way to see what HC characters are on line at any given moment.URL: http://forum.audiogames.net/viewtopic.php?pid=175258#p175258

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-05-27 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Thats true for warehouse missions, but not for LMS, sniper and defender missions where equipment is given at the beginning of the mission.Maybe Im just not on at the right time, but Im not seeing a lot of HC missions going up.URL: http://forum.audiogames.net/viewtopic.php?pid=175284#p175284

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp Campaign Scripting (SCS)

2014-05-27 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp Campaign Scripting (SCS)

Hmmm, threadcromancy going on here, but I thought this was the place to talk about scripting. I have some questions.How smart are allies? Will they pick up loot if they come across it? Will they navigate around obstacles to follow a go command, for example if I spawned allies in the sewers would they be able to find their way out into map multi2? Will they use any of the t-key options for weapons, such as automatic fire or a silencer/suppressor if they have one? Will they wear armor?I believe there is a chatcontains or similar event type where radio messages are scanned for text strings. It seems to me that it would be possible to construct events that would allow the player to issue more complex orders to allies through this event, even naming specific characters, though I think youd have to use either nested chatcontains events or an and structure. Does SCS contain a logical and structure? Is it possible to do w
 hat Im thinking about?Do zombies react as they do in the multi-player game to footsteps, gunshots, etc, or is it necessary to specifically script this behavior with lure commands? Will zombies navigate around obstacles if they have a specific destination, for instance if I spawn a bunch in the sewers and tell them to head for the hospital, will they be able to find their way out onto map multi2?Is it possible to give players and allies any skills other than assigning speed to allies? I know that allies have values that affect their aim, their aggression and their sensitivity to danger. Is it possible to increase a players speed value, or give the player weapons or armor skills?URL: http://forum.audiogames.net/viewtopic.php?pid=175288#p175288

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-05-18 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Some other suggestions:Could you add commands /entrance, /exit and /death to allow players to configure a string that is broadcast to all players when the player joins the game, leaves the game or dies in a welter of bloody futility? These would be optional, but I always enjoyed these sorts of messages on a mud.Would it be possible to give HC players the ability to check food levels on forts they control without having to go to the fort itself? It seems like theres a lot more fort turnover with the changed method for attacking the forts; it would be nice to have an easier way to track fort status.URL: http://audiogamesforum.captivatingsound.com/viewtopic.php?pid=174810#p174810

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-05-14 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

For siege missions, would it be possible to tie the food loss to death or success, so that if people were breaking up the fights into manageable chunks, they would not be benefitting, since the food loss wouldnt actually happen?URL: http://audiogamesforum.captivatingsound.com/viewtopic.php?pid=174676#p174676

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Swamp, zombie fps by Aprone

2014-05-14 Thread AudioGames . net ForumNew releases room : themadviolinist via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

For siege missions, would it be possible to tie the food loss to death or success, so that if people were breaking up the fights into manageable chunks, they would not be benefitting, since the food loss wouldnt actually happen?Re: skill to modify speed loss, I agree that it would lessen the effect of armor choice and withdraw the suggestion. Good catch.URL: http://audiogamesforum.captivatingsound.com/viewtopic.php?pid=174676#p174676

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector