Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-08 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Yes, I think thats what Aprone is saying. If you have an HC character already, you need to get it to level 150, and there you go. It doesnt matter when that HC character was made originally. At least, thats my understanding.URL: http://forum.audiogames.net/viewtopic.php?pid=174465#p174465

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-08 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I was wondering that as well. If you *absolutely have* to leave a group mission, I can understand, but if you are soloing a mission, Id not consider it cheating to close it. Yes, it will be nearly impossible to differentiate between a phone call or, on a long solo mission, loss of interest or something, and just bailing because you dont want to die. Still, my connection is currently so bad that I cant stay on for more than half an hour or so, meaning that I could never mission. I dont know if there even is a good answer here, and I think well have even more difficulties as people disagree over what is and isnt cheating. Well, let the discussions commence.URL: http://forum.audiogames.net/viewtopic.php?pid=174543#p174543

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-07 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Exactly, and thats what I was talking about when I said I agreed with you, just so were all on the same page. The armor categories are great, since, as you said, users can pick protection or speed. Updating each type with its own skills, though, does seem to complicate things now that you point it out.URL: http://forum.audiogames.net/viewtopic.php?pid=174385#p174385

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Okay, an HC suggestion then. Food is the currency, from attacking/defending forts, to going on missions. Why not eliminate the need to have food to move? Food is still vital, but this way players dont need to worry about getting stuck. I dont play HC much, so this might not work well, but it seems the most obvious solution to me.URL: http://forum.audiogames.net/viewtopic.php?pid=174241#p174241

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

You know, a single armor boost skill makes a lot of sense now. Since each piece of armor covers a different percentage, and since some armor provides what used to be skills instead of protection, just upping what you have by 0.45*points seems an easy solution. This is particularly true since we currently have no complete set of armor except, I think, low.Cinnamon also makes good points. I think the ultimate goal of any game like this is to get so good you can do the advanced stuff with little trouble, and the challenge of the game diminishes. Titles let you start over and do it all again, so you can gain better weapons. Im still not a fan of HC mode, and I do think titles should be attainable by some other means, but overall the system makes sense. Id rather have those who have played for a long time get bored until the next map or mission comes along, than have new players give up because their hard-won armor does nothing and they cant get ahead.UR
 L: http://forum.audiogames.net/viewtopic.php?pid=174292#p174292

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I wouldnt differentiate, thats the point. Say a piece of low armor gives 25% protection, and a piece of high gives 45%. If you add ten points to this new armor skill, thats 4.5%. Your low armor now protects 29.5%, your high protects 49.9%. This would open up more skills to you, it would lessen the need to have all armor of one type or another, and it would make things a lot easier to manage.URL: http://forum.audiogames.net/viewtopic.php?pid=174313#p174313

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-05 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

[[wow]], thanks Aprone! Ill get to updating the Readme as soon as I can… Itll take a bit though. As Ive said before, I agree that titles should be attainable either with less time spent in HC mode, or none. That said, the increased loot drop rate may help, but you still need a clan and a well-stocked fort to do much and those are hard to come by.URL: http://forum.audiogames.net/viewtopic.php?pid=174136#p174136
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-05 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I just want to toss this out there: as a level 128, I can now take out most zombies in 3 shots with the Ster, six for the big ones. This is much closer to how things used to be, and I can put more points into speed and armor and not upgrade weapons at all. Ill have to upgrade them eventually, but at least that day has been pushed back for me, thankfully. I now enjoy 91% protection, though that eats up almost 100 points. Still, I know I could play with other configurations, and anything I do will result in an improvement over the situation in 3.2. Changing zombie scaling, then, has made a difference to me, and I think it might go a long way toward solving many problems once people get used to it and see how far back they can cut their weapon skills.I agree that speed for new players should increase a bit, but remember that we dont want to make it so easy that they have less to look forward to when leveling. I think the best idea is to offer two upgrade points for
  every skill point, that way you can speed up faster and really feel like leveling has value.Trading is okay for now, though I do feel the level requirement should be lowered a bit. Opening it to *everyone* might not work out so well, and eliminating purchasing items seems like a downward spiral. If we rely on each other for everything, then we need to loot everything for ourselves and/or others. If youve ever tried to prepare for a high level mission by looting, you know it takes *forever* to get the necessary supplies. It seems to me that only letting loot supply the in-game economy would stagnate everything pretty fast. As to trading being limited after you die, that wont help since people will just hang out for the half hour, or day, or whatever the limit is, then start gathering items from overly nice players.Quick bug report: if you go to a custom map and choose to be fully armed, you dont get the new title-based weapons. Also, the AA12 reload s
 ound plays the new shotgun reload sound. Finally, i get no sound, only a spoken notification, when a friend logs on or off, and my debug log shows an error for at least the online sound.URL: http://forum.audiogames.net/viewtopic.php?pid=174201#p174201

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-05-05 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

In my last post I said the zombies were a lot easier now, and it was amazing. I stand by that, but I should have specified that Im on map1. My internet, through my VM, is constantly disconnecting me; if Im going to log in at a random spot on any map, Map1 seems the safest.URL: http://forum.audiogames.net/viewtopic.php?pid=174211#p174211

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Oh no, more cryptic hints!  Cae, if you want me to make a Readme for that, and/or incorporate one into the Swamp readme, let me know.URL: http://forum.audiogames.net/viewtopic.php?pid=173654#p173654

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-25 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Thanks for the update. I meant to ask you something: a while back you said that a chunk of the Swamp world is missing, though I dont recall where that was. Might this be an opportunity for another multi map? If so, would you be interested in having people submit maps for consideration? What type of area would it be, or does it not matter?URL: http://forum.audiogames.net/viewtopic.php?pid=173225#p173225

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-21 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

No, I was just on for half an hour or so.URL: http://forum.audiogames.net/viewtopic.php?pid=172789#p172789

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-21 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Indeed, fuel seems nearly impossible to come by. One person told me Map4 has more, while another said Map2. Still, Ive found only six cans since 3.2, and Im on every other day or so. I mostly stick to map1 since my VM is still misbehaving, but still, I should have found more that six by now.URL: http://forum.audiogames.net/viewtopic.php?pid=172848#p172848

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-21 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Im doing better there, but I had to put 97 points into high armor, and 30 into speed, to get to 91% protection so I can finally not take tons of damage. The down side, of course, is that I cant upgrade any weapons, as Im only level 128. Still, the AA12 is insanely powerful even at this level, as is the AK, so its not as bad as I expected.URL: http://forum.audiogames.net/viewtopic.php?pid=172853#p172853

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-20 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Sorry if this has come up before, but theres a rather large absence in Swamp with all the changes. There is no way to have most or all of most armor. You can have all low, I believe, but thats it. If you put your points into high armor since it takes less points to protect you, you cant put on as much as you could medium or low. I dont know if this is intentional, but if it isnt, is there any way we could get complete sets of armor for every protection level?URL: http://forum.audiogames.net/viewtopic.php?pid=172717#p172717

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-19 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I agree that twelve hours is crazy fast. As you stated, level 50, and the other levels, are goals, not something to hit before you can really start playing. However, I feel like the items you can already get make it worth it; at level 8, you can find the longbow, and at level 20 you can get to sub2 for some really good armor. What needs to happen is an adjustment to the skills/armor, as weve been talking about, and perhaps an increase in low-level mission rewards, or a scaling back of said missions difficulty.URL: http://forum.audiogames.net/viewtopic.php?pid=172579#p172579

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-17 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

You need to set a starting location. Without that, youll usually end up stuck. I dont remember the command to do that, but it is in the Map Editor help.URL: http://forum.audiogames.net/viewtopic.php?pid=172353#p172353

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-15 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

You now require a Gamer Account. Please see the Swamp Readme.html file in the Swamp 3.2 folder for details. Specifically, near the top is a section explaining what happened in 3.2 and above. You can also go to www.kaldobsky.com/audiogames for more information.URL: http://forum.audiogames.net/viewtopic.php?pid=172130#p172130

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-14 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Ive never found burst mode to be very effective, but then I dont often use assault rifles save the AK47. Once you get used to that speed of movement, you wont be happy without it. It drives me crazy when I am using a different character that cant go that fast, or re-assign points away from speed. Not so much for running away from zombies, though that is nice, I just like to be able to get where I want to go that quickly.URL: http://forum.audiogames.net/viewtopic.php?pid=172047#p172047

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-13 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I look forward to what you come up with, Aprone. To be clear, I agree that skills for sneak, illusive, health, and possibly weapon speed/capacity should be included, as it offers an incentive to keep leveling if you can move faster or hold extra rounds in one magazine. It is only the zombie strength and how that relates to armor, levels, and weapon power with skill points that needs to be looked at.URL: http://forum.audiogames.net/viewtopic.php?pid=171968#p171968

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-13 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I never found client syncing better or worse in any version, but thats just me.Burst mode has always been less powerful. The idea is that a burst is going to possibly miss, because of the recoil of three shots, a supposition I have never quite agreed with, but there it is. I never really use burst mode because its pointless. You have to aim the same, but you have to use, say, six or nine shots to do what two to four could accomplish. That said, if anything is going to be examined and re-balanced, Id put skills/zombie scaling at the top of the list. URL: http://forum.audiogames.net/viewtopic.php?pid=171994#p171994

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-13 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

What would happen would be the 2.8 and earlier days. You could use any weapon you wanted, deciding based on the amount of zombies, weapon power, shots available, and noise of a shot. No considerations for how many points are in a weapon, no limitations since non-upgraded weapons would take many more shots to do the job, nothing. The only downside is that you couldnt upgrade a weapon to always kill with one shot like you can now. Yes, good players would stay alive a lot longer, since zombies would hit a level 1 as hard as a level 1,000. As has been said though, dodging, zombie speed, and bloody clothes can offset this, making the game harder but not affecting your overall options.URL: http://forum.audiogames.net/viewtopic.php?pid=172003#p172003

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-13 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

As I said, you modify other parts of the game. Make zombies dodge more, move faster, hear better, and so on as you level. The problem now is that you get forced to use one weapon, and if you dont put enough in it or you find it is too unwieldy, too bad. Plus, as you said, you need to put so much into armor just to make said armor start protecting you that new players have a hard time surviving and high-level players have to constantly play catch-up as zombies scale up along with the players.As to getting bored, I would say that being able to take out anything in one or two hits is just as likely to bore players. I dont know what the ideal solution is, though.URL: http://forum.audiogames.net/viewtopic.php?pid=172012#p172012

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-12 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Ive heard a lot of people being shocked at how hard even a level 10 mission is. It seems to me that yes, new players will be overwhelmed and discouraged. Also, yes, zombies hit a lot harder than they used to. Im still not sure if thats good or not, but I tend to think its not. As you said, it seems like the time you can actually learn the game has decreased, since you will die so much more easily now, even on the main maps. When you find armor, it does little to protect you, which is also discouraging considering how much it slows you down while offering so little protection. I dont know, maybe its just something else to get used to, but the AI for low-level missions seems way harder than it should be, and the armor really doesnt help as much as it should.URL: http://forum.audiogames.net/viewtopic.php?pid=171897#p171897

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-12 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Heres the problem I see with usage-based weapon skills. Assuming they degrade when you dont use a weapon, then you are still trapped. you have to use a weapon long enough to get good with it, and then all the others are much less useful, leaving you with the same problem we have right now. Or, if skills dont degrade, then you just spend time getting good with each weapon, and youre suddenly able to use all of them. In the latter case, why not just scrap the zombie scaling idea altogether and go back to how Swamp used to be, since that is essentially what would happen anyway? In either case, we have the same system that exists right now, just with different names and mechanics, or we have the old system back. Cut out the middle man, or middle system I suppose, and were right back to the main point of debate. I may be missing a key point about all this, but thats how I see it working.URL: http://forum.audiogames.net/viewtopic.php?pid=171908#p171908

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-12 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Well said, Musicman, and thats exactly what Ive been saying. All zombie scaling and skill points do is restrict the player to, at best, one weapon per day. You cant even do two weapons now, since you need crazy amounts of points in armor to do any good and not die after a few hits. As you said, there are other ways the game can get harder, and they dont involve limiting which of Swamps great weapons we can use.URL: http://forum.audiogames.net/viewtopic.php?pid=171940#p171940

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-11 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

The idea behind the board isnt really to cut down chatter so much. Mostly, its to stop players from needing to repeat themselves all the time, or continually explain that the AK is now sold, and so on. I dont really mind the chatter either, and it has died down a lot now that we are used to the new system. The board idea is mostly for convenience - if you want to see what I have available, check my board. Sure, people will still ask if anyone has this or that, but some people offer trades pretty regularly (myself, Buzz, and Musicman come to mind) so people will know to check the boards of players who do a lot of trading first. It will remove some chatter, I think, but mostly it will save a lot of redundant typing.URL: http://forum.audiogames.net/viewtopic.php?pid=171838#p171838

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-11 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

[[wow]], were over twelve thousand posts! Does anyone know if this is the largest topic on the website?URL: http://forum.audiogames.net/viewtopic.php?pid=171839#p171839

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-11 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

In SCS, just level the player way, way up. Once you do that, all zombies added will have that level applied to them. If you want to, you can level the player back down after the zombies are added; they will keep their strength. In other words, zombie strength is set based on the level of the player at the moment the command to add zombies is given, and they keep that strength no matter what you do to the players level afterword.URL: http://forum.audiogames.net/viewtopic.php?pid=171858#p171858

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-10 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I really like the idea of achievements/badges. As you said, there are tons of possibilities, from consecutive hits to kill streak to missions to items collected and more.I had a thought, to possibly cut down on trading chatter a bit and to make it easier to see who is offering what without asking all the time. You find an item in the inventory and press enter on it. This will, after you confirm the action, place the item on a sort of virtual post board. Then, other players can query that with /items [username], or some other command.So, I open my inventory and put the Vulcan up on my board. You then type /items cosby, and hear Cosby is offering a Vulcan Minigun. No trade suggestions or anything, just an easy way to let everyone know which items you have for sale/trade/gifting. Then players can contact you however they wish to hammer out the details, but theres no need to keep saying what you have and what you no longer have. Of course, once an item 
 is given away it is removed from your board, and you can manually remove items by going back to the inventory.URL: http://forum.audiogames.net/viewtopic.php?pid=171741#p171741

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-10 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Yeah, Id try for them as well, partly for the armor but mostly because it would be a fresh challenge.I shy away from a store like that because, often, the trade depends on the player. If I know someone recently died, for instance, or if weve had good dealings in the past, Ill take less or nothing from them. If someone is new, or I know they are just trying to get free stuff, Ill ask for more. Trading is, for me, a pretty case-by-case thing. Thats why I suggested a way to let people see what I have for sale/gifting, then they can hit me up if they want an item and we can negotiate from there.I want to mention again the idea of an inventory with categories. The response on the forum hasnt been much, but I asked people about it on Swamp today and was greeted with a chorus of yes, thatd be awesome, so it seems to have some support behind it. In case youre just joining us, this would give the inventory list five 
 items only: weapons, ammo, accessories, armor, and special items. Within each one would be all the items in that category. So, instead of wading through a bunch of items to try to find your kevlar vest, only to realize you went past it, youd just open your inventory, arrow to armor, right arrow or enter, and *only* armor is shown.On a similar note, someone suggested implementing first-letter navigation, which seems like a good idea as well.URL: http://forum.audiogames.net/viewtopic.php?pid=171759#p171759

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-09 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I dont think trading should be limited in quite that way. If Im a level 9 and a friend is level 7, and I want to give him a Glock 17, I shouldnt since he cant get to map2. However, if I want to give him some ammo to help him out in a mission or because he just died, I should be able to. In other words, limit the trade of items by the level requirements of the maps on which items are found, but dont limit *all* trading to certain groups. I think that would just break the community into smaller pieces, and cause people to level less often. After all, once you hit, say, level 40, you suddenly cant trade with anyone below that, which is a lot of people. Trading is currently limited to level 80, so imagine if levels 80-89 could trade with each other and no one else; levels 90-109 with each other, and no one else; and so forth. Now, instead of shooting for level 80 so they can trade, people will have to shoot for, then be careful to stay in, whichever
  group most of their friends belong to, and any friends outside of that arbitrary group suddenly cant trade with them anymore. I dont see this as being positive.Defender, I didnt quite follow how ranking would work for missions, could you explain that bit again? Overall, I have no problem with the level system to explain the map limitations on players, but I can see how a simple ranking system would make it easier. As you said, though, requirements would have to be changed around a bit.Titles make sense the way they are, its just that HC mode isnt something I am willing to put up with just to get a title (see below). If HC mode were modified, or titles were attainable in normal mode (again, perhaps with a very high level or kill streak), Id do it.Chowie, I think Defender is saying that the minimum for switching to HC should be lowered to 80 again. That level would not require you to switch, just give you the option. Also, I ag
 ree with you about HC mode; few players are present, making missions difficult, and food being constantly necessary is annoying, especially if you die. You spend much of your time finding food and praying you find a decent weapon. Yes, normal players spend a lot of time looting as well, but the difference is that they choose to, they dont have to just to keep playing. They can also mission much more readily, since they can get larger teams together. Plus, larger teams are less important to them, since they usually have better armor and weapons. Im not trying to turn HC mode into normal mode, but I just think the system should be harder in more challenging, less tedious ways.URL: http://forum.audiogames.net/viewtopic.php?pid=171633#p171633

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-08 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

SLJ, the same thing happens. We have, lets see… up to nine devices connected, usually not that many, but still, at least five. Thanks for the suggestion though.As to trading, I can see your guys point about it being another thing to shoot for. I dont like that it is so high, but lets face it, the only thing you have to look forward to in leveling now is the strength of zombies moving up, forcing you to spend that shiny new skill point in your single weapon just to keep up. I still think more weapons should be added, but limited to certain levels, and that a much better system needs to be developed so leveling doesnt lock you into one or two weapons.URL: http://forum.audiogames.net/viewtopic.php?pid=171532#p171532
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-08 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

So, you can not go HC at level 80 anymore? I know you have to wait until 150 to get a title, but I thought you could go HC at 80 if you wanted to. Did I misunderstand? If so, Ill change the Readme.URL: http://forum.audiogames.net/viewtopic.php?pid=171546#p171546

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-08 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Yes, thats true. I found it to be more tedious than hard, though; my axe did well enough, but it took a long time running around to find anything at all. Thats why I suggested a secondary way of earning titles. While I have no metrics, the chatter I hear on Swamp seems to suggest that HC is not very popular, at least among English speakers. I see a few HC players, but when the topic comes up, many either dont like it or tried it and gave up. Again, this is a small sample size and anecdotal, but it is what Ive seen.URL: http://forum.audiogames.net/viewtopic.php?pid=171553#p171553

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-07 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

SLJ, thats the setting I have. VoiceOver reports that I am using item 4 in the table, called auto detect. The text after the table says The virtual machine appears as an additional computer on the same physical network connection as your Mac. Per Sauls suggestion, I also set the network adapter to bridge rather than NAT. I cant find anyone on Google who has this particular problem. Under Bootcamp, this never happened, and my networking hardware has not changed, so it is almost certainly something in VMWare.URL: http://forum.audiogames.net/viewtopic.php?pid=171457#p171457

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-07 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I agree that low-level players should work for, and therefore learn from working for, their gear. But level 80 seems very high, especially during missions. I can get to level 80 relatively easily now, but it takes a long time, and I can only go as fast as I can because Ive gotten two characters to level 125 or so already. Plus, with the new mission rewards, it will be harder than ever and therefore take even longer.URL: http://forum.audiogames.net/viewtopic.php?pid=171461#p171461

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-07 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I wouldnt want to see this broken into groups like that. The person who said that trading is a goal made a good point, though I still feel the minimum should be lower than 80. Relative caps also sound good, so that you are never able to receive an item you couldnt go out and find yourself.URL: http://forum.audiogames.net/viewtopic.php?pid=171488#p171488

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-07 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Suggestion: categories in the inventory… please. Now that most of us are accessing our inventories more and trying to find specific items, were seeing just how big these lists can get. It would really help to have an inventory menu with five items: weapons, ammo, accessories, armor, special items. Then you could very easily locate items without scrolling through dozens of entries.Alternatively, or in addition, can we have a way to just type an items name instead of selecting it from a list?Finally, an idea for the armor menu. Can it have a couple items at the very bottom? One would be a repeat of the average protection message you get with X. The other would be a more detailed breakdown, with minimum and maximum protections for each body part, based on your skill points and what armor is equipped. You could then change armor and see just what coverage it will provide.URL: http://forum.audiogames.net/viewtopic.php?pid=171496#p171496
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-07 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

So, one bug I think might have been overlooked: only zombie sounds play when a scope is on. It used to be that you could scan for loot or crates with a scope, which really helped. Then, I think in 2.8, the functionality broke and it hasnt come back. Are there plans to try to fix this, or is it intentional? It isnt a huge deal, but with all the new features and debates over changes, I thought Id add a reminder in there about this longstanding issue. Oh, and thanks, Aprone, for fixing the text of that one quest message! URL: http://forum.audiogames.net/viewtopic.php?pid=171508#p171508

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I think the level should be lowered, perhaps 65. I disagree with limiting trades, as that really takes away the point. Plus, when you give a weapon and some ammo, thats two things already, so then if the person who got those two things gets a weapon later, thats it, no more incoming trades for them for the rest of the day? Why? Besides, people wont know who can still accept trades or not, so it wouldnt cut down chatter at all.URL: http://forum.audiogames.net/viewtopic.php?pid=171381#p171381

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I like it, but Id have a minimum of level 15. That way, you cant just tag along on missions and get to level 10 or 12, and try to get people to hand you everything. So, by level 15 you can receive map1, map2, and sub1 items, and then it goes on from there as you described. This way, mission teams could exchange items if necessary, like ammo, even at lower levels.URL: http://forum.audiogames.net/viewtopic.php?pid=171385#p171385

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I agree that trading seems to add a new dimension of community. I had some extra gear, so I offered it up. Some I gave away, some I used to get things I was missing. In either case, it was a great way to help other people out and to use stuff that would otherwise go to waste. Thank you, Aprone, for introducing this feature. Now we just need to fine-tune it, but even as it stands now, its a great system.URL: http://forum.audiogames.net/viewtopic.php?pid=171388#p171388

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

So, how do people deal with the shootout zones on m5? I have mostly high armor, but I still take up to 50% damage with one hit. Does equipping the shield help? Are there any other tricks I can try?Also, if anyone has any ideas on why my VM internet connection is dropping, Id appreciate them. Saul has offered some suggestions, but they dont seem to be working. Most recently, I lost my connection and, somehow, was in the middle of a shootout zone when I logged back in. Between that, the zombies, and not knowing the map… Well, Swamp hasnt made my pulse go that fast in a long, long time.  Of course, an unstable connection also means I cant mission, or be sure that items I find will remain in my inventory. Swamp seems to save my state every minute or something, not constantly, so I never know what Ill log back into and what new items I will still have. Its an adventure, but one Id just as soon do without.URL: http://forum.audiogames.net/viewtopic.php?pid=171393#p171393
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Sorry if this has been posted, but theres an odd bug with Defender missions. When you di, as you always will, you are kicked off the game. In LMS or Sniper missions, you are simply returned to the Safe Zone from where you started, and Defenders should do this, too. As it stands, there is no way to tell how much reward a Defender mission gave you without remembering your pre-mission numbers, and I always forget to do that. Thanks.URL: http://forum.audiogames.net/viewtopic.php?pid=171400#p171400

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-06 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I wish. What if they space it out, and lie about it, making it sound like they lost this or that? Over a few days, they could easily get *everything*...URL: http://forum.audiogames.net/viewtopic.php?pid=171403#p171403

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-05 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Ive been trying to play Swamp for a couple days, in a VM. It works, but I keep getting a connection interrupted after ten or twenty minutes. When I look, Windows says it is online. Is anyone else seeing this, or is it on my end? Any ideas are greatly appreciated, as I cant really mission until I get this fixed. Thanks.URL: http://forum.audiogames.net/viewtopic.php?pid=171312#p171312

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-04 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

That is the link. There is no patch for 3.2, you simply download the new zip file and unzip it over your current version. If you have custom sounds, be sure to back them up as this process will overwrite them.URL: http://forum.audiogames.net/viewtopic.php?pid=171224#p171224

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-04 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Id just like to say this. Today I logged in as my level 7 character, and had so much fun! I only have a few weapons, ad Im trying to loot most everything instead of buy it, but despite my lack of special weapons, it was great. Why? I could pick the weapon I wanted to use - a shotgun, AR15, pistol, whatever, and they all worked. Of course, some took more shots than others, some were louder, and so on, but the disconnect wasnt there. As my level 127, I could never do that - Id spend tons of rounds on a single zombie when using a weapon I didnt upgrade, and only a few using a weapon I did. As Ive said before, this takes a lot of the fun out of running around maps; my level 7 character can be more enjoyable to play because I can use any weapon I want and not worry about anything other than the particular strengths of that weapon. No points, just the volume and range, as it used to be.I like the idea of a magazine extension skill, and I agree 
 that it isnt for all weapons. Id also like to see reload speed increases for weapons as skill categories, like the Vulcan used to have.A protection mission is an interesting idea. I just worry about those who will hang out in the truck or not try very hard, because they know all they have to do is stay alive. Some will use it as a learning opportunity, but some will just not do much and claim they are nervous, or some other excuse. That said, some way to offer an advanced quest would be a lot of fun for low-level players and should probably be looked into more. I havent tried a mission under 3.2 yet, but from what I hear, no one without good armor and weapons will have much chance.I still think unlimited resets are the best way. Yes, you should definitely be able to be attacked while resetting things, theres no question there. Therefore, it should be a command you can issue anywhere, not just at the Safe Zone.Now, a small bug. I was fortu
 nate enough to find a sheep today. I used it, and I really love both the idea of the sheep and the global armor menu. I noticed, though, that nothing plays while you are in the water. For a while, I thought the game had frozen, or that I was stuck somehow. Just something to consider.URL: http://forum.audiogames.net/viewtopic.php?pid=171253#p171253

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-04 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

How odd. I had that happen about two hours ago, but I figured my VM was acting up. What happened to me was: I got the password prompt, but was kicked back to the Main menu as soon as I typed any letter. No errors or anything, just the same thing that would have happened had I pressed escape.URL: http://forum.audiogames.net/viewtopic.php?pid=171257#p171257

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-04 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

[[wow]], okay… Let me update the Readme with these changes. Thanks for doing all this, especially the 24-hour resets and player trading!URL: http://forum.audiogames.net/viewtopic.php?pid=171262#p171262
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-04 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Almost done, but I have one question. If I try to give a player an item, what does that player see, and how do they accept it, or is it automatic? I want to accurately describe the process for the Readme, but my VM is being odd at the moment so I cant log on to test it out. Oh, and when you say the puzzles are now easier, did you change the solutions? If so, Ill have to change that section accordingly. Or is it easier because of the Sheep or something?URL: http://forum.audiogames.net/viewtopic.php?pid=171264#p171264

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-04 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Okay, thanks. In that case, Aprone, the Readme in the Dropbox folder is up to date as far as I know. I left out the bit about the sheep moving between maps, as I dont yet know the system well enough to explain it fully. Everything else is there, to the best of my knowledge. Is there any way for you to add the Change Log to that folder, so I can track the changes you make and update accordingly? That way you can have a better chance of an up-to-date Readme before the final upload.URL: http://forum.audiogames.net/viewtopic.php?pid=171276#p171276

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-03 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Chowie, that is similar to something Ive brought up before, and I totally agree. I think most weapons should have this option - drum mags for the rifles, extended mags for the handguns, SMGs, and hunting rifles, a sharpener for the bladed weapons, large fuel tank for combustion weapons, and extended belts for the Vulcan and heavy machine guns. Bows shotguns, and the M79 cannot be extended, and there is a skill for making the field kit hold more, but everything else should have a way to extend its capacity. It wouldnt last forever, or would be ridiculously hard to find/win, but itd be really cool to have.URL: http://forum.audiogames.net/viewtopic.php?pid=171159#p171159

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-03 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

To the person talking about skills: Im with you. Ever since players have had to use only one or two weapons, Ive felt like some of the fun and spontaneity has left the game. I can sort of see why skills and increasing health for zombies was added, but I wish there was another way. For instance, if I want to use my AA12, I have to spend more shots per zombie than I do with my upgraded AK. It is similar with most weapons, the exceptions (so far) being the M79 and the Vulcan. Everything else becomes tedious to use because it is so ineffective, except for the one or two weapons I chose to upgrade. Suddenly, the question isnt what weapon will serve me best in this situation, but rather how can I use the weapon Im stuck with to handle this situation, because i cant realistically use anything else.Of course, not even unlimited resets will solve this entirely. Theres no way to sit there for a minute or two in the middle of
  a mission and dump points from your AK into your longbow, for instance. The sneak, illusive, armor, and other non-weapon skills I totally understand. They each affect a distinct portion of your character, and take away none of the choice of Swamp. Weapon skills, though, force you into a box until you can change them, and then youve just moved to a new box.Again, I do understand why this system was implemented; high-level players could beat zombies far too easily after a while, so zombies strength and damage infliction had to scale up. That introduced the problem of how high-levelers were supposed to deal with zombies, hence the skills we have now. How else could this be handled? Im not sure yet, but if anyone has any ideas that would let us actually use the best (or most fun, or whatever) weapon at the moment, instead of forcing us to use just one or two no matter what, please share.URL: http://forum.audiogames.net/viewtopic.php?pid=171184#p171184

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-03 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Interesting thought. On the surface, I really like it - I have 126 points, so Id need to spend only 63 in Innocence. I would not need any in a weapon, since weapons would have the same effect as when I was level 1, meaning they actually work well. I then have 63 points to put into speed, sneak, or whatever. Every two levels I gain, Id put one point in Innocence and one point somewhere else. Of course, you dont need to go all the way back to level 1, but if you wanted to max out this particular protection, you could do so with points left over. There may be problems we dont see yet, which is why I said I like it on the surface, but I really think this could work. Id love to get Aprones thoughts on this whole topic.URL: http://forum.audiogames.net/viewtopic.php?pid=171192#p171192

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-03 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Good point about the zombie increases starting at level 10. You mentioned Hard Core, and that made me wonder if it might be possible to revamp the HC system. Modify other parts of it, but heres the bit Im interested in. For normal players, zombies wouldnt scale as fast, so weapons would be much more effective and you could finally use the appropriate/most fun weapon for the moment instead of being trapped. For HC players, the system would work as it currently does for everyone, with the much faster scaling and the need to use tons of points on one or two weapons. As I said, modify other parts - maybe increase loot or eliminate food or something, but this separation might work out best. Of course, well need a lot more comments from players, and Aprone, first.URL: http://forum.audiogames.net/viewtopic.php?pid=171195#p171195

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-02 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

So, Ive been playing for a few hours now, and aside from some odd stuttering and lag here and there (my VMs fault), it is going well. Id just like to say that I love the abandon mission item, the ability to view your missions team, and the other small fixes and enhancements. I am playing as my level 7 character for now, since I dont care if he dies, so Ill use him to get a feel for the game before really risking my level 127 character with his amazing Apronic armor.  Honestly, if that character dies, I wouldnt care in the slightest if I had no Apronic armor. Since I do, Im desperate to hold onto it. It isnt findable, and only comes out once or twice a year,. Anyway, I just wanted to thank Aprone for a great update!URL: http://forum.audiogames.net/viewtopi
 c.php?pid=171089#p171089

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-01 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Im not sure I follow, Sneak. Unless Im missing something, your effectiveness in a weapon is tied to how long you constantly use it? I want my skills to stay where I put them, so I can use them when the situation calls for it.URL: http://forum.audiogames.net/viewtopic.php?pid=171000#p171000

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-01 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

It seems like just allowing more resets would fix this, especially as 3.2 allows us to assign large numbers of points at once. Or am I still missing the point?URL: http://forum.audiogames.net/viewtopic.php?pid=171007#p171007

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-01 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Scoreboards are intriguing, but would have to be thought out with regard to level. As you said, if someone fires ten hitting shots, they have 100% accuracy. If there is a board for lowest character deaths, it will be full of low-level players. Still, I like the idea overall, and it would be almost entirely server-side, with a new slash command to list the scores. For instance, /scoreboard crates or /scoreboard level.URL: http://forum.audiogames.net/viewtopic.php?pid=171030#p171030

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-04-01 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Im still not sure on this whole idea of extra points. If players want to be able to use more weapons, it seems like unlimited resets are the simplest way to go. No secondary points you cant move around, no using each weapon until you max it out (which we all know most players will do anyway, removing part of the purpose of skill points).I just want to say… I have an account! I finally got one today, so Ill see you all on the server! My primary character, Sam, is going to be renamed to Cosby (after my guide dog). This way people wont confuse myself and Street Sam. My Alex and mehgcap characters will remain unchanged for now.URL: http://forum.audiogames.net/viewtopic.php?pid=171044#p171044
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-31 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

[[wow]], a lot happened overnight and this morning! Sorry I cant credit people with their ideas, but here are my thoughts. Warning: long post ahead.Gifting should be a thing everyone can do, regardless of friends. If someone abuses it, just block them, as Chow said, but filtering wouldnt work. After all, they could just keep switching up the item they are sending. Blocking *all* transactions might be a bad idea; what if, in a mission, I give Chow ten med kits, then some armor, then some ammo, all within a minute? To the server, thats spam, but to Chow, its essential. The reason I say that the friends list should not come into it is simple: remember Christmas. Specifically, you would sometimes get gifts from players you didnt know, who might not even speak your language. I know I got them, and I gave back, by randomly picking non-English players from the players list and gifting them. I had no idea who they were, but I had extra gifts, and it wa
 s a nice thing to do. Now imagine that going on all the time.Trading is also a good idea, and should be included alongside gifting. I really like a set location on each map that has things for sale, according to the sellers price. I could ask for a million rep for an M79 if I wanted to, and if everyone thinks its too high, they wont buy it. If some really rich player comes along who recently died, dropping that much on a special weapon is a good value as it saves him the time itd take to search, and he has the rep to spare.Trading between players would be harder, but heres how an exchange might go:Me: /trade aprone M79Server, to Aprone: Sam would like to offer you an M79 in trade. Type /offer, then the name of an item, to offer Sam that item for the M79.Aprone: /offer sam Ceramic ArmorServer, to me: Aprone is offering a Ceramic Armor for your M79. Type /accept aprone to accept, or /reject Aprone to reject.Me: 
 /accept aproneServer, to me: You have accepted. You lost 1 M79, and gained 1 Ceramic Armor.Server, to Aprone: Sam has accepted your offer. You have lost 1 Ceramic Armor, and gained 1 M79.You can /trade and /offer as many items at a time as you want. For instance, Aprone could have offered 3 armor with:/offer sam 3 Ceramic ArmorComma-separated lists also work:/offer sam Ceramic Armor, AK47, 100 9mm ammoTo offer rep, simply use x rep, where x is a number.If an offer is rejected by the person who originated the trade, the other person can send more offers. If that other person starts spamming the first person, the first person can use the /cancel trade [username] command.To indicate what you would like in trade:/offer aprone M79: Ceramic ArmorNote the colon. You can use commas to offer multiple items, just as you can when trading, but anything after the colon will be told to Aprone as the item9s) Im ho
 ping to take in trade. If you use this, Aprone can simply type /accepts Sam to accept, no need to list the items again. Aprone needs only to list offered items if they differ from my suggestion(s).You can also make a general trade announcement and let people offer you things:/trade M79The lack of a username will announce the trade to everyone on your channel. When a user offers something you like, just type /accpet [username] and its done. Anyone else who sends you an offer will then be told that you are not trading anything at this time.Yeah, its a really rough draft, but thats how I see it working. Best of all the suggestions weve had so far, at least I think so.As to the reset thing, we seem pretty evenly split. I smell another Swamp poll coming up!URL: http://forum.audiogames.net/viewtopic.php?pid=170883#p170883

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-31 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

One thing I forgot to say in my last post is that I love the idea of weapons for high-level players. Leave everything as is now, since I have a feeling people would revolt if their M79s were taken away, but maybe Aprone could spend an hour here and there adding in new stuff. The Scropion, just as a random suggestion.  Knives, the other pistols and sniper rifles, all that. Then, just have them locked to a certain level. At level 150, you can find and use the knives; at 200, the Scorpion; at 250, the Mac10; you get the idea. Basically, I agree that after level 80, there is little insentive to level further except to get more points. Still, you only need more points because zombies get harder to kill as you level, making a circle. If there were new areas to explore, missions to do, or weapons (such as the Scorpion) to unlock, thatd be amazing. This is a long-term feature, nothing i
 mmediate at all, but is something to think about.URL: http://forum.audiogames.net/viewtopic.php?pid=170888#p170888

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-31 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I like the idea of extra points per title, and of really high-level players being able to cash in, as it were. The only thing is that normal players would not have had to survive 150 levels as HC players, thus negating part of the qualification for a title.As to trading, Id rather see a special store, much like outposts currently offer arrows and grenades while Safe Zones dont. Id still suggest a slash command system, not reliant on location at all, if you only want to trade with a specific player, or perhaps only those on your friends list.URL: http://forum.audiogames.net/viewtopic.php?pid=170899#p170899

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-31 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I love the idea too, but the client syncing is the problem Currently, I see zombies randomly die all over mission maps because clients disagree, or see axes take out zombies several tiles away, again due to client disagreements on positions. If it could be done, though, I think it would add a whole new element to the game.URL: http://forum.audiogames.net/viewtopic.php?pid=170909#p170909

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-31 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Amen, Chowie! The hammer and M1928 are the two least useful weapons I can think of. Sure, the M1928 carries fifty rounds, but you have to shoot it a lot more to do much damage, and it has no special features. I know of no one who uses it seriously; everyone puts their skills into practical weapons like the AK, ACR, or Vulcan.That said, the weapons are here now, so theres no point taking them out. After all, it isnt like Aprone can get back the time he spent coding them and put that time into the Scorpion.URL: http://forum.audiogames.net/viewtopic.php?pid=170922#p170922

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

See if it always happens on a quest. In the past, that alert has come up for seemingly random people at seemingly random times. Aprone thought hed gotten it fixed in 3.2, but apparently not.URL: http://forum.audiogames.net/viewtopic.php?pid=170691#p170691

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

The bug where a zombie takes damage if you fire while you share a map tile with it has been around since I started playing. That was at 1.7 or 1.8, and given that it has been there ever since, I saw it as a feature, or at least an intentional function.As to the puzzles, I put them under a clear warning that there are spoilers ahead, so if you dont want to read them, you dont have to. For those online when no one else who knows the puzzle is, or those who dont use the chat system, or those who prefer to read it out in one instead of get a bunch of possibly conflicting advice, the puzzle explanations are there. Again, readers are warned that they are entering spoiler territory, and anyone who wants to figure out a puzzle on their own needs only to not read that section. If you need it, for whatever reason, its there.URL: http://forum.audiogames.net/viewtopic.php?p
 id=170720#p170720

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Yes, a thousand times yes! Or, scale them. Levels 1-20 get one per level, 21-40 get 2, 41-60 get 3, and so on. Somehow, though, the resets should be increased. Have you thought about not limiting them at all, and letting people reset as often as they want to? I feel like that issue has come up before, but I honestly dont recall the reasons given for why it isnt that way now.URL: http://forum.audiogames.net/viewtopic.php?pid=170745#p170745

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I cant see paying. I mean, lets face it, if you are at a level high enough that you have to pay, you have millions of rep anyway. Can someone remind me why the idea of unlimited resets was shot down in the first place? Im almost certain its come up before… It just seems so convenient. You could configure yourself optimally for the missions youll go on - more points in armor and less in weapons, so you can be a healer, or maxing out sneak and illusive while someone else maxes out a couple weapons, so you can get crates while they defend, and so on. If we offer one reset per day, why not just lift the restriction entirely?URL: http://forum.audiogames.net/viewtopic.php?pid=170753#p170753
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

TMV, I see your point about choices. It seems to me, though, that the game itself has altered, and choices are now made more often for shorter times. That is, if you need to dump points into sneak and innocence for a mission, you should be able to do so, then switch to armor points and your best weapon once you are done with your missions. You still have to make point assignment choices, they just apply to what you are doing at the time and not to the game as a whole, since the game is not a whole anymore. Yes, it is the same universe and characters, but there are very different types of activities, each requiring a different setup. I see moving points around as no different than moving armor or choosing weapons. Maybe thats just me though.URL: http://forum.audiogames.net/viewtopic.php?pid=170759#p170759

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

One other comment for now. I see unlimited resets like our ability to carry nearly unlimited weapons, ammo, and other gear. You can easily say that having fifty thousand rounds for each of your guns is insane, and makes the game way too easy, but no one is calling to limit that. Why? I think its because it is an option, not a rule. You can play exactly like, say, a soldier, with three mags for your Glock, ten for your AR15, and full body armor, and thats it. Or, you can load up with five of everything and ridiculous amounts of ammo if you want.It is the same with skills. If you want to, you can limit yourself to one or two resets per level, or day, or week, or anything else. If you want to reset all the time, you can. It is just like most every aspect of Swamp: you can make it as easy or as difficult as you want to, and your choices impact no one but you. Yes, you can mission with others who have redistributed their skills, but you can also mission with people w
 ho carry what you might consider too much ammo or who heal way too often.I am not trying to put down anyones playing style. In fact, my point is exactly that Swamp allows for as many playing styles as there are players, and every style is as valid as every other. I see resets as one more way in which to customize the playing style to the player. I hope this makes sense.URL: http://forum.audiogames.net/viewtopic.php?pid=170764#p170764

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I dont know about a trade system. On the one hand, Id love it - giving players ammor or weapons during missions, for instance. On the other hand, I see your point about abuse, but limiting a trade to equal values will eliminate the very inter-player giving that would be so useful on missions. Normally, if I can loot something, Ill loot it, but missions are the main area where being able to give items would be a vital tool. perhaps we could limit it to missions, but then youd just have people do a mission, make a trade, and disconnect their internet connections. Its a tough one, and this is probably why it hasnt happened yet.URL: http://forum.audiogames.net/viewtopic.php?pid=170773#p170773

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-30 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I love Flybys idea of a level-based system. Id argue it should be level 50 or 60, not 100, but I love the concept. I think the minimum level should be set at five above the highest map unlock level. I dont remember, but I think you need to be level 60 to get to map5, so the trade level should be 65, for instance. That way you can find every item if you want to, and you are forced to try to do so for a few levels, but after that you can start trading. I dont think any value restrictions should be added; as I said, in-mission gifting or trading is the best use of this feature I can think of, and the last thing you want to do during a Defender or high-level crate mission is worry about how much you can give in return for the ammo or armor you desperately need.I agree with Musicman. It isnt so bad now - I, too, remember when you could not re-assign skills at all. That said, once you hit higher levels, if you use a reset and dont like the resu
 lt, youre stuck trying to play with those badly assigned skills until you can level again. So, Im 100% behind the one reset per day idea. If that can be expanded to unlimited resets, so much the better. With how it works nowadays, I see skill point assignments as just one more aspect of your character you should be able to change at will. To those who say points are a function of your level and are therefore earned in a way nothing else in the game is, I would say that map entries, and therefore access to the special items on each map, is the same. Yet, you can donate or store up all the M79s you want or carry around ten Billys Keys puzzles and run them all at once. Skill points are no different than other level-based content in the game.URL: http://forum.audiogames.net/viewtopic.php?pid=170780#p170780

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-29 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Aprone, I just wanted to thank you for the graphics options you added in 3.2. I never really thought about it, so never suggested anything, but the inverted high contrast is perfect for me. Being able to look at the screen and see the black and white, with more black than white, is exactly what fits my vision. I find it very useful, and it makes it easier to see the shapes of different spaces or barriers. Im excited to try the new Defender mission with this enabled, as it will be a new map and, hopefully, I will be able to get a better idea of where things are.URL: http://forum.audiogames.net/viewtopic.php?pid=170590#p170590

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-29 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

If that fails, the Swamp Readme has an entire section on troubleshooting.URL: http://forum.audiogames.net/viewtopic.php?pid=170643#p170643

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-28 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Thanks for pointing that out, I never realized I hadnt explained bloody clothes in the Readme! Ill go add that now.LVJ, deleting a character does just that, it deletes a character. You always have five slots to fill, though, so deleting a character opens up that slot for you to make a new one. Hope that makes sense.Jeennifferm, you can find broken items at any time, on any map, except in missions. It is odd that you cannot donate them, though. Can anyone else confirm this? As to forts, the items can be found anywhere. HC players then donate them to a fort they own, just like you would donate them to the Safe Zone. A while later, that item will be repaired and available to take back out of the fort by anyone in the clan.URL: http://forum.audiogames.net/viewtopic.php?pid=170516#p170516

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-28 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Aprone, I think the central problem people are talking about is that offline mode is practice only. What people are after is the holy grail of SCS - an offline experience with missions, quests, levels, and the rest. Several people have taken stabs at making this since SCS came out, and I just started my own attempt. I think SCS is robust enough to support it, someone just has to see it through. Will it be soon, or happen at all? I dont know.That said, if you plan to implement offline mode as a copy of online mode, let us know so SCS scripters dont end up duplicating your work. The other problem with SCS is the missions; we cant simulate the AI displayed by zombies in missions, plus wed have to scale things back somehow to make them doable by one person. Generally, when people solo a mission, they have done it tens of times with other players so they know what to expect. However, if people start using this (as of yet non-existent) offline campaign, th
 ey will likely do so with little to no experience and so missions will have to change. Anyway, Ill stop yammering on now. URL: http://forum.audiogames.net/viewtopic.php?pid=170525#p170525

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-28 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

The pipe to map2 has not worked correctly for a few versions now. Basically, go to the small area that sounds like metal, and it will work, but everywhere else is lying to you, as you found out.URL: http://forum.audiogames.net/viewtopic.php?pid=170547#p170547

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-28 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Thanks. Its one of those little bugs we all just started working around, but it would be nice for it to work normally again.  To my knowledge, thats the only terrain oddity.URL: http://forum.audiogames.net/viewtopic.php?pid=170551#p170551

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-27 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Aprone, one tiny, tiny thing. I havent checked it yet because I dont have my account, but for a long time theres been a typo in a map2 quest. It is the toys one, and the phrase is the horrors they [children] have been though. For the next patch, could you please add the R in there, so its through? Thanks; the repressed grammar freak I try to keep locked away batters at the bars of its cage each time I get that quest, and the noise bugs me. URL: http://forum.audiogames.net/viewtopic.php?pid=170381#p170381

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-27 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

The idea of storing things so that deaths dont hurt as much has been around since the 1.x days, and it has never happened. A central tenant of Swamp is that death is final. If it werent, you wouldnt have to loot anything, at least not as much. You could just store up weapons and ammo, and if you die, who cares? Death becomes no big deal, so there is less motivation to play well and stay alive.Trust me, it is a hotly debated topic, and probably will be this time around. All Im saying is that Aprone has never much liked the idea, so dont expect it to go anywhere. The rent concept is a new twist, but even then, most high-level players with a lot to lose if they die have millions of rep, so it would be no hardship for them. Sorry to be so negative, but as I said, this has come up many times and it always ends the same way.URL: http://forum.audiogames.net/viewtopic.php?pid
 =170398#p170398

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-27 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Cycling will make you lose everything, yes. According to the change log, each time you cycle to or from HC/normal, you start at level 1 with just the field kit, axe, and pistol. However, each full cycle, you gain the next title. This is no different from the ol HC system, where you lost all your stuff and started at level 1. The difference is that now you can go back the other way, and try to achieve that Lord title. Anyone want to guess who will do that first? Im looking at you, Flyby. Armor is different now. You need more points in a category to make it really effective, and the more armor you have (especially if you have less skill points) the better. What exactly are you wearing for armor? Remember that 80 points will increase the effectiveness of your medium armor by only, I think, 3.6%. Remember, too, that the body part matters now; waist armor provides less p
 rotection than chest armor. See the Armor section in the Readme for a full explanation.URL: http://forum.audiogames.net/viewtopic.php?pid=170405#p170405

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-27 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

[[wow]], thats an amazing idea! Ive just tweeted the link to this topic, and given the post number, on the Swamp Twitter account. Thanks for taking the time to do this!URL: http://forum.audiogames.net/viewtopic.php?pid=170413#p170413

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-27 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Jennifferm, I hope I speeld that right. Anyway, you will sometimes find broken weapons, grenades, bayonets, and other goodies. Hard core players can put these in forts to let the mget repaired, but non-HC players can find them as well. As normal players have no fort access, your only option is to donate them at a Safe Zone. When you do, there is a 7% chance that the item will be fixed and returned to you, so if you find a bent bayonet and donate it, theres a 7% chance you will receive a bayonet in working order.URL: http://forum.audiogames.net/viewtopic.php?pid=170435#p170435

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Everyone: if you arent sure about how to import characters once the server gets updated, please have a look at the newly updated Readme that is included in the Swamp update. I put a section in specifically to explain this; its under the Welcome section, and is one of the first things on the page. Of course, let me know if you have questions, but it should be pretty clear… I hope!Eclipse, run checkup.exe. That should fix any dependency registration problems. If not, follow the steps in the Troubleshooting section of the Readme.SLJ, that *is* poor timing. On the bright side, your article about making audio games work better in virtual machines is great, and let me finally play Swamp again! I dont know what was going on with the random items opening as I clicked, but that problem has not come back since my first try. I even included a link to your article in the Readme, under the Troubleshooting section.Armor: I wrote up an example of how armor protection is calculated. Read the Armor section in the Readme, specifically the putting it together part.Redfox, once you are sure of the voice number, let me know. Also tell me if you want your real name in there and, if you do, what that is. I assume your last name isnt 94. Aprone, youre amazing! Ill be buying my account in the next few days, once the check gets deposited. Also, to answer the ban question, I dont think so. The way I read it was that your account always exists for you, and you can be banned from different games. So, if you get banned from Swamp, you can still play Castaways. Get banned from that, and you can still access other games, just not those two. I hope that makes sense, and that Im right in my interpretation.URL: http://forum.audiogames.net/viewtopic.php?pid=170190#p170190
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Unzipping wouldnt matter, just dont try to go on multi-player, because the server wont let you. Run checkup.exe and see if the game will launch. If not, let us know.URL: http://forum.audiogames.net/viewtopic.php?pid=170193#p170193

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

TMV, yes. In Aprones message on this topic, he said he was uploading 3.2, then going to bed. Instead of sleeping through what might be serious server problems, or even small server-side bugs, he opted to switch the server over once he was able to be there to keep an eye on things. You can play single-player 3.2, but multi-player will have to wait until Aprone is awake after last nights marathon of coding and final checks.So, those of you now running 3.2… Aprone didnt sneak the Scorpion in there, did he? Maybe as a surprise he intentionally didnt mention? Maybe? Please?URL: http://forum.audiogames.net/viewtopic.php?pid=170211#p170211
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Warning: if you cry easily, you will want to grab a box of tissues.The Scorpion is… Well… Theres no easy way to break this to you, so Ill just come out and say it. Brace for overwhelming awesomeness…The Scorpion is a laser-guided rocket launcher. There, now you know, and you can check out the sounds/weapons/scorpion folder to hear what might have been. Does anymore really need to be said than laser-guided rocket launcher?URL: http://forum.audiogames.net/viewtopic.php?pid=170214#p170214
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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Sneak emailed all the winners. You must reply to that email to confirm you received it, or someone else will be chosen as a winner. No confirmations will happen here on the forum.URL: http://forum.audiogames.net/viewtopic.php?pid=170217#p170217

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Redfox, I have you in there. Is the voice named Redfox, or something else?URL: http://forum.audiogames.net/viewtopic.php?pid=170218#p170218

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Aprone, this is great! One oddity though: when I go to Practice Maps in 3.2, I am told that I have to set my name first. I tried entering a dummy name into the account item of the Main Menu, but that didnt help. Trying to run a campaign gives me a similar message. What might be going on? I dont have an account yet, so thought Id mess with offline mode just to see how things work while I get the money together.I also have a question about this armor bonus. Is it only for lower-level characters, or does it apply to everyone no matter what? If I understand it correctly, wearing six pieces of armor will protect you from three damage points, right? Considering my 3.1 character rarely took more than 0.5% damage per hit (thank you, Apronic armor from Christmas), how will this work?URL: http://forum.audiogames.net/viewtopic.php?pid=170238#p170238

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Okay, heres a question. I ran 3.2 from the downloaded zip file, I didnt unzip it into my 3.1 yet. Those who are having this problem, did you do the same? Those who are not, did you unzip over your 3.1 version? Perhaps there is a necessary file in 3.1 that 3.2 assumes to be there, but that is missing in the fresh download?URL: http://forum.audiogames.net/viewtopic.php?pid=170244#p170244

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Hmm, it must need a progress.ini file or some other file it creates on launch. Well, at least it works now. By the way, I dont know when itll make it into an update, but Ive fixed the Readme a bit. Someone pointed out a typo Id made, and asked if some things could be made into tables instead of lists. Ive done that. Ive also added in the new armor thing. If anyone has problems theyve found in the Readme, or suggestions for what should be in it, let me know. Per another suggestion, I plan to add a whole section on re-assigning keystrokes.URL: http://forum.audiogames.net/viewtopic.php?pid=170254#p170254

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

How much did it cost to join? Remember that the cost is now added, so its 42,000+x*price, where x is how many people you have going. I have no idea how much those missions cost so am not sure if that solves it or not, but it is worth considering.URL: http://forum.audiogames.net/viewtopic.php?pid=170300#p170300

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-26 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Another small bug. Open up offline mode and then open the Safe Zone menu. I cant down arrow past Donate; up arrowing is fine, and as long as Im not down arroing past Donate it all works, but its like down arroing gets stuck on that one option. I was on multi1, if that matters. I havent tried multi-player yet.URL: http://forum.audiogames.net/viewtopic.php?pid=170301#p170301

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-25 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

If I had the money, Id buy a See Munkey. Partly to support the project, and partly due to what Aprone said. To paraphrase: you can be walking down a hallway and hear a zombie off to one side. Turn your head, shoot the zombie, then face forward again and youll keep walking along. Your direction of travel doesnt change, only your aim does, so its a lot more realistic when you are looking at things and shooting them but not actually walking that way. There is a command to quickly snap your direction of travel to the facing direction, or maybe its the other way around.I went on Aprones main site, but I just saw some unlabeled graphics, which is really ironic, and the audio games and audio devices links. Nothing about donating.Ill try full-screen, as that is one other change I made. Too bad Swamp needs that; it makes things take a lot longer when switching between the VM and other Mac apps.URL: http://forum.audiogames.net/viewtopic.php?pid=170077#p170077

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-25 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

Honestly, not really. Each person likes different setups, and your setup will change over time. I went through three complete re-workings of my key assignments before I was happy, and I still tweak things. Heres my setup, ignoring defaults or little-used keys:navigation: a is left, s is step back, d is right, and w is step forward. To side step, I use shift with a or d.Weapons: fire is left click, reload is right click, and toggle mode is a click of the center wheel. Favorites are shift-1 or shift-2, and assigning favorites are the same, but with control.Volumes: I use f1=f6 to change my, human, and zombie footstep volumes.Radars: the four arrow keys alone enable long-range radars, and adding shift enables short-range. I use long-range most, so it made sense to enable them easily. Space turns the active radar on or off.URL: http://forum.audiogames.net/viewtopic.php?pid=17008
 2#p170082

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2014-03-25 Thread AudioGames.net ForumNew releases room: mehgcap


Re: Swamp, zombie fps by Aprone

So, the VM seems to be working better. SLJ, the key was full-screen, and changing the buffer size as the link in your article suggested. I tried that a few weeks ago, but gave it up when the process locked up the entire Mac. Also, the missing sounds were a dropbox problem. When I moved my games over to the VM, I used Dropbox to store them all, and somehow the AK47 folder got copied twice. The original was empty, and the copy, with a different name, had all the files.Now, Im just having one problem. When I right click to reload, sometimes the Apple menu comes up or some other thing gets focus. The bigger issue is that left clicking to fire sometimes jumps me to the Library window and out of my virtual Windows machine entirely. Its still running, but I cant do anything until I go to the Window menu and select it again, then switch input back to it. How, if at all possible, can I prevent this? In the middle of desperately fighting off a hoard, the last thing 
 I need is for my VM to lose focus so that I can only listen as Im torn apart.URL: http://forum.audiogames.net/viewtopic.php?pid=170084#p170084

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