Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9version 1.2.

2010-11-20 Thread Thomas Ward
Hi Muhammed,

How would removing the ledges take away the challenge? I would think
that would make it more challenging as you would have no way of
knowing where to jump from exactly. Which is the reason I didn't add
ledges and boundries around fires, spike traps, etc in the first
place.

On 11/20/10, Muhammed Deniz  wrote:
> Hi Ben,
> That would take away the challenge. But if your saying for firepits, then on
> the higher levels, yeah. But not the casoms.

> - Original Message -
> From: "Ben" 
> To: "'Gamers Discussion list'" 
> Sent: Saturday, November 20, 2010 8:30 AM
> Subject: Re: [Audyssey] game difficulties was Re: best side
> scroller? -Re:Q9version 1.2.
>
>
>> Maybe somehow you could remove the ledges on higher difficulty levels?

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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9version 1.2.

2010-11-20 Thread Ben
course


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: 20 November 2010 09:00
To: Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was Re: best side scroller?
-Re:Q9version 1.2.

Hi Ben,
That would take away the challenge. But if your saying for firepits, then on

the higher levels, yeah. But not the casoms.
- Original Message - 
From: "Ben" 
To: "'Gamers Discussion list'" 
Sent: Saturday, November 20, 2010 8:30 AM
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9version 1.2.


> Maybe somehow you could remove the ledges on higher difficulty levels?
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: 04 November 2010 13:02
> To: Philip Bennefall; Gamers Discussion list
> Subject: Re: [Audyssey] game difficulties was Re: best side 
> scroller? -Re:Q9
> version 1.2.
>
> Hi Philip,
> Very good points. This has been one of the leading issues with
> Mysteries of the Ancients. Some people say it is too hard on beginner
> and completely unbeatable on expert. Others say beginner is far too
> easy. There are so many variables to take in account it is awefully
> difficult to balance it out so everyone finds it both challenging but
> not too hard.
> Case in point the traps. I myself don't believe in having ledges etc
> around the traps as I think that does make it to easy to know when a
> chasm, fire pit, lava pit, whatever is coming up. All the same people
> have been encurraging me to add more indication to know when a trap
> comes up so they can jump it. As of beta 15 I personally find the
> traps in MOTA way too easy so they are kind of pointless in my
> opinion, but people like them easy. One man's difficult is another
> man's easy.
>
> On 11/3/10, Philip Bennefall  wrote:
>> Hi Yohandy,
>>
>> Designing difficulty levels is not as easy as it may seem to the player.
> In
>> Q9, as simple a game as it is, still has almost 25 different variables
> that
>> need to be adjusted and balanced for a difficulty level. This includes 
>> the
>> size of pits, the speed of each enemy, the attack power of each, etc etc.
> I
>> do agree that the insane difficulty level is much too hard, but I want to
>> point out the challenge in balancing the various difficulty levels in
> games
>> like these. With the recent changes that are coming soon, the game has
> been
>> made a little easier over-all which should make it possible to beat it on
>> more difficulty levels; especially with the increase of the club attack
>> speed and the laser being available in the actual game. Now if the
>> conclusion is still that insane is unbeatable, I may just remove it.
>>
>> Kind regards,
>>
>> Philip Bennefall
>
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>
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> list,
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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9version 1.2.

2010-11-20 Thread Muhammed Deniz

Hi Ben,
That would take away the challenge. But if your saying for firepits, then on 
the higher levels, yeah. But not the casoms.
- Original Message - 
From: "Ben" 

To: "'Gamers Discussion list'" 
Sent: Saturday, November 20, 2010 8:30 AM
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9version 1.2.




Maybe somehow you could remove the ledges on higher difficulty levels?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 04 November 2010 13:02
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9

version 1.2.

Hi Philip,
Very good points. This has been one of the leading issues with
Mysteries of the Ancients. Some people say it is too hard on beginner
and completely unbeatable on expert. Others say beginner is far too
easy. There are so many variables to take in account it is awefully
difficult to balance it out so everyone finds it both challenging but
not too hard.
Case in point the traps. I myself don't believe in having ledges etc
around the traps as I think that does make it to easy to know when a
chasm, fire pit, lava pit, whatever is coming up. All the same people
have been encurraging me to add more indication to know when a trap
comes up so they can jump it. As of beta 15 I personally find the
traps in MOTA way too easy so they are kind of pointless in my
opinion, but people like them easy. One man's difficult is another
man's easy.

On 11/3/10, Philip Bennefall  wrote:

Hi Yohandy,

Designing difficulty levels is not as easy as it may seem to the player.

In

Q9, as simple a game as it is, still has almost 25 different variables

that
need to be adjusted and balanced for a difficulty level. This includes 
the

size of pits, the speed of each enemy, the attack power of each, etc etc.

I

do agree that the insane difficulty level is much too hard, but I want to
point out the challenge in balancing the various difficulty levels in

games

like these. With the recent changes that are coming soon, the game has

been

made a little easier over-all which should make it possible to beat it on
more difficulty levels; especially with the increase of the club attack
speed and the laser being available in the actual game. Now if the
conclusion is still that insane is unbeatable, I may just remove it.

Kind regards,

Philip Bennefall


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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9version 1.2.

2010-11-20 Thread Muhammed Deniz
It is easy. It isn't difikult. It just takes practice to beat it. Even the 
first I time I played mota it was hard.
- Original Message - 
From: "Ben" 

To: "'Gamers Discussion list'" 
Sent: Saturday, November 20, 2010 8:30 AM
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9version 1.2.




Maybe somehow you could remove the ledges on higher difficulty levels?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 04 November 2010 13:02
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9

version 1.2.

Hi Philip,
Very good points. This has been one of the leading issues with
Mysteries of the Ancients. Some people say it is too hard on beginner
and completely unbeatable on expert. Others say beginner is far too
easy. There are so many variables to take in account it is awefully
difficult to balance it out so everyone finds it both challenging but
not too hard.
Case in point the traps. I myself don't believe in having ledges etc
around the traps as I think that does make it to easy to know when a
chasm, fire pit, lava pit, whatever is coming up. All the same people
have been encurraging me to add more indication to know when a trap
comes up so they can jump it. As of beta 15 I personally find the
traps in MOTA way too easy so they are kind of pointless in my
opinion, but people like them easy. One man's difficult is another
man's easy.

On 11/3/10, Philip Bennefall  wrote:

Hi Yohandy,

Designing difficulty levels is not as easy as it may seem to the player.

In

Q9, as simple a game as it is, still has almost 25 different variables

that
need to be adjusted and balanced for a difficulty level. This includes 
the

size of pits, the speed of each enemy, the attack power of each, etc etc.

I

do agree that the insane difficulty level is much too hard, but I want to
point out the challenge in balancing the various difficulty levels in

games

like these. With the recent changes that are coming soon, the game has

been

made a little easier over-all which should make it possible to beat it on
more difficulty levels; especially with the increase of the club attack
speed and the laser being available in the actual game. Now if the
conclusion is still that insane is unbeatable, I may just remove it.

Kind regards,

Philip Bennefall


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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
Doesn't the current warning do about the same thing with less speech?  Also, 
you do have to be careful if you're running, or you'll go right over the 
trap's threshold.


---
Shepherds are the best beasts!
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Thursday, November 04, 2010 11:08 AM
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9version 1.2.




Hi Thomas,
If you rounded off the floating point value to a tenth of a meter you 
would only need to record 9 new sound files.
The distance and how accurate the measure is, doesn't matter since you can 
not vary your step.
How about a tip toe hot key that would move you by .1 of a meter and also 
tell you the distance.

So it would say .3, .2, .1, 0 as you step closer to a pit.

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