Re: [Audyssey] Ambience in Swamp

2012-05-10 Thread Dakotah Rickard
I think that any sounds that directly impact atmospheric stuff:
weather, day/night, etc. are a bad idea, unless they will be updated
to reflect the various conditions. That could be fun. As far as
doorway aids, what about the fact that the doors are probably broken,
swinging, etc. That's a possibility, if its necessary to use sounds
for navigation, that's an option. Frankly, I understand that I am an
odd duck, but I rarely use coordinates or beacons and I navigate fine.
It's just memorizing the maps.

Signed:
Dakotah Rickard

On 5/8/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 What about some soft rain sounds, like in gtc but softer.

 --
 From: Christopher Bartlett themusicalbre...@gmail.com
 Sent: Tuesday, May 08, 2012 8:45 PM
 To: 'Gamers Discussion list' gamers@audyssey.org
 Subject: Re: [Audyssey] Ambience in Swamp

 There are areas that would make sense to have a swamp ambience, northern
 and
 western ends of map 1 and south side east of broadway, and the
 northeastern
 part of map 2.  I'm not sure how much help this would be as the ambient
 noise should be the sort of non-specific insect/bird/wind noise that
 wouldn't act as much of a navigation aid.  I'm not against the idea, I
 think
 it would add some atmosphere and not really negatively impact combat
 except
 perhaps at long range.

 Christopher Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Lori Duncan
 Sent: Monday, May 07, 2012 3:04 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Ambience in Swamp

 It makes sense being as Swamp is an audio game to have different sounds,
 and
 for people who wouldn't want background ambience, it could always be
 muted
 like the music.  I don't want to cause Aprone or Kai any trouble or extra
 work load, I was just suggesting it as an easier way to navigate for us
 people who use sound orrintation.

 --
 From: lenron brown lenro...@gmail.com
 Sent: Monday, May 07, 2012 7:57 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Ambience in Swamp

 agreed i could find the elavator easier if i could here it only got to
 it once


 On 5/7/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 I'd rather navigate by sound in a game than by always looking at
 numbers, you can respond quicker to sound rather than numbers.

 --
 From: Tomasz Tworek seal11...@gmail.com
 Sent: Monday, May 07, 2012 5:48 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Ambience in Swamp

 Or for sure not, for me navigaing on the maps using only coordinates
 is the most stupid  idea, but really popular in audio games sadly. I
 listed this one on AG.net's thread but ofcurse as always, evryone
 drop it down, good to see someone si thinking in the same way, cause
 audio game without

 great sound surrounding is really, really not exact audio game for me.


 Cheers

 ---
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Re: [Audyssey] Ambience in Swamp

2012-05-08 Thread Christopher Bartlett
There are areas that would make sense to have a swamp ambience, northern and
western ends of map 1 and south side east of broadway, and the northeastern
part of map 2.  I'm not sure how much help this would be as the ambient
noise should be the sort of non-specific insect/bird/wind noise that
wouldn't act as much of a navigation aid.  I'm not against the idea, I think
it would add some atmosphere and not really negatively impact combat except
perhaps at long range.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Monday, May 07, 2012 3:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Ambience in Swamp

It makes sense being as Swamp is an audio game to have different sounds, and
for people who wouldn't want background ambience, it could always be muted
like the music.  I don't want to cause Aprone or Kai any trouble or extra
work load, I was just suggesting it as an easier way to navigate for us
people who use sound orrintation.

--
From: lenron brown lenro...@gmail.com
Sent: Monday, May 07, 2012 7:57 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp

 agreed i could find the elavator easier if i could here it only got to 
 it once


 On 5/7/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 I'd rather navigate by sound in a game than by always looking at 
 numbers, you can respond quicker to sound rather than numbers.

 --
 From: Tomasz Tworek seal11...@gmail.com
 Sent: Monday, May 07, 2012 5:48 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Ambience in Swamp

 Or for sure not, for me navigaing on the maps using only coordinates 
 is the most stupid  idea, but really popular in audio games sadly. I 
 listed this one on AG.net's thread but ofcurse as always, evryone 
 drop it down, good to see someone si thinking in the same way, cause 
 audio game without

 great sound surrounding is really, really not exact audio game for me.


 Cheers

 ---
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Re: [Audyssey] Ambience in Swamp

2012-05-08 Thread Lori Duncan


What about some soft rain sounds, like in gtc but softer.

--
From: Christopher Bartlett themusicalbre...@gmail.com
Sent: Tuesday, May 08, 2012 8:45 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp

There are areas that would make sense to have a swamp ambience, northern 
and
western ends of map 1 and south side east of broadway, and the 
northeastern

part of map 2.  I'm not sure how much help this would be as the ambient
noise should be the sort of non-specific insect/bird/wind noise that
wouldn't act as much of a navigation aid.  I'm not against the idea, I 
think
it would add some atmosphere and not really negatively impact combat 
except

perhaps at long range.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Monday, May 07, 2012 3:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Ambience in Swamp

It makes sense being as Swamp is an audio game to have different sounds, 
and

for people who wouldn't want background ambience, it could always be muted
like the music.  I don't want to cause Aprone or Kai any trouble or extra
work load, I was just suggesting it as an easier way to navigate for us
people who use sound orrintation.

--
From: lenron brown lenro...@gmail.com
Sent: Monday, May 07, 2012 7:57 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp


agreed i could find the elavator easier if i could here it only got to
it once


On 5/7/12, Lori Duncan lori_dunca...@hotmail.com wrote:


I'd rather navigate by sound in a game than by always looking at
numbers, you can respond quicker to sound rather than numbers.

--
From: Tomasz Tworek seal11...@gmail.com
Sent: Monday, May 07, 2012 5:48 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp


Or for sure not, for me navigaing on the maps using only coordinates
is the most stupid  idea, but really popular in audio games sadly. I
listed this one on AG.net's thread but ofcurse as always, evryone
drop it down, good to see someone si thinking in the same way, cause
audio game without

great sound surrounding is really, really not exact audio game for me.


Cheers

---
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[Audyssey] Ambience in Swamp

2012-05-07 Thread Lori Duncan
Hi Kai, I was wondering to make navigation in swamp easier if we could 
possibley have some form of background ambience, like insects chirping, maybe 
some night time sort of sounds, but soft so it doesn't distract from zombey 
steps.  It would also give clues to where doorways to the outside are, like the 
guy at the entrence of the safe zone does.  Thanks from Lori.
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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread lenron brown
yeh that would be cool noises of the swamp.

On 5/7/12, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Kai, I was wondering to make navigation in swamp easier if we could
 possibley have some form of background ambience, like insects chirping,
 maybe some night time sort of sounds, but soft so it doesn't distract from
 zombey steps.  It would also give clues to where doorways to the outside
 are, like the guy at the entrence of the safe zone does.  Thanks from Lori.
 ---
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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread Steady Goh
Hi, i'm not sure if that will help. If players are not able to go around the 
wall to look for the entrence or take note of the coordinates, they will 
still face the same obstacles no matter what sound kai and jeremy put in.


锦发/Steady Goh
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: gamers@audyssey.org
Sent: Monday, May 07, 2012 7:54 PM
Subject: [Audyssey] Ambience in Swamp


Hi Kai, I was wondering to make navigation in swamp easier if we could 
possibley have some form of background ambience, like insects chirping, 
maybe some night time sort of sounds, but soft so it doesn't distract from 
zombey steps.  It would also give clues to where doorways to the outside 
are, like the guy at the entrence of the safe zone does.  Thanks from 
Lori.

---
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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread john
Honestly I feel that that would make the game much harder; it's 
already difficult to hear a zombie behind you, background noise 
would make it near to impossible.


- Original Message -
From: Lori Duncan lori_dunca...@hotmail.com
To: gamers@audyssey.org
Date sent: Mon, 7 May 2012 12:54:25 +0100
Subject: [Audyssey] Ambience in Swamp

Hi Kai, I was wondering to make navigation in swamp easier if we 
could possibley have some form of background ambience, like 
insects chirping, maybe some night time sort of sounds, but soft 
so it doesn't distract from zombey steps.  It would also give 
clues to where doorways to the outside are, like the guy at the 
entrence of the safe zone does.  Thanks from Lori.

---
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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread Tomasz Tworek
Or for sure not, for me navigaing on the maps using only coordinates is 
the most stupid  idea, but really popular in audio games sadly. I listed 
this one on AG.net's thread but ofcurse as always, evryone drop it down, 
good to see someone si thinking in the same way, cause audio game 
without great sound surrounding is really, really not exact audio game 
for me.



Cheers

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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread Lori Duncan


I'd rather navigate by sound in a game than by always looking at numbers, 
you can respond quicker to sound rather than numbers.


--
From: Tomasz Tworek seal11...@gmail.com
Sent: Monday, May 07, 2012 5:48 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp

Or for sure not, for me navigaing on the maps using only coordinates is 
the most stupid  idea, but really popular in audio games sadly. I listed 
this one on AG.net's thread but ofcurse as always, evryone drop it down, 
good to see someone si thinking in the same way, cause audio game without 
great sound surrounding is really, really not exact audio game for me.



Cheers

---
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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread lenron brown
agreed i could find the elavator easier if i could here it only got to it once


On 5/7/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 I'd rather navigate by sound in a game than by always looking at numbers,
 you can respond quicker to sound rather than numbers.

 --
 From: Tomasz Tworek seal11...@gmail.com
 Sent: Monday, May 07, 2012 5:48 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Ambience in Swamp

 Or for sure not, for me navigaing on the maps using only coordinates is
 the most stupid  idea, but really popular in audio games sadly. I listed
 this one on AG.net's thread but ofcurse as always, evryone drop it down,
 good to see someone si thinking in the same way, cause audio game without

 great sound surrounding is really, really not exact audio game for me.


 Cheers

 ---
 Gamers mailing list __ Gamers@audyssey.org
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 gamers-unsubscr...@audyssey.org.
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 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread Lori Duncan
It makes sense being as Swamp is an audio game to have different sounds, and 
for people who wouldn't want background ambience, it could always be muted 
like the music.  I don't want to cause Aprone or Kai any trouble or extra 
work load, I was just suggesting it as an easier way to navigate for us 
people who use sound orrintation.


--
From: lenron brown lenro...@gmail.com
Sent: Monday, May 07, 2012 7:57 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp

agreed i could find the elavator easier if i could here it only got to it 
once



On 5/7/12, Lori Duncan lori_dunca...@hotmail.com wrote:


I'd rather navigate by sound in a game than by always looking at numbers,
you can respond quicker to sound rather than numbers.

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From: Tomasz Tworek seal11...@gmail.com
Sent: Monday, May 07, 2012 5:48 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp


Or for sure not, for me navigaing on the maps using only coordinates is
the most stupid  idea, but really popular in audio games sadly. I listed
this one on AG.net's thread but ofcurse as always, evryone drop it down,
good to see someone si thinking in the same way, cause audio game 
without


great sound surrounding is really, really not exact audio game for me.


Cheers

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