Re: [Audyssey] Problem with buildings in swamp
What about a way to raise and lower the different sound effect volumes, rather than through keys but through the menus. That way, you could raise and lower the different footstep sounds, raise and lower the weapon volume sounds, raise and lower voice file sounds, music tracks, and even radar sounds. That would free up keyboard spaces, and it would make the options more customizable. Signed: Dakotah Rickard On 5/8/12, Scott Chesworth scottcheswo...@gmail.com wrote: Out of interest Chris, would the standard sounds serve you any better if they were a little quieter? Something about the radar was bugging me, so I tried lowering the volume of it a touch and it got a lot less intrusive. Just throwing it out there... might not be the solution for you. Scott On 5/8/12, Christopher Bartlett themusicalbre...@gmail.com wrote: I would like to suggest an alternate radar sound. I find the current one a bit intrusive. I liked the general sound in Austen's mod, but the sound for half walls was very loud and got in the way of using them. His clear and barrier sounds were less obtrusive, though it also sounded like you only got three chirps per pass some of the time. I'd like beeps that are quiet and only change in pitch to indicate clear vs. barrier vs. half wall. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Problem with buildings in swamp
what about ticks. or what about steps. or echoed or not clicks or something. beeps in a high freq would probably be a problem but low ones may not. At 05:05 p.m. 6/05/2012 -0700, you wrote: Greetings Scott. It's a struggle between a subtle sound that relays the information and a distinct sound which might be distracting or sound unnatural. The heart beats have always worked for me, and this is possibly because of my familiarity with them, but if I were to switch to something else, they'd also have to be just as subtle so as to not distract the player from his surroundings. I'm not sure what a suitable replacement would consist of, as breaths would be too long, and beeps would be too distracting. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 2:57 PM Subject: Re: [Audyssey] Problem with buildings in swamp Lori's post does raise an interesting point about the building helper though. I've just had a tinker with it in buildings I'm not particularly familiar with yet on map 2, and with the current sounds being so subtle, I'm not surprised that she's not picking up on them. Kai, any mileage in the idea of updating In.wav and Out.wav to something less subtle? I've done no research at all to support this, but would guess that most of the people using the building helper are going to be new players, so something easier to distinguish from background ambience and zombie footsteps in the distance would probably be a big help to them. Scott On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman
Re: [Audyssey] Problem with buildings in swamp
I would like to suggest an alternate radar sound. I find the current one a bit intrusive. I liked the general sound in Austen's mod, but the sound for half walls was very loud and got in the way of using them. His clear and barrier sounds were less obtrusive, though it also sounded like you only got three chirps per pass some of the time. I'd like beeps that are quiet and only change in pitch to indicate clear vs. barrier vs. half wall. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Problem with buildings in swamp
Out of interest Chris, would the standard sounds serve you any better if they were a little quieter? Something about the radar was bugging me, so I tried lowering the volume of it a touch and it got a lot less intrusive. Just throwing it out there... might not be the solution for you. Scott On 5/8/12, Christopher Bartlett themusicalbre...@gmail.com wrote: I would like to suggest an alternate radar sound. I find the current one a bit intrusive. I liked the general sound in Austen's mod, but the sound for half walls was very loud and got in the way of using them. His clear and barrier sounds were less obtrusive, though it also sounded like you only got three chirps per pass some of the time. I'd like beeps that are quiet and only change in pitch to indicate clear vs. barrier vs. half wall. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Problem with buildings in swamp
Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Problem with buildings in swamp
Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Problem with buildings in swamp
Lori's post does raise an interesting point about the building helper though. I've just had a tinker with it in buildings I'm not particularly familiar with yet on map 2, and with the current sounds being so subtle, I'm not surprised that she's not picking up on them. Kai, any mileage in the idea of updating In.wav and Out.wav to something less subtle? I've done no research at all to support this, but would guess that most of the people using the building helper are going to be new players, so something easier to distinguish from background ambience and zombie footsteps in the distance would probably be a big help to them. Scott On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Problem with buildings in swamp
hi what i tend to do is to find the co ordinates when you find a door, take the ky mart for example on map one, i always go through the back door of that particular shop and it lies on the 97 roe, so come out the safe zone head west checking your compass, as you here your on the 97th roe turn south and you will go strate in through the back door and down ile 8. this is good if say you have picked up something from the pet store, as it lies directly opisite ile 1 of the ky mart, so you just trot back over from the pet store in to the ky mart and up ile 1, ok it may be a fraction off, after that find your 97 roe and out the back door and head back to the safe zone to drop off your items. hth but having said that i find myself stuck on the roof of a business in map 2 and can't find me way out lol. On 06/05/2012, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Problem with buildings in swamp
Greetings Scott. It's a struggle between a subtle sound that relays the information and a distinct sound which might be distracting or sound unnatural. The heart beats have always worked for me, and this is possibly because of my familiarity with them, but if I were to switch to something else, they'd also have to be just as subtle so as to not distract the player from his surroundings. I'm not sure what a suitable replacement would consist of, as breaths would be too long, and beeps would be too distracting. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 2:57 PM Subject: Re: [Audyssey] Problem with buildings in swamp Lori's post does raise an interesting point about the building helper though. I've just had a tinker with it in buildings I'm not particularly familiar with yet on map 2, and with the current sounds being so subtle, I'm not surprised that she's not picking up on them. Kai, any mileage in the idea of updating In.wav and Out.wav to something less subtle? I've done no research at all to support this, but would guess that most of the people using the building helper are going to be new players, so something easier to distinguish from background ambience and zombie footsteps in the distance would probably be a big help to them. Scott On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Problem with buildings in swamp
Hey Kai, Interesting that you'd find beeps too distracting. I've always thought of the building helper as being a navigation tool. Going along those lines, sounds that worked alongside the existing radar chirps wouldn't seem out of place. Scott On 5/7/12, Kai wraith...@comcast.net wrote: Greetings Scott. It's a struggle between a subtle sound that relays the information and a distinct sound which might be distracting or sound unnatural. The heart beats have always worked for me, and this is possibly because of my familiarity with them, but if I were to switch to something else, they'd also have to be just as subtle so as to not distract the player from his surroundings. I'm not sure what a suitable replacement would consist of, as breaths would be too long, and beeps would be too distracting. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 2:57 PM Subject: Re: [Audyssey] Problem with buildings in swamp Lori's post does raise an interesting point about the building helper though. I've just had a tinker with it in buildings I'm not particularly familiar with yet on map 2, and with the current sounds being so subtle, I'm not surprised that she's not picking up on them. Kai, any mileage in the idea of updating In.wav and Out.wav to something less subtle? I've done no research at all to support this, but would guess that most of the people using the building helper are going to be new players, so something easier to distinguish from background ambience and zombie footsteps in the distance would probably be a big help to them. Scott On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers
Re: [Audyssey] Problem with buildings in swamp
Greetings Scott. I personally never use the radars because I find them too distracting with their beep patterns. I've always just used the building helper to guide me to exits out of rooms, since its subtle and less distracting. That being said, I can see if I can find some more distinct sounds for the helper to let you guys try on a trial basis to gauge its utility. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 5:44 PM Subject: Re: [Audyssey] Problem with buildings in swamp Hey Kai, Interesting that you'd find beeps too distracting. I've always thought of the building helper as being a navigation tool. Going along those lines, sounds that worked alongside the existing radar chirps wouldn't seem out of place. Scott On 5/7/12, Kai wraith...@comcast.net wrote: Greetings Scott. It's a struggle between a subtle sound that relays the information and a distinct sound which might be distracting or sound unnatural. The heart beats have always worked for me, and this is possibly because of my familiarity with them, but if I were to switch to something else, they'd also have to be just as subtle so as to not distract the player from his surroundings. I'm not sure what a suitable replacement would consist of, as breaths would be too long, and beeps would be too distracting. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 2:57 PM Subject: Re: [Audyssey] Problem with buildings in swamp Lori's post does raise an interesting point about the building helper though. I've just had a tinker with it in buildings I'm not particularly familiar with yet on map 2, and with the current sounds being so subtle, I'm not surprised that she's not picking up on them. Kai, any mileage in the idea of updating In.wav and Out.wav to something less subtle? I've done no research at all to support this, but would guess that most of the people using the building helper are going to be new players, so something easier to distinguish from background ambience and zombie footsteps in the distance would probably be a big help to them. Scott On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers
Re: [Audyssey] Problem with buildings in swamp
Aha, that'd explain it, seems we're using totally different methods to do our shopping! Thanks man, I'll look forward to trying them out. Hopefully there'll be a solution that'll mean people can use both systems simultaniously if they need too. Scott On 5/7/12, Kai wraith...@comcast.net wrote: Greetings Scott. I personally never use the radars because I find them too distracting with their beep patterns. I've always just used the building helper to guide me to exits out of rooms, since its subtle and less distracting. That being said, I can see if I can find some more distinct sounds for the helper to let you guys try on a trial basis to gauge its utility. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 5:44 PM Subject: Re: [Audyssey] Problem with buildings in swamp Hey Kai, Interesting that you'd find beeps too distracting. I've always thought of the building helper as being a navigation tool. Going along those lines, sounds that worked alongside the existing radar chirps wouldn't seem out of place. Scott On 5/7/12, Kai wraith...@comcast.net wrote: Greetings Scott. It's a struggle between a subtle sound that relays the information and a distinct sound which might be distracting or sound unnatural. The heart beats have always worked for me, and this is possibly because of my familiarity with them, but if I were to switch to something else, they'd also have to be just as subtle so as to not distract the player from his surroundings. I'm not sure what a suitable replacement would consist of, as breaths would be too long, and beeps would be too distracting. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 2:57 PM Subject: Re: [Audyssey] Problem with buildings in swamp Lori's post does raise an interesting point about the building helper though. I've just had a tinker with it in buildings I'm not particularly familiar with yet on map 2, and with the current sounds being so subtle, I'm not surprised that she's not picking up on them. Kai, any mileage in the idea of updating In.wav and Out.wav to something less subtle? I've done no research at all to support this, but would guess that most of the people using the building helper are going to be new players, so something easier to distinguish from background ambience and zombie footsteps in the distance would probably be a big help to them. Scott On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft beeping for checkout section and a russel for bread or something? Maybe someone could suggest a way to make buildings easier to get around, it just seems impossible at the moment, trying to navigate fauls directions and deal with attacks at the same time. Thanks from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr
Re: [Audyssey] Problem with buildings in swamp
Also, Lorie, one thign to keep in mind is that a building's coordinates on the beacons system is the front door of that building. If you're inside that building, you're contending with walls and zombies, and that beacon isn't going to be very helpful except in that it gives you a general cue to which way that building's door is. If you're not in the area of the door, it won't be more helpful. The part of Swamp that I like the best is its general subtlety toward items and obstacles. Items make a sound, if you're line of sight includes them, for the most part. I don't think it would make the game enjoyable to increase that area, so it's just a matter of memorizing the buildings and paying attention. Also, retracing your steps can be important sometimes, so try and remember where you've been. Signed: Dakotah Rickard On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Aha, that'd explain it, seems we're using totally different methods to do our shopping! Thanks man, I'll look forward to trying them out. Hopefully there'll be a solution that'll mean people can use both systems simultaniously if they need too. Scott On 5/7/12, Kai wraith...@comcast.net wrote: Greetings Scott. I personally never use the radars because I find them too distracting with their beep patterns. I've always just used the building helper to guide me to exits out of rooms, since its subtle and less distracting. That being said, I can see if I can find some more distinct sounds for the helper to let you guys try on a trial basis to gauge its utility. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 5:44 PM Subject: Re: [Audyssey] Problem with buildings in swamp Hey Kai, Interesting that you'd find beeps too distracting. I've always thought of the building helper as being a navigation tool. Going along those lines, sounds that worked alongside the existing radar chirps wouldn't seem out of place. Scott On 5/7/12, Kai wraith...@comcast.net wrote: Greetings Scott. It's a struggle between a subtle sound that relays the information and a distinct sound which might be distracting or sound unnatural. The heart beats have always worked for me, and this is possibly because of my familiarity with them, but if I were to switch to something else, they'd also have to be just as subtle so as to not distract the player from his surroundings. I'm not sure what a suitable replacement would consist of, as breaths would be too long, and beeps would be too distracting. Kai - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 06, 2012 2:57 PM Subject: Re: [Audyssey] Problem with buildings in swamp Lori's post does raise an interesting point about the building helper though. I've just had a tinker with it in buildings I'm not particularly familiar with yet on map 2, and with the current sounds being so subtle, I'm not surprised that she's not picking up on them. Kai, any mileage in the idea of updating In.wav and Out.wav to something less subtle? I've done no research at all to support this, but would guess that most of the people using the building helper are going to be new players, so something easier to distinguish from background ambience and zombie footsteps in the distance would probably be a big help to them. Scott On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Lori, Dunno if you've seen them yet, but Shermanator and I both wrote replies for you earlier on today. If you work your way through both of our posts, practicing one tip at a time, I'm pretty sure you'll get it. Try setting the custom map to have no zombies to start with, then have a potter about in a couple of the buildings. If you can find your way round in something like Shades of Doom, you can definitely get this down. Scott On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote: Hi everyone, whenever I accept a quest and go to a building, I find navigating very hard, as a lot of times I'm told to go in a direction but when I try I run into walls. I've lost a lot of reputation over failled quests and a lot of it is to do with the way buildings are I think. Is there a possibility they be made easier in an update? I'm not sure what the building helper is supposed to do, but I haven't been able to get it to work. I only know that once in a building I find it very hard to get back out again, even with the radars, I'm also struggling to find entrences into other buildings, again because of being told to go a certain direction and hitting walls instead. It seems a waste of time trying to navigate in that way, especially when you're on the listen for zombies and quest items. Would a better idea not be to have quiet ambience for each section, ie a soft