Re: [Audyssey] Problem with buildings in swamp

2012-05-10 Thread Dakotah Rickard
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



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Re: [Audyssey] Problem with buildings in swamp

2012-05-08 Thread shaun everiss

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.
---
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Re: [Audyssey] Problem with buildings in swamp

2012-05-08 Thread Christopher Bartlett
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



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Re: [Audyssey] Problem with buildings in swamp

2012-05-08 Thread Scott Chesworth
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



 ---
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[Audyssey] Problem with buildings in swamp

2012-05-06 Thread Lori Duncan
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.
---
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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Scott Chesworth
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.
 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Scott Chesworth
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.
 ---
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 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
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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread simon dowling
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.
 ---
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 If you want to leave the list, send E-mail to
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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Kai

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.
---
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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Scott Chesworth
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
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 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Kai

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

2012-05-06 Thread Scott Chesworth
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

2012-05-06 Thread Dakotah Rickard
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