Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 4, 2013, at 9:48 AM, Clement Chou <chou.clem...@gmail.com> wrote:

The trouble with translating 3d fps games into pure audio is that you are going 
to miss a lot of the precision that you can get by visual observation. I'm not 
saying audio quake was bad, just not as precise as I would like it to be. It 
was a lot of fun, but too often I found myself and saw other people just 
holding down the control key while trying to aim with the arrow keys. It isn't 
really a design thing, and I think Audio Quake and road to Rage have tapped 
into something good. And sniping doesn't work as complexly in audio shooters as 
in sighted ones. Sure you have long range rifles, but I've never been able to 
snipe from somewhere far and above my opponent. And I think that aiming could 
be refined a bit more as well, so that it isn't just centre your opponent by 
turning and then just mashing the fire button. If you watch videos or watch 
sighted people playing games like Call of Duty or Counterstrike, the shots 
don't come nearly as often... because for one, ammo is scarce... and for 
another, there are more precise aiming and or lock on features. Just some 
thoughts. Having said that though, I love Audio Quake and Road to Rage... 
because they're the closest we've gotten to those types of games. There are 
just things that could be taken further is all. We could always discuss this 
offlist as well since this is somewhat of a pet interest of mine too, I'm just 
not a programmer. lol
----- Original Message ----- From: "Cara Quinn" <caraqu...@caraquinn.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


> HI Clement,
> 
> I'm curious why you're saying that Audio Quake was 'too lucky?"
> 
> The original (pre-Jedi Quake) version is Quake itself with only the adaptive 
> features in place to allow VI players to play the game.
> 
> Can you clarify your comments a bit for me? I ask as the first-person 3D 
> genre is obviously a pet interest of mine. ;)
> 
> So I'm curious to hear more feedback on how this has worked for other VI 
> players.
> 
> thanks so much!
> 
> Smiles,
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 


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