Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-15 Thread Jeremy Kaldobsky
Actually I am hoping to solve this problem with some improved zombie AI that's 
in the works.  This will make them considerably more skilled at navigating 
through buildings so they will be less likely to get stuck in those types of 
places.

Oh yeah, and this answer isn't meant to imply that the skill tree idea isn't 
being considered, because it is.  :D

 Worst place for that to happen is the
 factory, because zombies are
 confused by that staircase set, so they just kind of
 collect there,
 and you don't know if they're there until BANG! You're in
 the middle
 of a good truckload.
 
 I'm going to ask in this thread if Jeremy, you'll consider
 making
 weapons draw them a little more and footsteps a little
 less. I've
 literally taken a footstep a second, sneaking around, and
 they still
 come toweard me. There must surely be a point at which, if
 they're not
 smelling you out, which if they are I'll shut up, that you
 can sneak
 by them quietly. Again, that silent movement thing would be
 pretty
 awesome there, but that's dependent on putting up a skills
 tree.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread john
When I say luck, I'm referring to the massive groups of ten or 
more zombies that I've come *very* close to running into, had it 
not been for my scope. I was lucky enough to find one early on, 
and if I hadn't, I would have died several times over.


- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 21:57:34 -0500
Subject: Re: [Audyssey] Swamp: a couple of suggestions and 
reports


John, I'm not sure if you're being funny here, or if that's a 
serious
comment.  But riffing on it for a moment, there really isn't much 
in the way
of luck in this game.  There are skills, direct physical skills 
aiming, and
tactical skills, knowing where I am, evaluating the risks of 
current
opposition v. my position and weapons load, and situational 
awareness,
maintaining enough awareness to know when it's time to fight, 
which targets
to select and when to run like hell.  These are all skills that 
anyone can

develop, at least in this format.

That being the case, I find it strange when people complain the 
game is too
hard, excepting actual limitations like hearing problems that I 
understand

to place a genuine disadvantage on the player.

Chris Bartlett



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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread Dakotah Rickard
There is actually a bit of luck wherever random chance is in play, and
with the movements of more than fifteen people, plus whatever
algorithm controls the zombies when they're not chasing, it's as near
to random as can be asked for. I've had runs to the east of the bridge
where I literally run into ten zombies over the whole trip. Then I've
had runs wherein I walk around a corner to find about thirty waiting
for me. That is luck, the luck of the draw, and all the skill and all
the guns won't help at all in that situation.

As for the concept of sim versus game, I know that, especially lately,
it's running into a sort of overlap. Look at games for mainstream
audiences like Brink or the more popular Team Fortress 2. These games
allow a very limited selection of weapons, usually a primary, maybe a
secondary, and melee, all determined by character selection. Since
Swamp isn't that type of game, we do run into a little bit of a
difficulty making it a simulation, and I have had a hard-won victory
over my own realistic nature before this, as I make games and I've had
to sacrifice realism for playability and fun.

I completely understand and agree with the gun thing, finding more and
better guns because you don't carry around everything. It does make
sense. The only thing that  gets me about it is that you can't really
adventure without at least three good firearms. I've gone out happily
with pistol, shotgun of some type, and scoped hunting rifle, but it's
really quite a challenge. It's easier with some sort of automatic
weapon, so I guess it's a matter of choice, but I have to wonder if
some of those cases of 7.62 ammo I've picked up were spare m60s.

Finally, what about the idea of a gun coming from the safe zone fully
loaded? It does kind of make sense.

SIgned:
Daktah Rickard

On 12/14/11, john jpcarnemo...@comcast.net wrote:
 When I say luck, I'm referring to the massive groups of ten or
 more zombies that I've come *very* close to running into, had it
 not been for my scope. I was lucky enough to find one early on,
 and if I hadn't, I would have died several times over.

  - Original Message -
 From: Christopher Bartlett themusicalbre...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date sent: Tue, 13 Dec 2011 21:57:34 -0500
 Subject: Re: [Audyssey] Swamp: a couple of suggestions and
 reports

 John, I'm not sure if you're being funny here, or if that's a
 serious
 comment.  But riffing on it for a moment, there really isn't much
 in the way
 of luck in this game.  There are skills, direct physical skills
 aiming, and
 tactical skills, knowing where I am, evaluating the risks of
 current
 opposition v. my position and weapons load, and situational
 awareness,
 maintaining enough awareness to know when it's time to fight,
 which targets
 to select and when to run like hell.  These are all skills that
 anyone can
 develop, at least in this format.

 That being the case, I find it strange when people complain the
 game is too
 hard, excepting actual limitations like hearing problems that I
 understand
 to place a genuine disadvantage on the player.

   Chris Bartlett



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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread john

Though not having them loaded is an incentive to get stuff in the
field, rather than just accumulate rep until you can by the full 
weapon.

- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 14 Dec 2011 10:25:23 -0500
Subject: Re: [Audyssey] Swamp: a couple of suggestions and 
reports


There is actually a bit of luck wherever random chance is in 
play, and

with the movements of more than fifteen people, plus whatever
algorithm controls the zombies when they're not chasing, it's as 
near
to random as can be asked for. I've had runs to the east of the 
bridge
where I literally run into ten zombies over the whole trip. Then 
I've
had runs wherein I walk around a corner to find about thirty 
waiting
for me. That is luck, the luck of the draw, and all the skill and 
all

the guns won't help at all in that situation.

As for the concept of sim versus game, I know that, especially 
lately,

it's running into a sort of overlap. Look at games for mainstream
audiences like Brink or the more popular Team Fortress 2. These 
games
allow a very limited selection of weapons, usually a primary, 
maybe a
secondary, and melee, all determined by character selection. 
Since

Swamp isn't that type of game, we do run into a little bit of a
difficulty making it a simulation, and I have had a hard-won 
victory
over my own realistic nature before this, as I make games and 
I've had

to sacrifice realism for playability and fun.

I completely understand and agree with the gun thing, finding 
more and
better guns because you don't carry around everything. It does 
make
sense. The only thing that  gets me about it is that you can't 
really
adventure without at least three good firearms. I've gone out 
happily
with pistol, shotgun of some type, and scoped hunting rifle, but 
it's

really quite a challenge. It's easier with some sort of automatic
weapon, so I guess it's a matter of choice, but I have to wonder 
if

some of those cases of 7.62 ammo I've picked up were spare m60s.

Finally, what about the idea of a gun coming from the safe zone 
fully

loaded? It does kind of make sense.

SIgned:
Daktah Rickard

On 12/14/11, john jpcarnemo...@comcast.net wrote:
When I say luck, I'm referring to the massive groups of ten or
more zombies that I've come *very* close to running into, had it
not been for my scope. I was lucky enough to find one early on,
and if I hadn't, I would have died several times over.

 - Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 21:57:34 -0500
Subject: Re: [Audyssey] Swamp: a couple of suggestions and
reports

John, I'm not sure if you're being funny here, or if that's a
serious
comment.  But riffing on it for a moment, there really isn't 
much

in the way
of luck in this game.  There are skills, direct physical skills
aiming, and
tactical skills, knowing where I am, evaluating the risks of
current
opposition v. my position and weapons load, and situational
awareness,
maintaining enough awareness to know when it's time to fight,
which targets
to select and when to run like hell.  These are all skills that
anyone can
develop, at least in this format.

That being the case, I find it strange when people complain the
game is too
hard, excepting actual limitations like hearing problems that I
understand
to place a genuine disadvantage on the player.

Chris Bartlett



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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread Johnny Tai
Actually, there is a minor luck element to it... rofl I'm thinking of the 
occasional mouse acting up- keys sticking- like the time I couldn't stop 
walking- that was before I figured out how to stop it by hitting the key 
again, and it charged me right into a group with several tyrants in it lol.


Also, there was the time I walked into Jennifer's living room and right on 
the other side of the entrance was a massive group of zombie- I didn't hear 
a sound from outside, and soon as I stepped through the door, it was like 
into a meat grinder- I was dead in 2 seconds.



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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread Dakotah Rickard
Worst place for that to happen is the factory, because zombies are
confused by that staircase set, so they just kind of collect there,
and you don't know if they're there until BANG! You're in the middle
of a good truckload.

I'm going to ask in this thread if Jeremy, you'll consider making
weapons draw them a little more and footsteps a little less. I've
literally taken a footstep a second, sneaking around, and they still
come toweard me. There must surely be a point at which, if they're not
smelling you out, which if they are I'll shut up, that you can sneak
by them quietly. Again, that silent movement thing would be pretty
awesome there, but that's dependent on putting up a skills tree.

Signed:
Dakotah Rickard

On 12/14/11, Johnny Tai johnnyti...@shaw.ca wrote:
 Actually, there is a minor luck element to it... rofl I'm thinking of the
 occasional mouse acting up- keys sticking- like the time I couldn't stop
 walking- that was before I figured out how to stop it by hitting the key
 again, and it charged me right into a group with several tyrants in it lol.

 Also, there was the time I walked into Jennifer's living room and right on
 the other side of the entrance was a massive group of zombie- I didn't hear
 a sound from outside, and soon as I stepped through the door, it was like
 into a meat grinder- I was dead in 2 seconds.


 ---
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[Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Dakotah Rickard
Ok, the first thing I speak on is the  axe bug. I don't know how this
works, but if you switch from the axe to something that needs
reloading very quickly, say in the heat of battle, and you reload that
thing, the axe becomes one ammo for that thing. That's how you lose
your axe.

Now for something different. Many who know the characters Slade and
Liberty will know how hard I try to impress upon people that death, as
a part of the game, should involve risk and loss. I firmly hold to
that, and I only point out how much it means to me now, because I
think that you should regain your starting supply of equipment each
time you die. When you start, you get a pistol, eight rounds in your
pistol, and a field kit with one medkit loaded. This really isn't
much, but it's better than the pistol with eight rounds you get on
death. Yeah, people could cheat a little harder and donate stuff and
go die again, but if people are going to cheat, they will, and there's
technically nothing to do about it in this case. Starting with a
little something will prevent the ease of just dying again that many
experience on death.

Now for the next topic. it once was that Swamp was configured to allow
only one weapon of a type to be carried. Before, that made sense, as
you only ever needed one weapon, and others would turn into ammo. Now,
with the exception of the pistol, which seems so rediculously common
that it's worth ten reputation points to donate and everyone gets one
no matter what, all the weapons are worth more than their respective
ammo. Imagine you get a hunting rifle, or even better an assault
rifle. Those are worth a pretty penny, as such things go, in the safe
zone. Now, if you should stumble across another one, you won't get it.
Instead, you get 40 rounds of 5.56 ammo. Useful, true, but honestly
you'd get that anyway, as you find guns fully loaded. I suggest
therefore that not only is it good for rep to be able to pick up
seconds or thirds and beyond in a type of weapon, but that if your
primary breaks, you have a secondary to fall back on. In fact, hitting
the number key a number of times might switch to that weapon, so say
you have three shotguns, all loaded but the third set to scattershot,
you could hit the three key three times and get to your scattershot
weapon. Yeah, donating is great, too, but having a backup might be
nice.

Fally, I suggest that guns you buy from the safe zone should be fully
loaded, like the ones you find in the field. In the case of the m60 or
minigun, this is a pretty hefty chunk of ammo and rep, but it's really
worth it. Either guns in the SZ should be loaded or the guns you find
in the field shouldn't be, just for parallel's sake if nothing else.

Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread john
I agree with everything save your last point, when your fighting 
zombies, and you get a new weapon, that ammo really helps. Also, 
having a loaded weapon from the field gives people an insentive 
to actually go loot hunting.


- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 11:10:24 -0500
Subject: [Audyssey] Swamp: a couple of suggestions and reports

Ok, the first thing I speak on is the  axe bug. I don't know how 
this

works, but if you switch from the axe to something that needs
reloading very quickly, say in the heat of battle, and you reload 
that
thing, the axe becomes one ammo for that thing. That's how you 
lose

your axe.

Now for something different. Many who know the characters Slade 
and
Liberty will know how hard I try to impress upon people that 
death, as
a part of the game, should involve risk and loss. I firmly hold 
to

that, and I only point out how much it means to me now, because I
think that you should regain your starting supply of equipment 
each
time you die. When you start, you get a pistol, eight rounds in 
your

pistol, and a field kit with one medkit loaded. This really isn't
much, but it's better than the pistol with eight rounds you get 
on
death. Yeah, people could cheat a little harder and donate stuff 
and
go die again, but if people are going to cheat, they will, and 
there's

technically nothing to do about it in this case. Starting with a
little something will prevent the ease of just dying again that 
many

experience on death.

Now for the next topic. it once was that Swamp was configured to 
allow
only one weapon of a type to be carried. Before, that made sense, 
as
you only ever needed one weapon, and others would turn into ammo. 
Now,
with the exception of the pistol, which seems so rediculously 
common
that it's worth ten reputation points to donate and everyone gets 
one
no matter what, all the weapons are worth more than their 
respective

ammo. Imagine you get a hunting rifle, or even better an assault
rifle. Those are worth a pretty penny, as such things go, in the 
safe
zone. Now, if you should stumble across another one, you won't 
get it.
Instead, you get 40 rounds of 5.56 ammo. Useful, true, but 
honestly

you'd get that anyway, as you find guns fully loaded. I suggest
therefore that not only is it good for rep to be able to pick up
seconds or thirds and beyond in a type of weapon, but that if 
your
primary breaks, you have a secondary to fall back on. In fact, 
hitting
the number key a number of times might switch to that weapon, so 
say
you have three shotguns, all loaded but the third set to 
scattershot,
you could hit the three key three times and get to your 
scattershot
weapon. Yeah, donating is great, too, but having a backup might 
be

nice.

Fally, I suggest that guns you buy from the safe zone should be 
fully
loaded, like the ones you find in the field. In the case of the 
m60 or
minigun, this is a pretty hefty chunk of ammo and rep, but it's 
really
worth it. Either guns in the SZ should be loaded or the guns you 
find
in the field shouldn't be, just for parallel's sake if nothing 
else.


Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Dallas O'Brien
but then, as it is, your able to carry all of the kinds of weapons. so 
in actual fact, in real life, you wouldn't be able to move, cause you 
couldn't possibly carry around an m60, a volcan, sniper, hunting, and 
all the others. not possible. so as it is, i think you have enough weapons.

dallas


On 14/12/2011 02:10, Dakotah Rickard wrote:

Ok, the first thing I speak on is the  axe bug. I don't know how this
works, but if you switch from the axe to something that needs
reloading very quickly, say in the heat of battle, and you reload that
thing, the axe becomes one ammo for that thing. That's how you lose
your axe.

Now for something different. Many who know the characters Slade and
Liberty will know how hard I try to impress upon people that death, as
a part of the game, should involve risk and loss. I firmly hold to
that, and I only point out how much it means to me now, because I
think that you should regain your starting supply of equipment each
time you die. When you start, you get a pistol, eight rounds in your
pistol, and a field kit with one medkit loaded. This really isn't
much, but it's better than the pistol with eight rounds you get on
death. Yeah, people could cheat a little harder and donate stuff and
go die again, but if people are going to cheat, they will, and there's
technically nothing to do about it in this case. Starting with a
little something will prevent the ease of just dying again that many
experience on death.

Now for the next topic. it once was that Swamp was configured to allow
only one weapon of a type to be carried. Before, that made sense, as
you only ever needed one weapon, and others would turn into ammo. Now,
with the exception of the pistol, which seems so rediculously common
that it's worth ten reputation points to donate and everyone gets one
no matter what, all the weapons are worth more than their respective
ammo. Imagine you get a hunting rifle, or even better an assault
rifle. Those are worth a pretty penny, as such things go, in the safe
zone. Now, if you should stumble across another one, you won't get it.
Instead, you get 40 rounds of 5.56 ammo. Useful, true, but honestly
you'd get that anyway, as you find guns fully loaded. I suggest
therefore that not only is it good for rep to be able to pick up
seconds or thirds and beyond in a type of weapon, but that if your
primary breaks, you have a secondary to fall back on. In fact, hitting
the number key a number of times might switch to that weapon, so say
you have three shotguns, all loaded but the third set to scattershot,
you could hit the three key three times and get to your scattershot
weapon. Yeah, donating is great, too, but having a backup might be
nice.

Fally, I suggest that guns you buy from the safe zone should be fully
loaded, like the ones you find in the field. In the case of the m60 or
minigun, this is a pretty hefty chunk of ammo and rep, but it's really
worth it. Either guns in the SZ should be loaded or the guns you find
in the field shouldn't be, just for parallel's sake if nothing else.

Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Darren Duff
But we aren't talking about real life, or a simulation! We are talking about
a game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Tuesday, December 13, 2011 3:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

but then, as it is, your able to carry all of the kinds of weapons. so in
actual fact, in real life, you wouldn't be able to move, cause you couldn't
possibly carry around an m60, a volcan, sniper, hunting, and all the others.
not possible. so as it is, i think you have enough weapons.
dallas


On 14/12/2011 02:10, Dakotah Rickard wrote:
 Ok, the first thing I speak on is the  axe bug. I don't know how this 
 works, but if you switch from the axe to something that needs 
 reloading very quickly, say in the heat of battle, and you reload that 
 thing, the axe becomes one ammo for that thing. That's how you lose 
 your axe.

 Now for something different. Many who know the characters Slade and 
 Liberty will know how hard I try to impress upon people that death, as 
 a part of the game, should involve risk and loss. I firmly hold to 
 that, and I only point out how much it means to me now, because I 
 think that you should regain your starting supply of equipment each 
 time you die. When you start, you get a pistol, eight rounds in your 
 pistol, and a field kit with one medkit loaded. This really isn't 
 much, but it's better than the pistol with eight rounds you get on 
 death. Yeah, people could cheat a little harder and donate stuff and 
 go die again, but if people are going to cheat, they will, and there's 
 technically nothing to do about it in this case. Starting with a 
 little something will prevent the ease of just dying again that many 
 experience on death.

 Now for the next topic. it once was that Swamp was configured to allow 
 only one weapon of a type to be carried. Before, that made sense, as 
 you only ever needed one weapon, and others would turn into ammo. Now, 
 with the exception of the pistol, which seems so rediculously common 
 that it's worth ten reputation points to donate and everyone gets one 
 no matter what, all the weapons are worth more than their respective 
 ammo. Imagine you get a hunting rifle, or even better an assault 
 rifle. Those are worth a pretty penny, as such things go, in the safe 
 zone. Now, if you should stumble across another one, you won't get it.
 Instead, you get 40 rounds of 5.56 ammo. Useful, true, but honestly 
 you'd get that anyway, as you find guns fully loaded. I suggest 
 therefore that not only is it good for rep to be able to pick up 
 seconds or thirds and beyond in a type of weapon, but that if your 
 primary breaks, you have a secondary to fall back on. In fact, hitting 
 the number key a number of times might switch to that weapon, so say 
 you have three shotguns, all loaded but the third set to scattershot, 
 you could hit the three key three times and get to your scattershot 
 weapon. Yeah, donating is great, too, but having a backup might be 
 nice.

 Fally, I suggest that guns you buy from the safe zone should be fully 
 loaded, like the ones you find in the field. In the case of the m60 or 
 minigun, this is a pretty hefty chunk of ammo and rep, but it's really 
 worth it. Either guns in the SZ should be loaded or the guns you find 
 in the field shouldn't be, just for parallel's sake if nothing else.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Johnny Tai
I believe a real minigun alone- the portable one, weighs about 90 LBs all on 
its lonesome heh- alot of weight even for a strong man. 



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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Christopher Bartlett
True Darren, but a good game enforces choices, each of which is significant.
No choice should be inconsequential and no situation should occur that is
not affected by a choice.  I don't know about others, but I've now reached
the point where death is rare unless I royally screw up or intentionally
play a bit madly, and I'd like more challenge that the game presents, rather
than artificial constraints I place on myself.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, December 13, 2011 4:25 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

But we aren't talking about real life, or a simulation! We are talking about
a game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Tuesday, December 13, 2011 3:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

but then, as it is, your able to carry all of the kinds of weapons. so in
actual fact, in real life, you wouldn't be able to move, cause you couldn't
possibly carry around an m60, a volcan, sniper, hunting, and all the others.
not possible. so as it is, i think you have enough weapons.
dallas


On 14/12/2011 02:10, Dakotah Rickard wrote:
 Ok, the first thing I speak on is the  axe bug. I don't know how this 
 works, but if you switch from the axe to something that needs 
 reloading very quickly, say in the heat of battle, and you reload that 
 thing, the axe becomes one ammo for that thing. That's how you lose 
 your axe.

 Now for something different. Many who know the characters Slade and 
 Liberty will know how hard I try to impress upon people that death, as 
 a part of the game, should involve risk and loss. I firmly hold to 
 that, and I only point out how much it means to me now, because I 
 think that you should regain your starting supply of equipment each 
 time you die. When you start, you get a pistol, eight rounds in your 
 pistol, and a field kit with one medkit loaded. This really isn't 
 much, but it's better than the pistol with eight rounds you get on 
 death. Yeah, people could cheat a little harder and donate stuff and 
 go die again, but if people are going to cheat, they will, and there's 
 technically nothing to do about it in this case. Starting with a 
 little something will prevent the ease of just dying again that many 
 experience on death.

 Now for the next topic. it once was that Swamp was configured to allow 
 only one weapon of a type to be carried. Before, that made sense, as 
 you only ever needed one weapon, and others would turn into ammo. Now, 
 with the exception of the pistol, which seems so rediculously common 
 that it's worth ten reputation points to donate and everyone gets one 
 no matter what, all the weapons are worth more than their respective 
 ammo. Imagine you get a hunting rifle, or even better an assault 
 rifle. Those are worth a pretty penny, as such things go, in the safe 
 zone. Now, if you should stumble across another one, you won't get it.
 Instead, you get 40 rounds of 5.56 ammo. Useful, true, but honestly 
 you'd get that anyway, as you find guns fully loaded. I suggest 
 therefore that not only is it good for rep to be able to pick up 
 seconds or thirds and beyond in a type of weapon, but that if your 
 primary breaks, you have a secondary to fall back on. In fact, hitting 
 the number key a number of times might switch to that weapon, so say 
 you have three shotguns, all loaded but the third set to scattershot, 
 you could hit the three key three times and get to your scattershot 
 weapon. Yeah, donating is great, too, but having a backup might be 
 nice.

 Fally, I suggest that guns you buy from the safe zone should be fully 
 loaded, like the ones you find in the field. In the case of the m60 or 
 minigun, this is a pretty hefty chunk of ammo and rep, but it's really 
 worth it. Either guns in the SZ should be loaded or the guns you find 
 in the field shouldn't be, just for parallel's sake if nothing else.

 Signed:
 Dakotah Rickard

 ---
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 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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 All messages are archived and can be searched and read at 
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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Dallas O'Brien
yes, and you will tend to find, most games out there try to keep things 
as real as possible. thats why i bring it up.

dallas


On 14/12/2011 07:24, Darren Duff wrote:

But we aren't talking about real life, or a simulation! We are talking about
a game.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Tuesday, December 13, 2011 3:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

but then, as it is, your able to carry all of the kinds of weapons. so in
actual fact, in real life, you wouldn't be able to move, cause you couldn't
possibly carry around an m60, a volcan, sniper, hunting, and all the others.
not possible. so as it is, i think you have enough weapons.
dallas


On 14/12/2011 02:10, Dakotah Rickard wrote:

Ok, the first thing I speak on is the  axe bug. I don't know how this
works, but if you switch from the axe to something that needs
reloading very quickly, say in the heat of battle, and you reload that
thing, the axe becomes one ammo for that thing. That's how you lose
your axe.

Now for something different. Many who know the characters Slade and
Liberty will know how hard I try to impress upon people that death, as
a part of the game, should involve risk and loss. I firmly hold to
that, and I only point out how much it means to me now, because I
think that you should regain your starting supply of equipment each
time you die. When you start, you get a pistol, eight rounds in your
pistol, and a field kit with one medkit loaded. This really isn't
much, but it's better than the pistol with eight rounds you get on
death. Yeah, people could cheat a little harder and donate stuff and
go die again, but if people are going to cheat, they will, and there's
technically nothing to do about it in this case. Starting with a
little something will prevent the ease of just dying again that many
experience on death.

Now for the next topic. it once was that Swamp was configured to allow
only one weapon of a type to be carried. Before, that made sense, as
you only ever needed one weapon, and others would turn into ammo. Now,
with the exception of the pistol, which seems so rediculously common
that it's worth ten reputation points to donate and everyone gets one
no matter what, all the weapons are worth more than their respective
ammo. Imagine you get a hunting rifle, or even better an assault
rifle. Those are worth a pretty penny, as such things go, in the safe
zone. Now, if you should stumble across another one, you won't get it.
Instead, you get 40 rounds of 5.56 ammo. Useful, true, but honestly
you'd get that anyway, as you find guns fully loaded. I suggest
therefore that not only is it good for rep to be able to pick up
seconds or thirds and beyond in a type of weapon, but that if your
primary breaks, you have a secondary to fall back on. In fact, hitting
the number key a number of times might switch to that weapon, so say
you have three shotguns, all loaded but the third set to scattershot,
you could hit the three key three times and get to your scattershot
weapon. Yeah, donating is great, too, but having a backup might be
nice.

Fally, I suggest that guns you buy from the safe zone should be fully
loaded, like the ones you find in the field. In the case of the m60 or
minigun, this is a pretty hefty chunk of ammo and rep, but it's really
worth it. Either guns in the SZ should be loaded or the guns you find
in the field shouldn't be, just for parallel's sake if nothing else.

Signed:
Dakotah Rickard

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This message was checked by NOD32 antivirus system http://www.eset.com




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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Dallas O'Brien
ahah yeah. something like that. and the m60 is basicly a gpmg, if you 
know what that is. so again, even a strong man struggles to carry that, 
and 200 rouns for it.

dallas


On 14/12/2011 07:52, Johnny Tai wrote:
I believe a real minigun alone- the portable one, weighs about 90 LBs 
all on its lonesome heh- alot of weight even for a strong man.


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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Dallas O'Brien
this is true to. i to have gotten to the point where i can go for a lute 
run, and collect enough ammo to blow up half the game if i stockpiled it 
all. ahahaha.

one man army?
dallas


On 14/12/2011 08:41, Christopher Bartlett wrote:

True Darren, but a good game enforces choices, each of which is significant.
No choice should be inconsequential and no situation should occur that is
not affected by a choice.  I don't know about others, but I've now reached
the point where death is rare unless I royally screw up or intentionally
play a bit madly, and I'd like more challenge that the game presents, rather
than artificial constraints I place on myself.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, December 13, 2011 4:25 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

But we aren't talking about real life, or a simulation! We are talking about
a game.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Tuesday, December 13, 2011 3:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

but then, as it is, your able to carry all of the kinds of weapons. so in
actual fact, in real life, you wouldn't be able to move, cause you couldn't
possibly carry around an m60, a volcan, sniper, hunting, and all the others.
not possible. so as it is, i think you have enough weapons.
dallas


On 14/12/2011 02:10, Dakotah Rickard wrote:

Ok, the first thing I speak on is the  axe bug. I don't know how this
works, but if you switch from the axe to something that needs
reloading very quickly, say in the heat of battle, and you reload that
thing, the axe becomes one ammo for that thing. That's how you lose
your axe.

Now for something different. Many who know the characters Slade and
Liberty will know how hard I try to impress upon people that death, as
a part of the game, should involve risk and loss. I firmly hold to
that, and I only point out how much it means to me now, because I
think that you should regain your starting supply of equipment each
time you die. When you start, you get a pistol, eight rounds in your
pistol, and a field kit with one medkit loaded. This really isn't
much, but it's better than the pistol with eight rounds you get on
death. Yeah, people could cheat a little harder and donate stuff and
go die again, but if people are going to cheat, they will, and there's
technically nothing to do about it in this case. Starting with a
little something will prevent the ease of just dying again that many
experience on death.

Now for the next topic. it once was that Swamp was configured to allow
only one weapon of a type to be carried. Before, that made sense, as
you only ever needed one weapon, and others would turn into ammo. Now,
with the exception of the pistol, which seems so rediculously common
that it's worth ten reputation points to donate and everyone gets one
no matter what, all the weapons are worth more than their respective
ammo. Imagine you get a hunting rifle, or even better an assault
rifle. Those are worth a pretty penny, as such things go, in the safe
zone. Now, if you should stumble across another one, you won't get it.
Instead, you get 40 rounds of 5.56 ammo. Useful, true, but honestly
you'd get that anyway, as you find guns fully loaded. I suggest
therefore that not only is it good for rep to be able to pick up
seconds or thirds and beyond in a type of weapon, but that if your
primary breaks, you have a secondary to fall back on. In fact, hitting
the number key a number of times might switch to that weapon, so say
you have three shotguns, all loaded but the third set to scattershot,
you could hit the three key three times and get to your scattershot
weapon. Yeah, donating is great, too, but having a backup might be
nice.

Fally, I suggest that guns you buy from the safe zone should be fully
loaded, like the ones you find in the field. In the case of the m60 or
minigun, this is a pretty hefty chunk of ammo and rep, but it's really
worth it. Either guns in the SZ should be loaded or the guns you find
in the field shouldn't be, just for parallel's sake if nothing else.

Signed:
Dakotah Rickard

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You can 

Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Jeremy Kaldobsky
The axe bug is another one I intend to fix, but just haven't had the time yet.

When it comes to finding duplicate guns, this was specifically designed as an 
incentive to adventure out with less than an armful of guns.  If you had 1 of 
every gun, you have absolutely no chance to find another gun which would donate 
in to a good amount of reputation.  If however you donate half of your guns 
then you have a chance of finding new versions of those guns that will be worth 
a lot.

If you have a favorite gun that you want a backup of, you can always buy a 
second one at the Safe Zone.  That should work in case it is broken by a zombie.

 Ok, the first thing I speak on is
 the  axe bug. I don't know how this
 works, but if you switch from the axe to something that
 needs
 reloading very quickly, say in the heat of battle, and you
 reload that
 thing, the axe becomes one ammo for that thing. That's how
 you lose
 your axe.
 
 Now for something different. Many who know the characters
 Slade and
 Liberty will know how hard I try to impress upon people
 that death, as
 a part of the game, should involve risk and loss. I firmly
 hold to
 that, and I only point out how much it means to me now,
 because I
 think that you should regain your starting supply of
 equipment each
 time you die. When you start, you get a pistol, eight
 rounds in your
 pistol, and a field kit with one medkit loaded. This really
 isn't
 much, but it's better than the pistol with eight rounds you
 get on
 death. Yeah, people could cheat a little harder and donate
 stuff and
 go die again, but if people are going to cheat, they will,
 and there's
 technically nothing to do about it in this case. Starting
 with a
 little something will prevent the ease of just dying again
 that many
 experience on death.
 
 Now for the next topic. it once was that Swamp was
 configured to allow
 only one weapon of a type to be carried. Before, that made
 sense, as
 you only ever needed one weapon, and others would turn into
 ammo. Now,
 with the exception of the pistol, which seems so
 rediculously common
 that it's worth ten reputation points to donate and
 everyone gets one
 no matter what, all the weapons are worth more than their
 respective
 ammo. Imagine you get a hunting rifle, or even better an
 assault
 rifle. Those are worth a pretty penny, as such things go,
 in the safe
 zone. Now, if you should stumble across another one, you
 won't get it.
 Instead, you get 40 rounds of 5.56 ammo. Useful, true, but
 honestly
 you'd get that anyway, as you find guns fully loaded. I
 suggest
 therefore that not only is it good for rep to be able to
 pick up
 seconds or thirds and beyond in a type of weapon, but that
 if your
 primary breaks, you have a secondary to fall back on. In
 fact, hitting
 the number key a number of times might switch to that
 weapon, so say
 you have three shotguns, all loaded but the third set to
 scattershot,
 you could hit the three key three times and get to your
 scattershot
 weapon. Yeah, donating is great, too, but having a backup
 might be
 nice.
 
 Fally, I suggest that guns you buy from the safe zone
 should be fully
 loaded, like the ones you find in the field. In the case of
 the m60 or
 minigun, this is a pretty hefty chunk of ammo and rep, but
 it's really
 worth it. Either guns in the SZ should be loaded or the
 guns you find
 in the field shouldn't be, just for parallel's sake if
 nothing else.
 
 Signed:
 Dakotah Rickard


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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] Swamp: a couple of suggestions and reports

2011-12-13 Thread john
Then your lucky. I die quite often if I'm not extremely careful, 
which means having my scoped rifle out 24/7.


- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 17:41:34 -0500
Subject: Re: [Audyssey] Swamp: a couple of suggestions and 
reports


True Darren, but a good game enforces choices, each of which is 
significant.
No choice should be inconsequential and no situation should occur 
that is
not affected by a choice.  I don't know about others, but I've 
now reached
the point where death is rare unless I royally screw up or 
intentionally
play a bit madly, and I'd like more challenge that the game 
presents, rather

than artificial constraints I place on myself.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Darren Duff
Sent: Tuesday, December 13, 2011 4:25 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp: a couple of suggestions and 
reports


But we aren't talking about real life, or a simulation! We are 
talking about

a game.

-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Dallas O'Brien
Sent: Tuesday, December 13, 2011 3:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of suggestions and 
reports


but then, as it is, your able to carry all of the kinds of 
weapons. so in
actual fact, in real life, you wouldn't be able to move, cause 
you couldn't
possibly carry around an m60, a volcan, sniper, hunting, and all 
the others.

not possible. so as it is, i think you have enough weapons.
dallas


On 14/12/2011 02:10, Dakotah Rickard wrote:
Ok, the first thing I speak on is the  axe bug. I don't know how 
this

works, but if you switch from the axe to something that needs
reloading very quickly, say in the heat of battle, and you 
reload that
thing, the axe becomes one ammo for that thing. That's how you 
lose

your axe.

Now for something different. Many who know the characters Slade 
and
Liberty will know how hard I try to impress upon people that 
death, as
a part of the game, should involve risk and loss. I firmly hold 
to
that, and I only point out how much it means to me now, because 
I
think that you should regain your starting supply of equipment 
each
time you die. When you start, you get a pistol, eight rounds in 
your
pistol, and a field kit with one medkit loaded. This really 
isn't
much, but it's better than the pistol with eight rounds you get 
on
death. Yeah, people could cheat a little harder and donate stuff 
and
go die again, but if people are going to cheat, they will, and 
there's

technically nothing to do about it in this case. Starting with a
little something will prevent the ease of just dying again that 
many

experience on death.

Now for the next topic. it once was that Swamp was configured to 
allow
only one weapon of a type to be carried. Before, that made 
sense, as
you only ever needed one weapon, and others would turn into 
ammo. Now,
with the exception of the pistol, which seems so rediculously 
common
that it's worth ten reputation points to donate and everyone 
gets one
no matter what, all the weapons are worth more than their 
respective

ammo. Imagine you get a hunting rifle, or even better an assault
rifle. Those are worth a pretty penny, as such things go, in the 
safe
zone. Now, if you should stumble across another one, you won't 
get it.
Instead, you get 40 rounds of 5.56 ammo. Useful, true, but 
honestly

you'd get that anyway, as you find guns fully loaded. I suggest
therefore that not only is it good for rep to be able to pick up
seconds or thirds and beyond in a type of weapon, but that if 
your
primary breaks, you have a secondary to fall back on. In fact, 
hitting
the number key a number of times might switch to that weapon, so 
say
you have three shotguns, all loaded but the third set to 
scattershot,
you could hit the three key three times and get to your 
scattershot
weapon. Yeah, donating is great, too, but having a backup might 
be

nice.

Fally, I suggest that guns you buy from the safe zone should be 
fully
loaded, like the ones you find in the field. In the case of the 
m60 or
minigun, this is a pretty hefty chunk of ammo and rep, but it's 
really
worth it. Either guns in the SZ should be loaded or the guns you 
find
in the field shouldn't be, just for parallel's sake if nothing 
else.


Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Jeremy Kaldobsky
Christopher, I'm hoping that the missions will bring about the much needed 
challenges our more experienced players are seeking.

 True Darren, but a good game enforces
 choices, each of which is significant.
 No choice should be inconsequential and no situation should
 occur that is
 not affected by a choice.  I don't know about others,
 but I've now reached
 the point where death is rare unless I royally screw up or
 intentionally
 play a bit madly, and I'd like more challenge that the game
 presents, rather
 than artificial constraints I place on myself.
 
     Chris Bartlett


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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Christopher Bartlett
John, I'm not sure if you're being funny here, or if that's a serious
comment.  But riffing on it for a moment, there really isn't much in the way
of luck in this game.  There are skills, direct physical skills aiming, and
tactical skills, knowing where I am, evaluating the risks of current
opposition v. my position and weapons load, and situational awareness,
maintaining enough awareness to know when it's time to fight, which targets
to select and when to run like hell.  These are all skills that anyone can
develop, at least in this format.

That being the case, I find it strange when people complain the game is too
hard, excepting actual limitations like hearing problems that I understand
to place a genuine disadvantage on the player.

Chris Bartlett



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