Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Jeremy Kaldobsky
The game is called Swamp and it can be downloaded here.
www.kaldobsky.com/audiogames/

 What game are you folks playing and
 where can i get it?


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Kelvin Tan
yup agree with steady there.
- Original Message - 
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 13, 2011 1:29 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't quite like the idea of being able to give stuffs to people. I have
more than 2 rep points and can easily use that to make 10 people strong,
but it will spoil their gaming experience. and without going through the
initial difficult stage of getting themselves up and master the skills, no
matter how much they have, they will be killed and back to square1.
锦发/Steady Goh
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better, although
 perhaps overstated, solution to the friends trouble is to just enable
 giving stuff to people. That way if you're like my friend who has over
 1200 7.62 and over 2000 other ammo, he could share his wealth rather
 than only getting himself rep points he'll never really need because
 he hasn't bought anything at all from the safe zone for his entire
 playthrough of the game.
 Plus, giving stuff makes the game more cooperative.

 Signed:
 Dakotah Rickard

 On 12/12/11, john jpcarnemo...@comcast.net wrote:
 When I say move away, I mean to back up and make the zombies
 leave the loot so that you can here them better. I in no way
 meant to say that somebody should leave the loot.
  - Original Message -
 From: Steady Goh stea...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Mon, 12 Dec 2011 10:58:04 +0800
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 just move towards it and take whatever is in there. the sound
 will stop and
 you have more ammo or other items. if it is something you don't
 need, donate
 them and get reputation points. If you move away from the sound,
 i will
 thank you and happily go in there and help myself. but don't
 complain that
 there isn't enough ammo or health kit anymore.
 锦发/Steady Goh
 - Original Message -
 From: john jpcarnemo...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 12, 2011 10:23 AM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


  That's a second from me, just move away from them if they're to
 noisy for
  you.

  - Original Message -
  From: Christopher Bartlett themusicalbre...@gmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date sent: Sun, 11 Dec 2011 16:30:30 -0500
  Subject: Re: [Audyssey] Swamp: spawning and loot questions


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Kelvin Tan
yes. or another alternative is just simply use another weapon! isn't it?
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 1:40 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


Also, I've heard many complaints of shortage of this ammo or that ammo. Say
that you can't find any ammo for that machinegun you love to use- all you
find is .45s, and now, I don't use a machinegun, I prefer my silenced
pistol, so I keep running out on .45s yet I'm loaded down on machinegun
ammo. Instead of trading it all selfishly for reps, I can trade my
machinegun ammo for your .45s- everyone's happier that way.


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Checked by AVG - www.avg.com
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Kelvin Tan
but how much would be enough?
- Original Message - 
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 12:50 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


Then don't give it to people, my thought was that the giving
system would be to give some ammo to that guy with the sniper who
just ran out, or to give the guy with a hunting rifle and no 5.56
ammo enough to get back to the safe zone, not to just give them
1000 shots of everything.

 - Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 13:29:27 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I don't quite like the idea of being able to give stuffs to
people. I have
more than 2 rep points and can easily use that to make 10
people strong,
but it will spoil their gaming experience. and without going
through the
initial difficult stage of getting themselves up and master the
skills, no
matter how much they have, they will be killed and back to
square1.
??룕/Steady Goh
- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better,
although
 perhaps overstated, solution to the friends trouble is to just
enable
 giving stuff to people. That way if you're like my friend who
has over
 1200 7.62 and over 2000 other ammo, he could share his wealth
rather
 than only getting himself rep points he'll never really need
because
 he hasn't bought anything at all from the safe zone for his
entire
 playthrough of the game.
 Plus, giving stuff makes the game more cooperative.

 Signed:
 Dakotah Rickard

 On 12/12/11, john jpcarnemo...@comcast.net wrote:
 When I say move away, I mean to back up and make the zombies
 leave the loot so that you can here them better. I in no way
 meant to say that somebody should leave the loot.
  - Original Message -
 From: Steady Goh stea...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Mon, 12 Dec 2011 10:58:04 +0800
 Subject: Re: [Audyssey] Swamp: spawning and loot questions






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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Dakotah Rickard
I'm glad to hear about the awesome nature of missions that are coming up.

Kai and jeremy, one thing that would make Swamp a little easier to
handle with player tracking is a difference in sound between player
and zombie footsteps. I know that this would mean an even bigger game,
and I know how unfun it is to locate distinguishable footsteps. I've
done a bit of sound work myself, but I know that it could make things
much smoother.

Still, I look forward to whatever happens and however it's done, it'll be great.

I must address the question of simulation versus game just this once more.

If you wanted to be completely technical, all the weapons are heavy
and cumbersome. Even the assault rifle, which I assume is based off
the m16 or m4 or some derivitive is a pretty hefty gun. I understand
the unrealism of carrying a maximum of eleven weapons. it's wildly
unreal, not just because of weight but because of the actual
difficulty of managing all the holsters and straps and ammo. I don't
think that ammo should be limited for the same reason I don't think
weapnory should be limited. That reason is playability and fun. I was
originally all for the idea of incumbrance, and I guess maybe weapon
based incumbrance is still maybe ok, but I decided that it was much
more fun to be able to just focus on running around and smashing the
undead than worrying about my inventory. If there were character
specializations or inventory limitations, I could understand an
incumbrance system, but I think that it takes away from the game.

Finally, as for realism, true realism would mean that you'd have to
reaim after every use of a weapon on everything except maybe the
assault rifle and the axe, you'd have gone deaf a long time ago from
all the gunfire next to your unprotected ears, and death would be
permanent, losing you your rep and experience, if not losing you your
place on the server. I'm not trying to be snarky or sarcastic. I'm
just saying that there's a line between playability and realism for
the average player, and it's a dangerous one to draw at all, So far,
I'm very pleased with how it's been drawn.

Signed:
Dakotah Rickard

On 12/14/11, Kelvin Tan k...@weiliankelvin.com wrote:
 yes. or another alternative is just simply use another weapon! isn't it?
 - Original Message -
 From: Johnny Tai johnnyti...@shaw.ca
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, December 14, 2011 1:40 AM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


 Also, I've heard many complaints of shortage of this ammo or that ammo. Say
 that you can't find any ammo for that machinegun you love to use- all you
 find is .45s, and now, I don't use a machinegun, I prefer my silenced
 pistol, so I keep running out on .45s yet I'm loaded down on machinegun
 ammo. Instead of trading it all selfishly for reps, I can trade my
 machinegun ammo for your .45s- everyone's happier that way.


 ---
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 please send E-mail to gamers-ow...@audyssey.org.


 



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread john
This was very well said, and I'd like to throw in a second. While 
I can see where people are coming from, I feel that limitations 
would detract from the enjoyability of the game.


- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 14 Dec 2011 10:37:25 -0500
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'm glad to hear about the awesome nature of missions that are 
coming up.


Kai and jeremy, one thing that would make Swamp a little easier 
to
handle with player tracking is a difference in sound between 
player
and zombie footsteps. I know that this would mean an even bigger 
game,
and I know how unfun it is to locate distinguishable footsteps. 
I've
done a bit of sound work myself, but I know that it could make 
things

much smoother.

Still, I look forward to whatever happens and however it's done, 
it'll be great.


I must address the question of simulation versus game just this 
once more.


If you wanted to be completely technical, all the weapons are 
heavy
and cumbersome. Even the assault rifle, which I assume is based 
off
the m16 or m4 or some derivitive is a pretty hefty gun. I 
understand
the unrealism of carrying a maximum of eleven weapons. it's 
wildly

unreal, not just because of weight but because of the actual
difficulty of managing all the holsters and straps and ammo. I 
don't
think that ammo should be limited for the same reason I don't 
think
weapnory should be limited. That reason is playability and fun. I 
was
originally all for the idea of incumbrance, and I guess maybe 
weapon
based incumbrance is still maybe ok, but I decided that it was 
much
more fun to be able to just focus on running around and smashing 
the

undead than worrying about my inventory. If there were character
specializations or inventory limitations, I could understand an
incumbrance system, but I think that it takes away from the game.

Finally, as for realism, true realism would mean that you'd have 
to

reaim after every use of a weapon on everything except maybe the
assault rifle and the axe, you'd have gone deaf a long time ago 
from

all the gunfire next to your unprotected ears, and death would be
permanent, losing you your rep and experience, if not losing you 
your
place on the server. I'm not trying to be snarky or sarcastic. 
I'm
just saying that there's a line between playability and realism 
for
the average player, and it's a dangerous one to draw at all, So 
far,

I'm very pleased with how it's been drawn.

Signed:
Dakotah Rickard

On 12/14/11, Kelvin Tan k...@weiliankelvin.com wrote:
yes. or another alternative is just simply use another weapon! 
isn't it?

- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 1:40 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


Also, I've heard many complaints of shortage of this ammo or 
that ammo. Say
that you can't find any ammo for that machinegun you love to 
use- all you
find is .45s, and now, I don't use a machinegun, I prefer my 
silenced
pistol, so I keep running out on .45s yet I'm loaded down on 
machinegun
ammo. Instead of trading it all selfishly for reps, I can trade 
my

machinegun ammo for your .45s- everyone's happier that way.


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Dakotah Rickard
I'm going to point this out, not because I think anyone's dumb, but
because I think people may not have had these experiences:
It's not as off-topic as it seems. I play and have played several
MUD's. Typically, if you're a beginner and you get help, there are two
strategies people take to help you. Either they give you the very best
they can get their hands on, which spoils the experience of gaming, or
they help you get what's at your level, either because you broke or
lost what you had or because they know of something right near what
you have, in skill level, but that will help you out a bit.

I'm tying this back in now. If you can give in swamp, sure you could
make ten newbies really strong, but why? They do need to master their
skills, but if they die, and you out of the kindness of your heart,
choose to reequip them, it won't hurt anyone. It won't ruin the
thought of death being risky, as a gift is a gift, not a guarantee.

Frankly though, the idea of giving in Swamp, though it could be used
for this purpose, is much more of a good idea when you consider people
out in the field running out of ammo on bridge duty, running out of
medkits in a dangerous place. Yeah, you can heal others with medkits,
and the problem of tracking players, which plagues a healer, would
need to be fixed anyway if you're to give people stuff, but I think
that giving people stuff is a way to make Swamp even greater.

Signed:
Dakotah Rickard

On 12/13/11, Steady Goh stea...@gmail.com wrote:
 I don't quite like the idea of being able to give stuffs to people. I have
 more than 2 rep points and can easily use that to make 10 people strong,
 but it will spoil their gaming experience. and without going through the
 initial difficult stage of getting themselves up and master the skills, no
 matter how much they have, they will be killed and back to square1.
 锦发/Steady Goh
 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 12, 2011 11:56 PM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better, although
 perhaps overstated, solution to the friends trouble is to just enable
 giving stuff to people. That way if you're like my friend who has over
 1200 7.62 and over 2000 other ammo, he could share his wealth rather
 than only getting himself rep points he'll never really need because
 he hasn't bought anything at all from the safe zone for his entire
 playthrough of the game.
 Plus, giving stuff makes the game more cooperative.

 Signed:
 Dakotah Rickard

 On 12/12/11, john jpcarnemo...@comcast.net wrote:
 When I say move away, I mean to back up and make the zombies
 leave the loot so that you can here them better. I in no way
 meant to say that somebody should leave the loot.
  - Original Message -
 From: Steady Goh stea...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Mon, 12 Dec 2011 10:58:04 +0800
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 just move towards it and take whatever is in there. the sound
 will stop and
 you have more ammo or other items. if it is something you don't
 need, donate
 them and get reputation points. If you move away from the sound,
 i will
 thank you and happily go in there and help myself. but don't
 complain that
 there isn't enough ammo or health kit anymore.
 锦发/Steady Goh
 - Original Message -
 From: john jpcarnemo...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 12, 2011 10:23 AM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


  That's a second from me, just move away from them if they're to
 noisy for
  you.

  - Original Message -
  From: Christopher Bartlett themusicalbre...@gmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date sent: Sun, 11 Dec 2011 16:30:30 -0500
  Subject: Re: [Audyssey] Swamp: spawning and loot questions


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Jeremy Kaldobsky
I agree.  I'm currently in the middle of adding a new set of player tracking 
features, and fixing the bug that is messing up player foot steps.  These few 
changes will really make a huge difference when it comes to working as a group 
I think.  I'm also planning to add the ability to give people items, though the 
reason is actually centered more around instance missions.

When entering an instance mission with a team of people, you will need to have 
brought along any supplies you'll need.  In the regular map you can buy more 
gear or find loot, but in many of the instances this is not an option.  The one 
that's currently being coded is a fine example.  You and your team are sent to 
a warehouse to collect a certain number of supply crates which are desperately 
needed by the people at the Safe zone.  While at the warehouse you are totally 
separate from the normal map so there is no safe zone, plus you don't have 
weapon or ammo loot anywhere.  Everything your team will use must be brought 
with you when you enter the mission.  In the course of defending the warehouse 
from invading zombies, which shatter windows and break down doors to enter from 
more locations, it is very possible that some of your team will get low on ammo 
or lose a gun they desperately needed.  The ability to share equipment will 
mean the difference between
 victory and your entire team dying because the plan fell apart.  

 I'm going to point this out, not
 because I think anyone's dumb, but
 because I think people may not have had these experiences:
 It's not as off-topic as it seems. I play and have played
 several
 MUD's. Typically, if you're a beginner and you get help,
 there are two
 strategies people take to help you. Either they give you
 the very best
 they can get their hands on, which spoils the experience of
 gaming, or
 they help you get what's at your level, either because you
 broke or
 lost what you had or because they know of something right
 near what
 you have, in skill level, but that will help you out a
 bit.
 
 I'm tying this back in now. If you can give in swamp, sure
 you could
 make ten newbies really strong, but why? They do need to
 master their
 skills, but if they die, and you out of the kindness of
 your heart,
 choose to reequip them, it won't hurt anyone. It won't ruin
 the
 thought of death being risky, as a gift is a gift, not a
 guarantee.
 
 Frankly though, the idea of giving in Swamp, though it
 could be used
 for this purpose, is much more of a good idea when you
 consider people
 out in the field running out of ammo on bridge duty,
 running out of
 medkits in a dangerous place. Yeah, you can heal others
 with medkits,
 and the problem of tracking players, which plagues a
 healer, would
 need to be fixed anyway if you're to give people stuff, but
 I think
 that giving people stuff is a way to make Swamp even
 greater.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread john
Then don't give it to people, my thought was that the giving 
system would be to give some ammo to that guy with the sniper who 
just ran out, or to give the guy with a hunting rifle and no 5.56 
ammo enough to get back to the safe zone, not to just give them 
1000 shots of everything.


- Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 13:29:27 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I don't quite like the idea of being able to give stuffs to 
people. I have
more than 2 rep points and can easily use that to make 10 
people strong,
but it will spoil their gaming experience. and without going 
through the
initial difficult stage of getting themselves up and master the 
skills, no
matter how much they have, they will be killed and back to 
square1.

�뵧�룕/Steady Goh
- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better, 
although
perhaps overstated, solution to the friends trouble is to just 
enable
giving stuff to people. That way if you're like my friend who 
has over
1200 7.62 and over 2000 other ammo, he could share his wealth 
rather
than only getting himself rep points he'll never really need 
because
he hasn't bought anything at all from the safe zone for his 
entire

playthrough of the game.
Plus, giving stuff makes the game more cooperative.

Signed:
Dakotah Rickard

On 12/12/11, john jpcarnemo...@comcast.net wrote:
When I say move away, I mean to back up and make the zombies
leave the loot so that you can here them better. I in no way
meant to say that somebody should leave the loot.
 - Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 12 Dec 2011 10:58:04 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions
---
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All messages are archived and can be searched and read at
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread john
Then don't give it to people, my thought was that the giving 
system would be to give some ammo to that guy with the sniper who 
just ran out, or to give the guy with a hunting rifle and no 5.56 
ammo enough to get back to the safe zone, not to just give them 
1000 shots of everything.


- Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 13:29:27 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I don't quite like the idea of being able to give stuffs to 
people. I have
more than 2 rep points and can easily use that to make 10 
people strong,
but it will spoil their gaming experience. and without going 
through the
initial difficult stage of getting themselves up and master the 
skills, no
matter how much they have, they will be killed and back to 
square1.

�뵧�룕/Steady Goh
- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better, 
although
perhaps overstated, solution to the friends trouble is to just 
enable
giving stuff to people. That way if you're like my friend who 
has over
1200 7.62 and over 2000 other ammo, he could share his wealth 
rather
than only getting himself rep points he'll never really need 
because
he hasn't bought anything at all from the safe zone for his 
entire

playthrough of the game.
Plus, giving stuff makes the game more cooperative.

Signed:
Dakotah Rickard

On 12/12/11, john jpcarnemo...@comcast.net wrote:
When I say move away, I mean to back up and make the zombies
leave the loot so that you can here them better. I in no way
meant to say that somebody should leave the loot.
 - Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 12 Dec 2011 10:58:04 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions
---
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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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All messages are archived and can be searched and read at
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread john
Then don't give it to people, my thought was that the giving 
system would be to give some ammo to that guy with the sniper who 
just ran out, or to give the guy with a hunting rifle and no 5.56 
ammo enough to get back to the safe zone, not to just give them 
1000 shots of everything.


- Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 13:29:27 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I don't quite like the idea of being able to give stuffs to 
people. I have
more than 2 rep points and can easily use that to make 10 
people strong,
but it will spoil their gaming experience. and without going 
through the
initial difficult stage of getting themselves up and master the 
skills, no
matter how much they have, they will be killed and back to 
square1.

�뵧�룕/Steady Goh
- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better, 
although
perhaps overstated, solution to the friends trouble is to just 
enable
giving stuff to people. That way if you're like my friend who 
has over
1200 7.62 and over 2000 other ammo, he could share his wealth 
rather
than only getting himself rep points he'll never really need 
because
he hasn't bought anything at all from the safe zone for his 
entire

playthrough of the game.
Plus, giving stuff makes the game more cooperative.

Signed:
Dakotah Rickard

On 12/12/11, john jpcarnemo...@comcast.net wrote:
When I say move away, I mean to back up and make the zombies
leave the loot so that you can here them better. I in no way
meant to say that somebody should leave the loot.
 - Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 12 Dec 2011 10:58:04 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions
---
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Johnny Tai
Also, I've heard many complaints of shortage of this ammo or that ammo. Say 
that you can't find any ammo for that machinegun you love to use- all you 
find is .45s, and now, I don't use a machinegun, I prefer my silenced 
pistol, so I keep running out on .45s yet I'm loaded down on machinegun 
ammo. Instead of trading it all selfishly for reps, I can trade my 
machinegun ammo for your .45s- everyone's happier that way.



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Dallas O'Brien
nice! and this sounds very good. might i also point out, it may, at some 
point, be a good idea to bring in the idea of wait capasity? as at the 
moment, i could bring in every weapon i can? and if i did that, i would 
need to be attached to a trailer, and dragged behind a tank?  ahahah
so, for example, you would have to decide, ok, i want my axe, my pistol, 
and an mp5, pluss the ammo to go with it. and this would make it very 
hard to, as your ammo supply would be limited to. not this hole thing of 
carrying 2000 rounds. that, would way loads!
so you would have to pick and choose what to take out in the field. 
perhaps, this is where having a locker or something back at the 
safehouse for your char would come in. or perhaps make selling and buy 
cost the same, or close to. so for example, selling a hunting rifle 
might get you 200 rep, and to buy it back, you might have to pay 
something like 220 or something.
just trying to come up with ways  to make it more realistic. and this 
would make you decide on what you want to carry out with you. and if you 
make a mistake and can't take down the enamy as well as you could have? 
... well, you know better for next time.

dallas


On 14/12/2011 02:24, Jeremy Kaldobsky wrote:

I agree.  I'm currently in the middle of adding a new set of player tracking 
features, and fixing the bug that is messing up player foot steps.  These few 
changes will really make a huge difference when it comes to working as a group 
I think.  I'm also planning to add the ability to give people items, though the 
reason is actually centered more around instance missions.

When entering an instance mission with a team of people, you will need to have 
brought along any supplies you'll need.  In the regular map you can buy more 
gear or find loot, but in many of the instances this is not an option.  The one 
that's currently being coded is a fine example.  You and your team are sent to 
a warehouse to collect a certain number of supply crates which are desperately 
needed by the people at the Safe zone.  While at the warehouse you are totally 
separate from the normal map so there is no safe zone, plus you don't have 
weapon or ammo loot anywhere.  Everything your team will use must be brought 
with you when you enter the mission.  In the course of defending the warehouse 
from invading zombies, which shatter windows and break down doors to enter from 
more locations, it is very possible that some of your team will get low on ammo 
or lose a gun they desperately needed.  The ability to share equipment will 
mean the difference between
  victory and your entire team dying because the plan fell apart.


I'm going to point this out, not
because I think anyone's dumb, but
because I think people may not have had these experiences:
It's not as off-topic as it seems. I play and have played
several
MUD's. Typically, if you're a beginner and you get help,
there are two
strategies people take to help you. Either they give you
the very best
they can get their hands on, which spoils the experience of
gaming, or
they help you get what's at your level, either because you
broke or
lost what you had or because they know of something right
near what
you have, in skill level, but that will help you out a
bit.

I'm tying this back in now. If you can give in swamp, sure
you could
make ten newbies really strong, but why? They do need to
master their
skills, but if they die, and you out of the kindness of
your heart,
choose to reequip them, it won't hurt anyone. It won't ruin
the
thought of death being risky, as a gift is a gift, not a
guarantee.

Frankly though, the idea of giving in Swamp, though it
could be used
for this purpose, is much more of a good idea when you
consider people
out in the field running out of ammo on bridge duty,
running out of
medkits in a dangerous place. Yeah, you can heal others
with medkits,
and the problem of tracking players, which plagues a
healer, would
need to be fixed anyway if you're to give people stuff, but
I think
that giving people stuff is a way to make Swamp even
greater.

Signed:
Dakotah Rickard


---
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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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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.




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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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If you have any questions or 

Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Kai

I think this is one of those realism vs. playability concerns.

Jeremy initially implemented health-based movement modifiers, and while 
that's great for realism, it wasn't very good for practicality and 
playability's sake; it basically meant you were doomed to die once you were 
injurred.


I think introducing these weight limitations would make the game too 
cumbersome in some regards. True it's not realistic, but it definitely makes 
the game a lot more enjoyable and playable.


Kai

- Original Message - 
From: Dallas O'Brien dallas-obr...@bigpond.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 13, 2011 12:59 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


nice! and this sounds very good. might i also point out, it may, at some 
point, be a good idea to bring in the idea of wait capasity? as at the 
moment, i could bring in every weapon i can? and if i did that, i would 
need to be attached to a trailer, and dragged behind a tank?  ahahah
so, for example, you would have to decide, ok, i want my axe, my pistol, 
and an mp5, pluss the ammo to go with it. and this would make it very hard 
to, as your ammo supply would be limited to. not this hole thing of 
carrying 2000 rounds. that, would way loads!
so you would have to pick and choose what to take out in the field. 
perhaps, this is where having a locker or something back at the safehouse 
for your char would come in. or perhaps make selling and buy cost the 
same, or close to. so for example, selling a hunting rifle might get you 
200 rep, and to buy it back, you might have to pay something like 220 or 
something.
just trying to come up with ways  to make it more realistic. and this 
would make you decide on what you want to carry out with you. and if you 
make a mistake and can't take down the enamy as well as you could have? 
... well, you know better for next time.

dallas


On 14/12/2011 02:24, Jeremy Kaldobsky wrote:
I agree.  I'm currently in the middle of adding a new set of player 
tracking features, and fixing the bug that is messing up player foot 
steps.  These few changes will really make a huge difference when it 
comes to working as a group I think.  I'm also planning to add the 
ability to give people items, though the reason is actually centered more 
around instance missions.


When entering an instance mission with a team of people, you will need to 
have brought along any supplies you'll need.  In the regular map you can 
buy more gear or find loot, but in many of the instances this is not an 
option.  The one that's currently being coded is a fine example.  You and 
your team are sent to a warehouse to collect a certain number of supply 
crates which are desperately needed by the people at the Safe zone. 
While at the warehouse you are totally separate from the normal map so 
there is no safe zone, plus you don't have weapon or ammo loot anywhere. 
Everything your team will use must be brought with you when you enter the 
mission.  In the course of defending the warehouse from invading zombies, 
which shatter windows and break down doors to enter from more locations, 
it is very possible that some of your team will get low on ammo or lose a 
gun they desperately needed.  The ability to share equipment will mean 
the difference between

  victory and your entire team dying because the plan fell apart.


I'm going to point this out, not
because I think anyone's dumb, but
because I think people may not have had these experiences:
It's not as off-topic as it seems. I play and have played
several
MUD's. Typically, if you're a beginner and you get help,
there are two
strategies people take to help you. Either they give you
the very best
they can get their hands on, which spoils the experience of
gaming, or
they help you get what's at your level, either because you
broke or
lost what you had or because they know of something right
near what
you have, in skill level, but that will help you out a
bit.

I'm tying this back in now. If you can give in swamp, sure
you could
make ten newbies really strong, but why? They do need to
master their
skills, but if they die, and you out of the kindness of
your heart,
choose to reequip them, it won't hurt anyone. It won't ruin
the
thought of death being risky, as a gift is a gift, not a
guarantee.

Frankly though, the idea of giving in Swamp, though it
could be used
for this purpose, is much more of a good idea when you
consider people
out in the field running out of ammo on bridge duty,
running out of
medkits in a dangerous place. Yeah, you can heal others
with medkits,
and the problem of tracking players, which plagues a
healer, would
need to be fixed anyway if you're to give people stuff, but
I think
that giving people stuff is a way to make Swamp even
greater.

Signed:
Dakotah Rickard


---
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

Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Dallas O'Brien

true. but its werth tossing out there to see what people think.
dallas


On 14/12/2011 08:40, Kai wrote:

I think this is one of those realism vs. playability concerns.

Jeremy initially implemented health-based movement modifiers, and 
while that's great for realism, it wasn't very good for practicality 
and playability's sake; it basically meant you were doomed to die once 
you were injurred.


I think introducing these weight limitations would make the game too 
cumbersome in some regards. True it's not realistic, but it definitely 
makes the game a lot more enjoyable and playable.


Kai

- Original Message - From: Dallas O'Brien 
dallas-obr...@bigpond.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 13, 2011 12:59 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


nice! and this sounds very good. might i also point out, it may, at 
some point, be a good idea to bring in the idea of wait capasity? as 
at the moment, i could bring in every weapon i can? and if i did 
that, i would need to be attached to a trailer, and dragged behind a 
tank?  ahahah
so, for example, you would have to decide, ok, i want my axe, my 
pistol, and an mp5, pluss the ammo to go with it. and this would make 
it very hard to, as your ammo supply would be limited to. not this 
hole thing of carrying 2000 rounds. that, would way loads!
so you would have to pick and choose what to take out in the field. 
perhaps, this is where having a locker or something back at the 
safehouse for your char would come in. or perhaps make selling and 
buy cost the same, or close to. so for example, selling a hunting 
rifle might get you 200 rep, and to buy it back, you might have to 
pay something like 220 or something.
just trying to come up with ways  to make it more realistic. and this 
would make you decide on what you want to carry out with you. and if 
you make a mistake and can't take down the enamy as well as you could 
have? ... well, you know better for next time.

dallas


On 14/12/2011 02:24, Jeremy Kaldobsky wrote:
I agree.  I'm currently in the middle of adding a new set of player 
tracking features, and fixing the bug that is messing up player foot 
steps.  These few changes will really make a huge difference when it 
comes to working as a group I think.  I'm also planning to add the 
ability to give people items, though the reason is actually centered 
more around instance missions.


When entering an instance mission with a team of people, you will 
need to have brought along any supplies you'll need.  In the regular 
map you can buy more gear or find loot, but in many of the instances 
this is not an option.  The one that's currently being coded is a 
fine example.  You and your team are sent to a warehouse to collect 
a certain number of supply crates which are desperately needed by 
the people at the Safe zone. While at the warehouse you are totally 
separate from the normal map so there is no safe zone, plus you 
don't have weapon or ammo loot anywhere. Everything your team will 
use must be brought with you when you enter the mission.  In the 
course of defending the warehouse from invading zombies, which 
shatter windows and break down doors to enter from more locations, 
it is very possible that some of your team will get low on ammo or 
lose a gun they desperately needed.  The ability to share equipment 
will mean the difference between

  victory and your entire team dying because the plan fell apart.


I'm going to point this out, not
because I think anyone's dumb, but
because I think people may not have had these experiences:
It's not as off-topic as it seems. I play and have played
several
MUD's. Typically, if you're a beginner and you get help,
there are two
strategies people take to help you. Either they give you
the very best
they can get their hands on, which spoils the experience of
gaming, or
they help you get what's at your level, either because you
broke or
lost what you had or because they know of something right
near what
you have, in skill level, but that will help you out a
bit.

I'm tying this back in now. If you can give in swamp, sure
you could
make ten newbies really strong, but why? They do need to
master their
skills, but if they die, and you out of the kindness of
your heart,
choose to reequip them, it won't hurt anyone. It won't ruin
the
thought of death being risky, as a gift is a gift, not a
guarantee.

Frankly though, the idea of giving in Swamp, though it
could be used
for this purpose, is much more of a good idea when you
consider people
out in the field running out of ammo on bridge duty,
running out of
medkits in a dangerous place. Yeah, you can heal others
with medkits,
and the problem of tracking players, which plagues a
healer, would
need to be fixed anyway if you're to give people stuff, but
I think
that giving people stuff is a way to make Swamp even
greater.

Signed:
Dakotah Rickard


---
Gamers mailing list __ Gamers@audyssey.org

Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Johnny Tai
I always figure it's strange people talk about reality in games such as 
this- you're wondering around, shooting dead people with heavy military 
weapons you'd never encounter in your RL life- unless you're real lucky, 
there's no reality in it lol.
Even the axe, for example, is not realistic- any of you who chopped woods 
before would know how tough it is to swing an axe- especially when you're 
not used to it. And that's against logs, unmoving logs, so now we're going 
up against not just zombies, but in some case, very big and scary things, 
like a tyrant, and you just get close to it and swing that axe as if it 
weighs nothing...lol
So, while a game need a certain ground in logic and realism, it's pointless 
to stretch reality too far in a purely unreal game. 



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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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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: spawning and loot questions.

2011-12-13 Thread Ryan Strunk
I just want to throw out there that I love the fact that missions are
instanced. Awesome foresight!
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, December 13, 2011 10:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I agree.  I'm currently in the middle of adding a new set of player tracking
features, and fixing the bug that is messing up player foot steps.  These
few changes will really make a huge difference when it comes to working as a
group I think.  I'm also planning to add the ability to give people items,
though the reason is actually centered more around instance missions.

When entering an instance mission with a team of people, you will need to
have brought along any supplies you'll need.  In the regular map you can buy
more gear or find loot, but in many of the instances this is not an option.
The one that's currently being coded is a fine example.  You and your team
are sent to a warehouse to collect a certain number of supply crates which
are desperately needed by the people at the Safe zone.  While at the
warehouse you are totally separate from the normal map so there is no safe
zone, plus you don't have weapon or ammo loot anywhere.  Everything your
team will use must be brought with you when you enter the mission.  In the
course of defending the warehouse from invading zombies, which shatter
windows and break down doors to enter from more locations, it is very
possible that some of your team will get low on ammo or lose a gun they
desperately needed.  The ability to share equipment will mean the difference
between  victory and your entire team dying because the plan fell apart.  

 I'm going to point this out, not
 because I think anyone's dumb, but
 because I think people may not have had these experiences:
 It's not as off-topic as it seems. I play and have played several 
 MUD's. Typically, if you're a beginner and you get help, there are two 
 strategies people take to help you. Either they give you the very best 
 they can get their hands on, which spoils the experience of gaming, or 
 they help you get what's at your level, either because you broke or 
 lost what you had or because they know of something right near what 
 you have, in skill level, but that will help you out a bit.
 
 I'm tying this back in now. If you can give in swamp, sure you could 
 make ten newbies really strong, but why? They do need to master their 
 skills, but if they die, and you out of the kindness of your heart, 
 choose to reequip them, it won't hurt anyone. It won't ruin the 
 thought of death being risky, as a gift is a gift, not a guarantee.
 
 Frankly though, the idea of giving in Swamp, though it could be used 
 for this purpose, is much more of a good idea when you consider people 
 out in the field running out of ammo on bridge duty, running out of 
 medkits in a dangerous place. Yeah, you can heal others with medkits, 
 and the problem of tracking players, which plagues a healer, would 
 need to be fixed anyway if you're to give people stuff, but I think 
 that giving people stuff is a way to make Swamp even greater.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread john
Very well said. Something else I'd like to point out, while 
people are talking about more things to make the game tougher, 
what about the new players we're trying to draw in?


- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 15:36:55 -0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I always figure it's strange people talk about reality in games 
such as
this- you're wondering around, shooting dead people with heavy 
military
weapons you'd never encounter in your RL life- unless you're real 
lucky,

there's no reality in it lol.
Even the axe, for example, is not realistic- any of you who 
chopped woods
before would know how tough it is to swing an axe- especially 
when you're
not used to it. And that's against logs, unmoving logs, so now 
we're going
up against not just zombies, but in some case, very big and scary 
things,
like a tyrant, and you just get close to it and swing that axe as 
if it

weighs nothing...lol
So, while a game need a certain ground in logic and realism, it's 
pointless

to stretch reality too far in a purely unreal game.


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Dallas O'Brien
not beeing funny, but most games of this kind can take a while to get 
good at. you die a lot to start with. thats how it is. that makes you 
better. you don't generally go out and buy a game from a shop, come 
home, and be able to do everything and survive everything in the first 
hour. sometimes, it can take weeks to get the hang of it! i agree, we 
don't want things to hard, but we do have to have some dificulty there, 
otherwise it becomes boring. anyways, its a work in progress, so plenty 
of time to make it better.
and another thing, i agree, sometimes games aren't perfectly real. but 
it does make things cool. but, as has been said, this is a game. and not 
all games are totally real. and there could even be a reason why it was 
done that way past that. and as i said, its the only one thats out of 
joint with the ammo. the rest are dead on.

dallas


On 14/12/2011 10:51, john wrote:
Very well said. Something else I'd like to point out, while people are 
talking about more things to make the game tougher, what about the new 
players we're trying to draw in?


- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 15:36:55 -0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I always figure it's strange people talk about reality in games such as
this- you're wondering around, shooting dead people with heavy military
weapons you'd never encounter in your RL life- unless you're real lucky,
there's no reality in it lol.
Even the axe, for example, is not realistic- any of you who chopped woods
before would know how tough it is to swing an axe- especially when you're
not used to it. And that's against logs, unmoving logs, so now we're 
going

up against not just zombies, but in some case, very big and scary things,
like a tyrant, and you just get close to it and swing that axe as if it
weighs nothing...lol
So, while a game need a certain ground in logic and realism, it's 
pointless

to stretch reality too far in a purely unreal game.


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread stootle
What game are you folks playing and where can i get it?
On Sat, 10 Dec 2011 11:06:47 -0700 Richard Sherman squir...@gmail.com
writes:
 Hi,
 
 The bridge isn't that bad. many times, there are a few people who 
 gang up, 
 snipe the bridge, and clear it out. it takes some time for a group 
 to form 
 there again. Just listen for this and cross when they say it is 
 fairly 
 clear.
 
 HTH.
 
 Shermanator
 - Original Message - 
 From: john jpcarnemo...@comcast.net
 Sent: Saturday, December 10, 2011 6:23 AM
 
 
 Part of the loot thing (in my opinion) is that at many times,
 there are so many zombies near the bridge, people can't get
 across to claim the loot there. They snatch up the loot on the
 west side, but nobody makes it to the east side, so when loot
 generates over there, it stays there.
 
 
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-12 Thread john
When I say move away, I mean to back up and make the zombies 
leave the loot so that you can here them better. I in no way

meant to say that somebody should leave the loot.
- Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 12 Dec 2011 10:58:04 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

just move towards it and take whatever is in there. the sound 
will stop and
you have more ammo or other items. if it is something you don't 
need, donate
them and get reputation points. If you move away from the sound, 
i will
thank you and happily go in there and help myself. but don't 
complain that

there isn't enough ammo or health kit anymore.
�뵧�룕/Steady Goh
- Original Message -
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 10:23 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


That's a second from me, just move away from them if they're to 
noisy for

you.

- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Sun, 11 Dec 2011 16:30:30 -0500
Subject: Re: [Audyssey] Swamp: spawning and loot questions
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-12 Thread Dakotah Rickard
I don't think we should know what's in there. A much better, although
perhaps overstated, solution to the friends trouble is to just enable
giving stuff to people. That way if you're like my friend who has over
1200 7.62 and over 2000 other ammo, he could share his wealth rather
than only getting himself rep points he'll never really need because
he hasn't bought anything at all from the safe zone for his entire
playthrough of the game.
Plus, giving stuff makes the game more cooperative.

Signed:
Dakotah Rickard

On 12/12/11, john jpcarnemo...@comcast.net wrote:
 When I say move away, I mean to back up and make the zombies
 leave the loot so that you can here them better. I in no way
 meant to say that somebody should leave the loot.
  - Original Message -
 From: Steady Goh stea...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Mon, 12 Dec 2011 10:58:04 +0800
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 just move towards it and take whatever is in there. the sound
 will stop and
 you have more ammo or other items. if it is something you don't
 need, donate
 them and get reputation points. If you move away from the sound,
 i will
 thank you and happily go in there and help myself. but don't
 complain that
 there isn't enough ammo or health kit anymore.
 锦发/Steady Goh
 - Original Message -
 From: john jpcarnemo...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 12, 2011 10:23 AM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


  That's a second from me, just move away from them if they're to
 noisy for
  you.

  - Original Message -
  From: Christopher Bartlett themusicalbre...@gmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date sent: Sun, 11 Dec 2011 16:30:30 -0500
  Subject: Re: [Audyssey] Swamp: spawning and loot questions


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-12 Thread Richard Sherman
HI,

I like the idea of donating to friends instead of the safe zone.

also, I would like to see more 45 ammo. currently it seems that the most 
ammo i get is 5.56. It seems like I get around 3 times more of that ammo 
than the 45 ammo. Running around with the pistol and silencer is quite fun. 
And for newbees it might make the game a bit easier when starting.

Shermanator
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com
Sent: Monday, December 12, 2011 8:56 AM


I don't think we should know what's in there. A much better, although
perhaps overstated, solution to the friends trouble is to just enable
giving stuff to people. That way if you're like my friend who has over
1200 7.62 and over 2000 other ammo, he could share his wealth rather
than only getting himself rep points he'll never really need because
he hasn't bought anything at all from the safe zone for his entire
playthrough of the game.
Plus, giving stuff makes the game more cooperative.

Signed:
Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-12 Thread Johnny Tai
That's funny- I'm the opposite, I keep getting 45 and not enough 5.5 lol- 
you and I need to be able to trade.



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-12 Thread Steady Goh
I don't quite like the idea of being able to give stuffs to people. I have 
more than 2 rep points and can easily use that to make 10 people strong, 
but it will spoil their gaming experience. and without going through the 
initial difficult stage of getting themselves up and master the skills, no 
matter how much they have, they will be killed and back to square1.

锦发/Steady Goh
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.



I don't think we should know what's in there. A much better, although
perhaps overstated, solution to the friends trouble is to just enable
giving stuff to people. That way if you're like my friend who has over
1200 7.62 and over 2000 other ammo, he could share his wealth rather
than only getting himself rep points he'll never really need because
he hasn't bought anything at all from the safe zone for his entire
playthrough of the game.
Plus, giving stuff makes the game more cooperative.

Signed:
Dakotah Rickard

On 12/12/11, john jpcarnemo...@comcast.net wrote:

When I say move away, I mean to back up and make the zombies
leave the loot so that you can here them better. I in no way
meant to say that somebody should leave the loot.
 - Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 12 Dec 2011 10:58:04 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

just move towards it and take whatever is in there. the sound
will stop and
you have more ammo or other items. if it is something you don't
need, donate
them and get reputation points. If you move away from the sound,
i will
thank you and happily go in there and help myself. but don't
complain that
there isn't enough ammo or health kit anymore.
锦发/Steady Goh
- Original Message -
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 10:23 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


 That's a second from me, just move away from them if they're to
noisy for
 you.

 - Original Message -
 From: Christopher Bartlett themusicalbre...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date sent: Sun, 11 Dec 2011 16:30:30 -0500
 Subject: Re: [Audyssey] Swamp: spawning and loot questions



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Jeremy Kaldobsky
I would agree that a sighted gamer will be more prone to taking risks and his 
decades of using a mouse should allow him to survive situations that might 
otherwise make zombie chow out of many others.  With practice though, everyone 
else should be able to match the same skill with the mouse and in fact many of 
you don't seem to have any trouble using it any more at all!

Since your friend is able to play with the graphics enabled, it does give him 
an advantage.  When it comes to identifying the positions of multiple zombies 
or pieces of loot, he will be able to separate them with the greatest of ease.  
The same situation might be harder with only audio because when bombarded by 
lots of sounds at once it is harder to tell where each one is originating from. 
 

There is a flip side to the coin though.  Because I knew some people would be 
helped by the game's graphics, I kept the game pretty fairly zoomed in.  This 
means your friend will have to rely on only audio unless the enemies are within 
a certain range.  That range is only 20 by 20 tiles with himself at the center, 
meaning if a zombie is 11 tiles east of him he can't see it.  The same zombie 
would be no trouble for the rest of the players but it is much harder for him 
to pay attention to the sounds if he is relying heavily on his sight to play.  
I find myself in that same situation haha.

 frankly, one tthing that my friend
 and I have noticed is that people
 usually go from safe zone to kai-mart to the bridge, maybe
 around the
 west side, but rarely over in the east side, because it is
 harder to
 navigate, so he'll make a different circuit, and he has
 never bought
 anything from the safe zone. He has every weapon, and none
 of them
 have less than a thousand rounds. Granted, he has one
 slight advantage
 due to his use of the graphics, and he is quite practiced
 with a
 mouse, unlike most of us, but I think more that he's
 willing to take
 risks.
 
 Still, Jeremy, I'm curious to know if the graphical map
 matches the
 audio map in distance available?
 Also, you can see inside buildings, through walls, and
 such.
 
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Dakotah Rickard
Oh. It's good to know the range. That makes me feel a lot better.
Also, this is the first game that my friend and I agree gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I both agree
that, when you're in a huge loot-grabbing situation, the overwhelming
number of the flies makes it very, very difficult to hear. Now, I
understand that this might be a point of game balance. However, I
wonder if the sound could be changed from an epic, Amityville Horror
style swarm of flies to a few flies buzzing around. When you get any
more than three loot spawns in the same spot, it sounds like you're a
beekeeper with them buzzing inside your ears as well as out. I like
the idea of flies, though, because it's a lot more of an environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard

On 12/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I would agree that a sighted gamer will be more prone to taking risks and
 his decades of using a mouse should allow him to survive situations that
 might otherwise make zombie chow out of many others.  With practice though,
 everyone else should be able to match the same skill with the mouse and in
 fact many of you don't seem to have any trouble using it any more at all!

 Since your friend is able to play with the graphics enabled, it does give
 him an advantage.  When it comes to identifying the positions of multiple
 zombies or pieces of loot, he will be able to separate them with the
 greatest of ease.  The same situation might be harder with only audio
 because when bombarded by lots of sounds at once it is harder to tell where
 each one is originating from.

 There is a flip side to the coin though.  Because I knew some people would
 be helped by the game's graphics, I kept the game pretty fairly zoomed in.
 This means your friend will have to rely on only audio unless the enemies
 are within a certain range.  That range is only 20 by 20 tiles with himself
 at the center, meaning if a zombie is 11 tiles east of him he can't see it.
 The same zombie would be no trouble for the rest of the players but it is
 much harder for him to pay attention to the sounds if he is relying heavily
 on his sight to play.  I find myself in that same situation haha.

 frankly, one tthing that my friend
 and I have noticed is that people
 usually go from safe zone to kai-mart to the bridge, maybe
 around the
 west side, but rarely over in the east side, because it is
 harder to
 navigate, so he'll make a different circuit, and he has
 never bought
 anything from the safe zone. He has every weapon, and none
 of them
 have less than a thousand rounds. Granted, he has one
 slight advantage
 due to his use of the graphics, and he is quite practiced
 with a
 mouse, unlike most of us, but I think more that he's
 willing to take
 risks.

 Still, Jeremy, I'm curious to know if the graphical map
 matches the
 audio map in distance available?
 Also, you can see inside buildings, through walls, and
 such.


 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Jeremy Kaldobsky
I'll pass this suggestion along to Kai.  As it's a sound issue, that is his 
department.  :)

With the graphics I knew that no matter what the sighted players would have an 
advantage in some ways, so I tried to restrict them in others.  So rather than 
making their situation easier it just makes it different.  In close range they 
will have an easier time, but at long range the blind users do. 

 Oh. It's good to know the range. That
 makes me feel a lot better.
 Also, this is the first game that my friend and I agree
 gives pretty
 much the same info to the sighted and blind player.
 
 I must as a question, or perhaps suggest a change. He and I
 both agree
 that, when you're in a huge loot-grabbing situation, the
 overwhelming
 number of the flies makes it very, very difficult to hear.
 Now, I
 understand that this might be a point of game balance.
 However, I
 wonder if the sound could be changed from an epic,
 Amityville Horror
 style swarm of flies to a few flies buzzing around. When
 you get any
 more than three loot spawns in the same spot, it sounds
 like you're a
 beekeeper with them buzzing inside your ears as well as
 out. I like
 the idea of flies, though, because it's a lot more of an
 environmental
 emersion than, say, beep, beep, oh loot!
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Christopher Bartlett
If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even with
the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding the
individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is his
department.  :)

With the graphics I knew that no matter what the sighted players would have
an advantage in some ways, so I tried to restrict them in others.  So rather
than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do. 

 Oh. It's good to know the range. That
 makes me feel a lot better.
 Also, this is the first game that my friend and I agree
 gives pretty
 much the same info to the sighted and blind player.
 
 I must as a question, or perhaps suggest a change. He and I
 both agree
 that, when you're in a huge loot-grabbing situation, the
 overwhelming
 number of the flies makes it very, very difficult to hear.
 Now, I
 understand that this might be a point of game balance.
 However, I
 wonder if the sound could be changed from an epic,
 Amityville Horror
 style swarm of flies to a few flies buzzing around. When
 you get any
 more than three loot spawns in the same spot, it sounds
 like you're a
 beekeeper with them buzzing inside your ears as well as
 out. I like
 the idea of flies, though, because it's a lot more of an
 environmental
 emersion than, say, beep, beep, oh loot!
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Che
  yes, the flies buzzing can be a serious problem when your being 
surrounded. might i suggest a key to mute or at least significantly 
decrease the volume of the flies.

  control f perhaps.
  so you have too many flies buzzing around to make out what is going 
on, you hit control f, clear out the greenies, control f to turn flies 
back on, grab your loot and move along, nothing to see here...



On 12/11/2011 3:30 PM, Christopher Bartlett wrote:

If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even with
the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding the
individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is his
department.  :)

With the graphics I knew that no matter what the sighted players would have
an advantage in some ways, so I tried to restrict them in others.  So rather
than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.


Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread shaun everiss
Well my mouse is sluggish, even at high setting, If I set sensitivity 
on my pc to full I get a bit more responce but not much.
I have a 50 buck logitech mouse with 8 buttons I will be getting for 
christmas so we will see.

At 06:23 a.m. 11/12/2011 -0800, you wrote:
I would agree that a sighted gamer will be more prone to taking 
risks and his decades of using a mouse should allow him to survive 
situations that might otherwise make zombie chow out of many 
others.  With practice though, everyone else should be able to match 
the same skill with the mouse and in fact many of you don't seem to 
have any trouble using it any more at all!


Since your friend is able to play with the graphics enabled, it does 
give him an advantage.  When it comes to identifying the positions 
of multiple zombies or pieces of loot, he will be able to separate 
them with the greatest of ease.  The same situation might be harder 
with only audio because when bombarded by lots of sounds at once it 
is harder to tell where each one is originating from.


There is a flip side to the coin though.  Because I knew some people 
would be helped by the game's graphics, I kept the game pretty 
fairly zoomed in.  This means your friend will have to rely on only 
audio unless the enemies are within a certain range.  That range is 
only 20 by 20 tiles with himself at the center, meaning if a zombie 
is 11 tiles east of him he can't see it.  The same zombie would be 
no trouble for the rest of the players but it is much harder for him 
to pay attention to the sounds if he is relying heavily on his sight 
to play.  I find myself in that same situation haha.


 frankly, one tthing that my friend
 and I have noticed is that people
 usually go from safe zone to kai-mart to the bridge, maybe
 around the
 west side, but rarely over in the east side, because it is
 harder to
 navigate, so he'll make a different circuit, and he has
 never bought
 anything from the safe zone. He has every weapon, and none
 of them
 have less than a thousand rounds. Granted, he has one
 slight advantage
 due to his use of the graphics, and he is quite practiced
 with a
 mouse, unlike most of us, but I think more that he's
 willing to take
 risks.

 Still, Jeremy, I'm curious to know if the graphical map
 matches the
 audio map in distance available?
 Also, you can see inside buildings, through walls, and
 such.


 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Kai
This issue is being addressed. There are now multiple fly sounds, 
eliminating the probability of the same sound being played at multiple 
sources.


Kai

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 11, 2011 1:30 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.



If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even 
with

the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding 
the

individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is 
his

department.  :)

With the graphics I knew that no matter what the sighted players would 
have
an advantage in some ways, so I tried to restrict them in others.  So 
rather

than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.


Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Christopher Bartlett
An excellent and simple solution.  I'm eager for the next update.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Sunday, December 11, 2011 5:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

This issue is being addressed. There are now multiple fly sounds, 
eliminating the probability of the same sound being played at multiple 
sources.

Kai

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 11, 2011 1:30 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


 If you decreased the fly sound, you'd trade easier localization for less
 range in hearing the loot sound.  I personally like the way it is, even 
 with
 the disorienting effect of the flies as they are.  It's a challenge to
 situational awareness, to keep track of potential enemies while finding 
 the
 individual items.

 Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Sunday, December 11, 2011 2:37 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 I'll pass this suggestion along to Kai.  As it's a sound issue, that is 
 his
 department.  :)

 With the graphics I knew that no matter what the sighted players would 
 have
 an advantage in some ways, so I tried to restrict them in others.  So 
 rather
 than making their situation easier it just makes it different.  In close
 range they will have an easier time, but at long range the blind users do.

 Oh. It's good to know the range. That
 makes me feel a lot better.
 Also, this is the first game that my friend and I agree
 gives pretty
 much the same info to the sighted and blind player.

 I must as a question, or perhaps suggest a change. He and I
 both agree
 that, when you're in a huge loot-grabbing situation, the
 overwhelming
 number of the flies makes it very, very difficult to hear.
 Now, I
 understand that this might be a point of game balance.
 However, I
 wonder if the sound could be changed from an epic,
 Amityville Horror
 style swarm of flies to a few flies buzzing around. When
 you get any
 more than three loot spawns in the same spot, it sounds
 like you're a
 beekeeper with them buzzing inside your ears as well as
 out. I like
 the idea of flies, though, because it's a lot more of an
 environmental
 emersion than, say, beep, beep, oh loot!

 Signed:
 Dakotah Rickard


 ---
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Che
  regarding the flies sounds, depending on how this is implemented, it 
may or may not fix the issue.
  what is happening isn't a result of the same sound being played in 
multiple places, its the fact that the flies sound is continuous and 
loud when your near it, making it hard to hear to target the baddies.
  if the sounds are re designed, it could address that problem, 
depending on how its done, but I maintain having a key to drop the 
volume is quick and easy programming wise, and won't require a new set 
of sounds to be made.

  Later
che


On 12/11/2011 6:22 PM, Christopher Bartlett wrote:

An excellent and simple solution.  I'm eager for the next update.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Sunday, December 11, 2011 5:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

This issue is being addressed. There are now multiple fly sounds,
eliminating the probability of the same sound being played at multiple
sources.

Kai

- Original Message -
From: Christopher Bartlettthemusicalbre...@gmail.com
To: 'Gamers Discussion list'gamers@audyssey.org
Sent: Sunday, December 11, 2011 1:30 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.



If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even
with
the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding
the
individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is
his
department.  :)

With the graphics I knew that no matter what the sighted players would
have
an advantage in some ways, so I tried to restrict them in others.  So
rather
than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.


Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Dakotah Rickard
Frankly, both options together make things tremendous. Have a key to
activate and deactivate loot scanning, as it were, and different flies
sounds, and nobody can possibly take issue.

Signed:
Dakotah Rickard

On 12/11/11, Che blindadrenal...@gmail.com wrote:
regarding the flies sounds, depending on how this is implemented, it
 may or may not fix the issue.
what is happening isn't a result of the same sound being played in
 multiple places, its the fact that the flies sound is continuous and
 loud when your near it, making it hard to hear to target the baddies.
if the sounds are re designed, it could address that problem,
 depending on how its done, but I maintain having a key to drop the
 volume is quick and easy programming wise, and won't require a new set
 of sounds to be made.
Later
 che


 On 12/11/2011 6:22 PM, Christopher Bartlett wrote:
 An excellent and simple solution.  I'm eager for the next update.

  Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Kai
 Sent: Sunday, December 11, 2011 5:39 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 This issue is being addressed. There are now multiple fly sounds,
 eliminating the probability of the same sound being played at multiple
 sources.

 Kai

 - Original Message -
 From: Christopher Bartlettthemusicalbre...@gmail.com
 To: 'Gamers Discussion list'gamers@audyssey.org
 Sent: Sunday, December 11, 2011 1:30 PM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


 If you decreased the fly sound, you'd trade easier localization for less
 range in hearing the loot sound.  I personally like the way it is, even
 with
 the disorienting effect of the flies as they are.  It's a challenge to
 situational awareness, to keep track of potential enemies while finding
 the
 individual items.

 Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Sunday, December 11, 2011 2:37 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 I'll pass this suggestion along to Kai.  As it's a sound issue, that is
 his
 department.  :)

 With the graphics I knew that no matter what the sighted players would
 have
 an advantage in some ways, so I tried to restrict them in others.  So
 rather
 than making their situation easier it just makes it different.  In close
 range they will have an easier time, but at long range the blind users
 do.

 Oh. It's good to know the range. That
 makes me feel a lot better.
 Also, this is the first game that my friend and I agree
 gives pretty
 much the same info to the sighted and blind player.

 I must as a question, or perhaps suggest a change. He and I
 both agree
 that, when you're in a huge loot-grabbing situation, the
 overwhelming
 number of the flies makes it very, very difficult to hear.
 Now, I
 understand that this might be a point of game balance.
 However, I
 wonder if the sound could be changed from an epic,
 Amityville Horror
 style swarm of flies to a few flies buzzing around. When
 you get any
 more than three loot spawns in the same spot, it sounds
 like you're a
 beekeeper with them buzzing inside your ears as well as
 out. I like
 the idea of flies, though, because it's a lot more of an
 environmental
 emersion than, say, beep, beep, oh loot!

 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Johnny Tai
On that note, it'd be kinda nice to know what's there before we pick it up- 
so if we don't need the item, we can alert friends to it 



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread john
That's a second from me, just move away from them if they're to 
noisy for you.


- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Sun, 11 Dec 2011 16:30:30 -0500
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

If you decreased the fly sound, you'd trade easier localization 
for less
range in hearing the loot sound.  I personally like the way it 
is, even with
the disorienting effect of the flies as they are.  It's a 
challenge to
situational awareness, to keep track of potential enemies while 
finding the

individual items.

Chris Bartlett


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

Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, 
that is his

department.  :)

With the graphics I knew that no matter what the sighted players 
would have
an advantage in some ways, so I tried to restrict them in others.  
So rather
than making their situation easier it just makes it different.  
In close
range they will have an easier time, but at long range the blind 
users do.


Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Steady Goh
just move towards it and take whatever is in there. the sound will stop and 
you have more ammo or other items. if it is something you don't need, donate 
them and get reputation points. If you move away from the sound, i will 
thank you and happily go in there and help myself. but don't complain that 
there isn't enough ammo or health kit anymore.

锦发/Steady Goh
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 10:23 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


That's a second from me, just move away from them if they're to noisy for 
you.


- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Sun, 11 Dec 2011 16:30:30 -0500
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even 
with

the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding 
the

individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is 
his

department.  :)

With the graphics I knew that no matter what the sighted players would 
have
an advantage in some ways, so I tried to restrict them in others.  So 
rather

than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.

Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Jeremy Kaldobsky
I've written this down in my list of things to add.  It does seem like a pretty 
simple solution, as long as no one forgets they have loot sounds disabled!  
haha!

 Frankly, both options together make
 things tremendous. Have a key to
 activate and deactivate loot scanning, as it were, and
 different flies
 sounds, and nobody can possibly take issue.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-10 Thread john
Part of the loot thing (in my opinion) is that at many times, 
there are so many zombies near the bridge, people can't get 
across to claim the loot there. They snatch up the loot on the 
west side, but nobody makes it to the east side, so when loot 
generates over there, it stays there.


- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Fri, 9 Dec 2011 15:45:54 -0500
Subject: [Audyssey] Swamp: spawning and loot questions.

I've noticed that there seem to be some places on the map that 
almost always
have loot and have begun wondering how loot generation works.  
I've also
come across areas with as many as twelve corpses with loot within 
a very
small distance of one another, which is actually a peril, since 
the
overwhelming buzzing of the flies can mask the sound of sneaky 
zombies.
(not suggesting this change, it nicely simulates a loss of 
situational

awareness.



So, are the locations for loot randomly generated, or are they 
tied to where
zombies die?  if the latter, is there some sort of delay between 
giving them

sweet surcease and having the good stuff appear on the ground?



There are also predictable concentration points for zombies.  The 
large
packs seem to be on or near roads, with stragglers out in the 
fields/swamps.
I'm wondering if this is an artifact of their spawning locations 
or of their

movement plan.



From a story perspective, it almost might make sense to restrict 

spawning to
a few points around the edge, to mimic an invasion.  You could 
have players
who try to stem the invasion and protect the town getting 
overwhelmed by
sheer numbers and either having to beat a hasty retreat or 
becoming zombies.
Speaking of which, might it be possible for player death to 
result in
zombies of a separate type that aren't counted in the 150 limit?  
One of the
worst things about a plague of the undead is their tendency to 
recruit from

the casualties.



   Chris Bartlett



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-10 Thread Ryan Strunk
And that is *awesome*!
I'm ashamed to admit it, but I died 3 separate times trying to get across
the bridge yesterday. Wore my reputation down to nothing. So I stayed on the
west side, built up my pistol ammo collection, tried a fourth time, and
found a giant heap of loot when I got there. I came back armed to the teeth,
and the satisfaction I got from trying, improving, and finally succeeding
was well worth the effort.
I think situations like this are perfect. Please don't change them.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Saturday, December 10, 2011 7:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

Part of the loot thing (in my opinion) is that at many times, there are so
many zombies near the bridge, people can't get across to claim the loot
there. They snatch up the loot on the west side, but nobody makes it to the
east side, so when loot generates over there, it stays there.

 - Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org Date sent: Fri, 9 Dec
2011 15:45:54 -0500
Subject: [Audyssey] Swamp: spawning and loot questions.

I've noticed that there seem to be some places on the map that almost always
have loot and have begun wondering how loot generation works.  
I've also
come across areas with as many as twelve corpses with loot within a very
small distance of one another, which is actually a peril, since the
overwhelming buzzing of the flies can mask the sound of sneaky zombies.
(not suggesting this change, it nicely simulates a loss of situational
awareness.



So, are the locations for loot randomly generated, or are they tied to where
zombies die?  if the latter, is there some sort of delay between giving them
sweet surcease and having the good stuff appear on the ground?



There are also predictable concentration points for zombies.  The large
packs seem to be on or near roads, with stragglers out in the fields/swamps.
I'm wondering if this is an artifact of their spawning locations or of their
movement plan.



From a story perspective, it almost might make sense to restrict spawning to
a few points around the edge, to mimic an invasion.  You could have players
who try to stem the invasion and protect the town getting overwhelmed by
sheer numbers and either having to beat a hasty retreat or becoming zombies.
Speaking of which, might it be possible for player death to result in
zombies of a separate type that aren't counted in the 150 limit?  
One of the
worst things about a plague of the undead is their tendency to recruit from
the casualties.



Chris Bartlett



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-10 Thread john
Piles of loot can be totally awesome. I found a chainsaw, a 
hunting rifle, a shotgun, an assault rifle and at least three 
clips for each east of one of the houses. These were all quite 
nicely piled together for my grabbing pleasure.


- Original Message -
From: Ryan Strunk ryan.str...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Sat, 10 Dec 2011 08:20:58 -0600
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

And that is *awesome*!
I'm ashamed to admit it, but I died 3 separate times trying to 
get across
the bridge yesterday. Wore my reputation down to nothing. So I 
stayed on the
west side, built up my pistol ammo collection, tried a fourth 
time, and
found a giant heap of loot when I got there. I came back armed to 
the teeth,
and the satisfaction I got from trying, improving, and finally 
succeeding

was well worth the effort.
I think situations like this are perfect. Please don't change 
them.

Ryan

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

Behalf Of john
Sent: Saturday, December 10, 2011 7:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

Part of the loot thing (in my opinion) is that at many times, 
there are so
many zombies near the bridge, people can't get across to claim 
the loot
there. They snatch up the loot on the west side, but nobody makes 
it to the

east side, so when loot generates over there, it stays there.

- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org Date sent: 
Fri, 9 Dec

2011 15:45:54 -0500
Subject: [Audyssey] Swamp: spawning and loot questions.

I've noticed that there seem to be some places on the map that 
almost always

have loot and have begun wondering how loot generation works.
I've also
come across areas with as many as twelve corpses with loot within 
a very
small distance of one another, which is actually a peril, since 
the
overwhelming buzzing of the flies can mask the sound of sneaky 
zombies.
(not suggesting this change, it nicely simulates a loss of 
situational

awareness.



So, are the locations for loot randomly generated, or are they 
tied to where
zombies die?  if the latter, is there some sort of delay between 
giving them

sweet surcease and having the good stuff appear on the ground?



There are also predictable concentration points for zombies.  The 
large
packs seem to be on or near roads, with stragglers out in the 
fields/swamps.
I'm wondering if this is an artifact of their spawning locations 
or of their

movement plan.



From a story perspective, it almost might make sense to restrict 

spawning to
a few points around the edge, to mimic an invasion.  You could 
have players
who try to stem the invasion and protect the town getting 
overwhelmed by
sheer numbers and either having to beat a hasty retreat or 
becoming zombies.
Speaking of which, might it be possible for player death to 
result in

zombies of a separate type that aren't counted in the 150 limit?
One of the
worst things about a plague of the undead is their tendency to 
recruit from

the casualties.



   Chris Bartlett



---
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-10 Thread Richard Sherman
Hi,

The bridge isn't that bad. many times, there are a few people who gang up, 
snipe the bridge, and clear it out. it takes some time for a group to form 
there again. Just listen for this and cross when they say it is fairly 
clear.

HTH.

Shermanator
- Original Message - 
From: john jpcarnemo...@comcast.net
Sent: Saturday, December 10, 2011 6:23 AM


Part of the loot thing (in my opinion) is that at many times,
there are so many zombies near the bridge, people can't get
across to claim the loot there. They snatch up the loot on the
west side, but nobody makes it to the east side, so when loot
generates over there, it stays there.


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-10 Thread Ben
I can never get a connection to work.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Richard Sherman
Sent: 10 December 2011 18:07
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

Hi,

The bridge isn't that bad. many times, there are a few people who gang up,
snipe the bridge, and clear it out. it takes some time for a group to form
there again. Just listen for this and cross when they say it is fairly
clear.

HTH.

Shermanator
- Original Message -
From: john jpcarnemo...@comcast.net
Sent: Saturday, December 10, 2011 6:23 AM


Part of the loot thing (in my opinion) is that at many times,
there are so many zombies near the bridge, people can't get
across to claim the loot there. They snatch up the loot on the
west side, but nobody makes it to the east side, so when loot
generates over there, it stays there.


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1873 / Virus Database: 2102/4672 - Release Date: 12/10/11

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No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1873 / Virus Database: 2102/4672 - Release Date: 12/10/11


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-10 Thread Dallas O'Brien

i agree with this. this forces you to become better.
dallas


On 11/12/2011 00:20, Ryan Strunk wrote:

And that is *awesome*!
I'm ashamed to admit it, but I died 3 separate times trying to get across
the bridge yesterday. Wore my reputation down to nothing. So I stayed on the
west side, built up my pistol ammo collection, tried a fourth time, and
found a giant heap of loot when I got there. I came back armed to the teeth,
and the satisfaction I got from trying, improving, and finally succeeding
was well worth the effort.
I think situations like this are perfect. Please don't change them.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Saturday, December 10, 2011 7:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

Part of the loot thing (in my opinion) is that at many times, there are so
many zombies near the bridge, people can't get across to claim the loot
there. They snatch up the loot on the west side, but nobody makes it to the
east side, so when loot generates over there, it stays there.

  - Original Message -
From: Christopher Bartlettthemusicalbre...@gmail.com
To: 'Gamers Discussion list'gamers@audyssey.org Date sent: Fri, 9 Dec
2011 15:45:54 -0500
Subject: [Audyssey] Swamp: spawning and loot questions.

I've noticed that there seem to be some places on the map that almost always
have loot and have begun wondering how loot generation works.
I've also
come across areas with as many as twelve corpses with loot within a very
small distance of one another, which is actually a peril, since the
overwhelming buzzing of the flies can mask the sound of sneaky zombies.
(not suggesting this change, it nicely simulates a loss of situational
awareness.



So, are the locations for loot randomly generated, or are they tied to where
zombies die?  if the latter, is there some sort of delay between giving them
sweet surcease and having the good stuff appear on the ground?



There are also predictable concentration points for zombies.  The large
packs seem to be on or near roads, with stragglers out in the fields/swamps.
I'm wondering if this is an artifact of their spawning locations or of their
movement plan.



 From a story perspective, it almost might make sense to restrict spawning to
a few points around the edge, to mimic an invasion.  You could have players
who try to stem the invasion and protect the town getting overwhelmed by
sheer numbers and either having to beat a hasty retreat or becoming zombies.
Speaking of which, might it be possible for player death to result in
zombies of a separate type that aren't counted in the 150 limit?
One of the
worst things about a plague of the undead is their tendency to recruit from
the casualties.



 Chris Bartlett



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-10 Thread Dakotah Rickard
frankly, one tthing that my friend and I have noticed is that people
usually go from safe zone to kai-mart to the bridge, maybe around the
west side, but rarely over in the east side, because it is harder to
navigate, so he'll make a different circuit, and he has never bought
anything from the safe zone. He has every weapon, and none of them
have less than a thousand rounds. Granted, he has one slight advantage
due to his use of the graphics, and he is quite practiced with a
mouse, unlike most of us, but I think more that he's willing to take
risks.

Still, Jeremy, I'm curious to know if the graphical map matches the
audio map in distance available?
Also, you can see inside buildings, through walls, and such.


Signed:
Dakotah Rickard

On 12/10/11, Dallas O'Brien dallas-obr...@bigpond.com wrote:
 i agree with this. this forces you to become better.
 dallas


 On 11/12/2011 00:20, Ryan Strunk wrote:
 And that is *awesome*!
 I'm ashamed to admit it, but I died 3 separate times trying to get across
 the bridge yesterday. Wore my reputation down to nothing. So I stayed on
 the
 west side, built up my pistol ammo collection, tried a fourth time, and
 found a giant heap of loot when I got there. I came back armed to the
 teeth,
 and the satisfaction I got from trying, improving, and finally succeeding
 was well worth the effort.
 I think situations like this are perfect. Please don't change them.
 Ryan

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of john
 Sent: Saturday, December 10, 2011 7:24 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 Part of the loot thing (in my opinion) is that at many times, there are so
 many zombies near the bridge, people can't get across to claim the loot
 there. They snatch up the loot on the west side, but nobody makes it to
 the
 east side, so when loot generates over there, it stays there.

   - Original Message -
 From: Christopher Bartlettthemusicalbre...@gmail.com
 To: 'Gamers Discussion list'gamers@audyssey.org Date sent: Fri, 9 Dec
 2011 15:45:54 -0500
 Subject: [Audyssey] Swamp: spawning and loot questions.

 I've noticed that there seem to be some places on the map that almost
 always
 have loot and have begun wondering how loot generation works.
 I've also
 come across areas with as many as twelve corpses with loot within a very
 small distance of one another, which is actually a peril, since the
 overwhelming buzzing of the flies can mask the sound of sneaky zombies.
 (not suggesting this change, it nicely simulates a loss of situational
 awareness.



 So, are the locations for loot randomly generated, or are they tied to
 where
 zombies die?  if the latter, is there some sort of delay between giving
 them
 sweet surcease and having the good stuff appear on the ground?



 There are also predictable concentration points for zombies.  The large
 packs seem to be on or near roads, with stragglers out in the
 fields/swamps.
 I'm wondering if this is an artifact of their spawning locations or of
 their
 movement plan.



  From a story perspective, it almost might make sense to restrict
  spawning to
 a few points around the edge, to mimic an invasion.  You could have
 players
 who try to stem the invasion and protect the town getting overwhelmed by
 sheer numbers and either having to beat a hasty retreat or becoming
 zombies.
 Speaking of which, might it be possible for player death to result in
 zombies of a separate type that aren't counted in the 150 limit?
 One of the
 worst things about a plague of the undead is their tendency to recruit
 from
 the casualties.



  Chris Bartlett



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 http://www.mail-archive.com/gamers@audyssey.org.
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 list,
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 list,
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 All messages

[Audyssey] Swamp: spawning and loot questions.

2011-12-09 Thread Christopher Bartlett
I've noticed that there seem to be some places on the map that almost always
have loot and have begun wondering how loot generation works.  I've also
come across areas with as many as twelve corpses with loot within a very
small distance of one another, which is actually a peril, since the
overwhelming buzzing of the flies can mask the sound of sneaky zombies.
(not suggesting this change, it nicely simulates a loss of situational
awareness.

 

So, are the locations for loot randomly generated, or are they tied to where
zombies die?  if the latter, is there some sort of delay between giving them
sweet surcease and having the good stuff appear on the ground?

 

There are also predictable concentration points for zombies.  The large
packs seem to be on or near roads, with stragglers out in the fields/swamps.
I'm wondering if this is an artifact of their spawning locations or of their
movement plan.

 

From a story perspective, it almost might make sense to restrict spawning to
a few points around the edge, to mimic an invasion.  You could have players
who try to stem the invasion and protect the town getting overwhelmed by
sheer numbers and either having to beat a hasty retreat or becoming zombies.
Speaking of which, might it be possible for player death to result in
zombies of a separate type that aren't counted in the 150 limit?  One of the
worst things about a plague of the undead is their tendency to recruit from
the casualties.

 

Chris Bartlett

 

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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-09 Thread Jeremy Kaldobsky
Loot and zombie placement is totally random around the map, with the exception 
of the Safe zone and Sewer.  Nothing spawns in either of those, though zombies 
do sometimes wander down into the Sewer of their own accord.

The accumulation of loot and zombies in different places is totally a result of 
people's normal hunting grounds.  There are some pretty heavily used paths that 
people tend to take as they move around the map, and these will clear out loot 
almost as soon as it is spawned there.  Since it's random, sooner or later loot 
will spawn in a less traveled area and it will sit there for a while.  Quite a 
few can pile up before someone ventures there to find them.

Zombie concentrations on the roads is probably due to people traveling the 
roads.  Lets say you got the attention of several zombies, well they will chase 
you on to the road and will either kill you or give up the chase when you've 
gotten too far away.  Those zombies can randomly wander back out into the 
swamp, but it does mean you'll have some larger numbers of them wandering the 
streets.

The extra zombie type from dying players would still need to count in the 
current zombie cap.  I forgot it was set at 150, lol.

I've finally worked out how I want the mission types to function, so I'm 
excited about this upcoming weekend!  If I'm able to, I really really want to 
get at least the smaller missions coded.  I believe they will change the game 
in an incredible way.

 I've noticed that there seem to be
 some places on the map that almost always
 have loot and have begun wondering how loot generation
 works.  I've also
 come across areas with as many as twelve corpses with loot
 within a very
 small distance of one another, which is actually a peril,
 since the
 overwhelming buzzing of the flies can mask the sound of
 sneaky zombies.
 (not suggesting this change, it nicely simulates a loss of
 situational
 awareness.
 
  
 
 So, are the locations for loot randomly generated, or are
 they tied to where
 zombies die?  if the latter, is there some sort of
 delay between giving them
 sweet surcease and having the good stuff appear on the
 ground?
 
  
 
 There are also predictable concentration points for
 zombies.  The large
 packs seem to be on or near roads, with stragglers out in
 the fields/swamps.
 I'm wondering if this is an artifact of their spawning
 locations or of their
 movement plan.
 
  
 
 From a story perspective, it almost might make sense to
 restrict spawning to
 a few points around the edge, to mimic an invasion. 
 You could have players
 who try to stem the invasion and protect the town getting
 overwhelmed by
 sheer numbers and either having to beat a hasty retreat or
 becoming zombies.
 Speaking of which, might it be possible for player death to
 result in
 zombies of a separate type that aren't counted in the 150
 limit?  One of the
 worst things about a plague of the undead is their tendency
 to recruit from
 the casualties.
 
  
 
                
 Chris Bartlett


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