Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Stop walking and kill the enimies then jump. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter IV when they first came out... as a diehard fighting fan myself, I knew where the arguments came from. Less buttons in the case of MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the perry system from SF 3, x-factor for MVC... I could go on and on. This was all done to make the game more accessible for new players while still retaining depth in the games. A lot of people said that that kind of adjustment was dumbing the game down for the scrubs out there. Maybe they're right. Maybe they're wrong. I personally think they're wrong... because there's still a lot of deep fighting to be had in both games. That kind of attitude is exactly why so many people never get into fighting games... because the pros are so adverse to accessibility and the like. When you look at it.. the two situations are remarkably similar. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Yes, and the cues could be turned on and off. I was thinking that a 1-step boundary would be good, but what about using boundary width to show the pit's width? That, combined with an analog jumping system, would give you a good visual on the pit's width so you could know how far to jump, and not just when. The boundary sounds don't need to be that lod either. There is no need for obtrusive cues--they can blend well into the ambient sounds, just like the boundary does in Mota. Ken Downey The Addictor www.TheAddictor.com - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:26 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter IV when they first came out... as a diehard fighting fan myself, I knew where the arguments came from. Less buttons in the case of MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the perry system from SF 3, x-factor for MVC... I could go on and on. This was all done to make the game
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
I wonder what MK is doing so to speak to make it more accessible. Simple mode in my honest opinion in MVC3 is... good although it'll only get you to Galactus. It only let's you do two specials, which is stupid. I like the less buttons approach to things, a four button layout rather than six. It makes normal mode in MVC3 easy to grasp than, say, SF, and I was able to remember the control skeme as to what attack was what and could focus on moves. Also, people may have problems with this but I personally like the way supers are performed in this game. A motion followed by two attack buttons, doesn't matter what they are it would appear. That also applies to moves, all you really have to know is the motion and you can use any attack depending on how damaging you want the combo to be. Allowing simple mode online sure causes cheating though. I dunno if you can even chain combos with simple mode, because once I was playing online with this dude and he pointed out that I really sucked at chaining combos; I wanted to test out Simple Mode and see if it was what the devs say it is, that you need skill and whatnot, but you also need the wrest of the characters moves... Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 On Apr 6, 2011, at 9:01 PM, Clement Chou wrote: Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter IV when they first came out... as a diehard fighting fan myself, I knew where the arguments came from. Less buttons in the case of MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the perry system from SF 3, x-factor for MVC... I could go on and on. This was all done to make the game more accessible for new players while still retaining depth in the games. A lot of people said that that kind of adjustment was dumbing the game down for the scrubs out there. Maybe they're right. Maybe they're wrong. I personally think they're wrong... because there's still a lot of deep fighting to be had in both games. That kind of attitude is exactly why so many people never get into fighting games... because the pros are so adverse to accessibility and the like. When you look at it.. the two situations are remarkably similar. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be
[Audyssey] anyone got anny suggestions for the next, version ofbattlezone?
Hey there gamers - The problem of having or not having pit warning sounds is really a problem of level of difficulty and game balance. Since that is the case, why not put in an EASY button where specific warnings are made and that would allow gamers to start on EASY and, as they got better, switch off the warnings. They would not have to lose lives before they built up the skills to navigate. Eleanor Robinson 7-128 Software --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Simple mode lets you chain three hit combos... but nothing more than that. Personally, I don't see what the problem with six buttons is. It's simply three punches and three kicks.. at different strengths. Is it that hard to get that? Again I don't want to sound antagonizing, but it doesn't take a genius to figure that out... I happen to agree with the upper-level fighting game community, that while four buttons in this game is okay, you're taking out so much of the learning curve that it almost seems like there's nothing to learn. Supers I don't mind since that's the way they've always been done in the vs. series... since those and Street Fighter games are completely different entities. MK's definition of accessibility is having almost the same startup chain of attacks to cancel into other moves. Unlike SF and tekken that require a lot of timing, MK, at least from the demo seems like you'll be able tochain attacks together without too much effort. And x-ray moves... don't even get me started on those. Gory and cool, yes... but a bit broken as a lot of people will point out to you. But I won't get into that now... I'm excited for the game, and want to save any griping for if and when I find things to gripe about. lol. At 04:03 AM 07/04/2011, you wrote: I wonder what MK is doing so to speak to make it more accessible. Simple mode in my honest opinion in MVC3 is... good although it'll only get you to Galactus. It only let's you do two specials, which is stupid. I like the less buttons approach to things, a four button layout rather than six. It makes normal mode in MVC3 easy to grasp than, say, SF, and I was able to remember the control skeme as to what attack was what and could focus on moves. Also, people may have problems with this but I personally like the way supers are performed in this game. A motion followed by two attack buttons, doesn't matter what they are it would appear. That also applies to moves, all you really have to know is the motion and you can use any attack depending on how damaging you want the combo to be. Allowing simple mode online sure causes cheating though. I dunno if you can even chain combos with simple mode, because once I was playing online with this dude and he pointed out that I really sucked at chaining combos; I wanted to test out Simple Mode and see if it was what the devs say it is, that you need skill and whatnot, but you also need the wrest of the characters moves... Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Hi Clement, I'll fess up now and say that I totally intend to get you started on x-ray moves. I'm wondering whether we think the same thing. I actually pulled off my first ever X-ray move by accident. Oh the joys of button mashing! Having learned how to execute them intentionally now, they've started to really irritate me. Essentially I think the problem is, while they sound and by all accounts look great, they totally break the constant pressure of the fight. Things like mega long combos or chains of attacks make me panic when I'm on the receiving end or exhilerated when I'm the one dealing them out, but X-ray doesn't manage to do that. I think the problem is that once the sequence has started, so far as I can tell there's no way to break it, so the person on the receiving end just sits there hopelessly. The sequences take so long that I have time to be angry that someone's x-rayed me, sad that my character is having a bad day internally all of a sudden, but then there's also time to consider what to do next. On the other end of the equation, they're not satisfying to be the person who's dishing them out either. I think that's because they aren't hard enough to execute, so there's no big sense of achievement, just the break in the rhythm of the fight. That disruption has put me off my stride enough that I've almost lost matches I was comfortably winning before throwing an X-ray into the mix. Is that what you meant by broken? To me, they just seem like a gimick. Sad part is that they didn't need to be there. It's hard to tell how deep this new engine is just from the characters in the demo, but to me, it definitely feels like an improvement from MK VS DC. It's all subjective of course, but that would've been enough for me I think without the new gimick. Scott On 4/7/11, Clement Chou chou.clem...@gmail.com wrote: Simple mode lets you chain three hit combos... but nothing more than that. Personally, I don't see what the problem with six buttons is. It's simply three punches and three kicks.. at different strengths. Is it that hard to get that? Again I don't want to sound antagonizing, but it doesn't take a genius to figure that out... I happen to agree with the upper-level fighting game community, that while four buttons in this game is okay, you're taking out so much of the learning curve that it almost seems like there's nothing to learn. Supers I don't mind since that's the way they've always been done in the vs. series... since those and Street Fighter games are completely different entities. MK's definition of accessibility is having almost the same startup chain of attacks to cancel into other moves. Unlike SF and tekken that require a lot of timing, MK, at least from the demo seems like you'll be able tochain attacks together without too much effort. And x-ray moves... don't even get me started on those. Gory and cool, yes... but a bit broken as a lot of people will point out to you. But I won't get into that now... I'm excited for the game, and want to save any griping for if and when I find things to gripe about. lol. At 04:03 AM 07/04/2011, you wrote: I wonder what MK is doing so to speak to make it more accessible. Simple mode in my honest opinion in MVC3 is... good although it'll only get you to Galactus. It only let's you do two specials, which is stupid. I like the less buttons approach to things, a four button layout rather than six. It makes normal mode in MVC3 easy to grasp than, say, SF, and I was able to remember the control skeme as to what attack was what and could focus on moves. Also, people may have problems with this but I personally like the way supers are performed in this game. A motion followed by two attack buttons, doesn't matter what they are it would appear. That also applies to moves, all you really have to know is the motion and you can use any attack depending on how damaging you want the combo to be. Allowing simple mode online sure causes cheating though. I dunno if you can even chain combos with simple mode, because once I was playing online with this dude and he pointed out that I really sucked at chaining combos; I wanted to test out Simple Mode and see if it was what the devs say it is, that you need skill and whatnot, but you also need the wrest of the characters moves... Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Clement, Keep in mind that the MK demo is an extremely early build. in fact I wouldn't be surprised if it was e3 code. MK team has stated that the issues people have been having with that demo have been fixed for months, and that the game runs way more smoothly now. seeing as the demo was already pretty smooth that's great news if you think about it. oh! not sure if you guys know, but MK has officially gone gold as of a few days ago. yay! - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, April 07, 2011 10:20 AM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Simple mode lets you chain three hit combos... but nothing more than that. Personally, I don't see what the problem with six buttons is. It's simply three punches and three kicks.. at different strengths. Is it that hard to get that? Again I don't want to sound antagonizing, but it doesn't take a genius to figure that out... I happen to agree with the upper-level fighting game community, that while four buttons in this game is okay, you're taking out so much of the learning curve that it almost seems like there's nothing to learn. Supers I don't mind since that's the way they've always been done in the vs. series... since those and Street Fighter games are completely different entities. MK's definition of accessibility is having almost the same startup chain of attacks to cancel into other moves. Unlike SF and tekken that require a lot of timing, MK, at least from the demo seems like you'll be able tochain attacks together without too much effort. And x-ray moves... don't even get me started on those. Gory and cool, yes... but a bit broken as a lot of people will point out to you. But I won't get into that now... I'm excited for the game, and want to save any griping for if and when I find things to gripe about. lol. At 04:03 AM 07/04/2011, you wrote: I wonder what MK is doing so to speak to make it more accessible. Simple mode in my honest opinion in MVC3 is... good although it'll only get you to Galactus. It only let's you do two specials, which is stupid. I like the less buttons approach to things, a four button layout rather than six. It makes normal mode in MVC3 easy to grasp than, say, SF, and I was able to remember the control skeme as to what attack was what and could focus on moves. Also, people may have problems with this but I personally like the way supers are performed in this game. A motion followed by two attack buttons, doesn't matter what they are it would appear. That also applies to moves, all you really have to know is the motion and you can use any attack depending on how damaging you want the combo to be. Allowing simple mode online sure causes cheating though. I dunno if you can even chain combos with simple mode, because once I was playing online with this dude and he pointed out that I really sucked at chaining combos; I wanted to test out Simple Mode and see if it was what the devs say it is, that you need skill and whatnot, but you also need the wrest of the characters moves... Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Like I said, smooth isn't the problem... and I know it was an early build, which is ridiculous in my opinion... if they want the public to see how good this game is they should give us a more current release. Many of my friends have cancelled their preorders based off their impressions of the demo, regardless of what the team has said. And again, I'm looking forward to this game... but I won't be convinced until I get my hands on it and it plays as smoothly as the devs say, which I don't doubt. I'm just being a cautious optomist, you might say. At 10:51 AM 07/04/2011, you wrote: Clement, Keep in mind that the MK demo is an extremely early build. in fact I wouldn't be surprised if it was e3 code. MK team has stated that the issues people have been having with that demo have been fixed for months, and that the game runs way more smoothly now. seeing as the demo was already pretty smooth that's great news if you think about it. oh! not sure if you guys know, but MK has officially gone gold as of a few days ago. yay! - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, April 07, 2011 10:20 AM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Simple mode lets you chain three hit combos... but nothing more than that. Personally, I don't see what the problem with six buttons is. It's simply three punches and three kicks.. at different strengths. Is it that hard to get that? Again I don't want to sound antagonizing, but it doesn't take a genius to figure that out... I happen to agree with the upper-level fighting game community, that while four buttons in this game is okay, you're taking out so much of the learning curve that it almost seems like there's nothing to learn. Supers I don't mind since that's the way they've always been done in the vs. series... since those and Street Fighter games are completely different entities. MK's definition of accessibility is having almost the same startup chain of attacks to cancel into other moves. Unlike SF and tekken that require a lot of timing, MK, at least from the demo seems like you'll be able tochain attacks together without too much effort. And x-ray moves... don't even get me started on those. Gory and cool, yes... but a bit broken as a lot of people will point out to you. But I won't get into that now... I'm excited for the game, and want to save any griping for if and when I find things to gripe about. lol. At 04:03 AM 07/04/2011, you wrote: I wonder what MK is doing so to speak to make it more accessible. Simple mode in my honest opinion in MVC3 is... good although it'll only get you to Galactus. It only let's you do two specials, which is stupid. I like the less buttons approach to things, a four button layout rather than six. It makes normal mode in MVC3 easy to grasp than, say, SF, and I was able to remember the control skeme as to what attack was what and could focus on moves. Also, people may have problems with this but I personally like the way supers are performed in this game. A motion followed by two attack buttons, doesn't matter what they are it would appear. That also applies to moves, all you really have to know is the motion and you can use any attack depending on how damaging you want the combo to be. Allowing simple mode online sure causes cheating though. I dunno if you can even chain combos with simple mode, because once I was playing online with this dude and he pointed out that I really sucked at chaining combos; I wanted to test out Simple Mode and see if it was what the devs say it is, that you need skill and whatnot, but you also need the wrest of the characters moves... Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
It's definitely possible to judge distance in this game. so why would we need a warning to know if we're close to a pit? just fall in the pit a few dozen times and you'll eventually learn to jump. why must so many blind gamers insist everything is spoon-fed to them? I'm not referring to anyone in particular, but to the group as a whole. why do most blind gamers shy away from challenge? This isn't even a Battlezone issue specifically. whenever there's something a little challenging in a game, people are always trying to come up with compromises like insert beeping sounds, ways to get rid of that feature cause it's too hard, and so on. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, April 05, 2011 10:33 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Easy there buddy. You have to realize... mainstream games give visual warnings for pitfalls and things like that such as ledges or whatever. It isn't always possible to judge a pit's distance by measuring in your stereo field. If you don't want cues, just don't listen for them. That simple. At 08:33 AM 05/04/2011, you wrote: no step boundaries for pits! please don't include that. why do audiogamers need sounds for every little thing? use your ears guys! if you're close to a pit, jump. why do you need a dumb sound to indicate this? are some of you playing with mono speakers or headphones? *sighs in frustration*. To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 7:11 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? No sorry! I meant that happened and it need a bug fix there. I could also be an actor. Also people have requested in the past an option to select where the game installs, a change in step sound before you fall into a pit, selection as to where witch program group the game is in, and again the voice acting thing. That one is popular! Shane - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 6:59 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version of battlezone? Everything except that second suggestion.. I do not need an annoying tone being played in my left ear. Another suggestion... would it be possible to hire voice actors for the cut sceens? I would be happy to do it... At 03:07 PM 04/04/2011, you wrote: Hey all, We are going to update battlezone here soon and are looking for suggestions. the ones we have come up with are 1. Make the game more realistic. Such as booby traps effect bolders by at-least slowing them down a bit, You can move while ducked, enimies can shoot you when your ducked and in the air, and when the blades are retracted you can jump without getting harmed. 2. At the end of a level if say you were one step from the portal and a bonis item falls and you step forward without catching it it would play an extreamly anoying tone in your left ear, and you can't here your statis without getting a headake. 3. When you use a bomb can the 20 enimies that you kill just shut-up because there dead? When you use one the enimies are still talking they just don't do anything. 4. Can you make it possible to set a booby trap for the cop cars and it will damage them but then the cops could get out and attack just like the other people? Please reply to all so that key is full will receeve them as well. Thanks, Shane Lowe Game madness enteractive --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
While I sympathize, I also feel the need to point out that mainstream games, again, do give cues and warnings as well... all be it most of them are visual. And how do you judge pit distances? In most games, there's a wind sound to rely on Sure. But you have to realize that headphones make things sound different so there's no concrete way to measure distances simply by relying on that sound. And saying to a blind gamer just learn by falling in that pit is like telling a sighted gamer to figure out how to do supers and ultras in Street Fighter or any other game that has them. All those games have command lists for that one reason... so people can look at things for quick reference and get to the real meat of the game. Same thing here. If you spend all your time dying in pits, how are you going to beat the game with a high score? Even judging distance takes time, and that detracts from your time bonus. At 08:28 AM 06/04/2011, you wrote: It's definitely possible to judge distance in this game. so why would we need a warning to know if we're close to a pit? just fall in the pit a few dozen times and you'll eventually learn to jump. why must so many blind gamers insist everything is spoon-fed to them? I'm not referring to anyone in particular, but to the group as a whole. why do most blind gamers shy away from challenge? This isn't even a Battlezone issue specifically. whenever there's something a little challenging in a game, people are always trying to come up with compromises like insert beeping sounds, ways to get rid of that feature cause it's too hard, and so on. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, April 05, 2011 10:33 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Easy there buddy. You have to realize... mainstream games give visual warnings for pitfalls and things like that such as ledges or whatever. It isn't always possible to judge a pit's distance by measuring in your stereo field. If you don't want cues, just don't listen for them. That simple. At 08:33 AM 05/04/2011, you wrote: no step boundaries for pits! please don't include that. why do audiogamers need sounds for every little thing? use your ears guys! if you're close to a pit, jump. why do you need a dumb sound to indicate this? are some of you playing with mono speakers or headphones? *sighs in frustration*. To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 7:11 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? No sorry! I meant that happened and it need a bug fix there. I could also be an actor. Also people have requested in the past an option to select where the game installs, a change in step sound before you fall into a pit, selection as to where witch program group the game is in, and again the voice acting thing. That one is popular! Shane - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 6:59 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version of battlezone? Everything except that second suggestion.. I do not need an annoying tone being played in my left ear. Another suggestion... would it be possible to hire voice actors for the cut sceens? I would be happy to do it... At 03:07 PM 04/04/2011, you wrote: Hey all, We are going to update battlezone here soon and are looking for suggestions. the ones we have come up with are 1. Make the game more realistic. Such as booby traps effect bolders by at-least slowing them down a bit, You can move while ducked, enimies can shoot you when your ducked and in the air, and when the blades are retracted you can jump without getting harmed. 2. At the end of a level if say you were one step from the portal and a bonis item falls and you step forward without catching it it would play an extreamly anoying tone in your left ear, and you can't here your statis without getting a headake. 3. When you use a bomb can the 20 enimies that you kill just shut-up because there dead? When you use one the enimies are still talking they just don't do anything. 4. Can you make it possible to set a booby trap for the cop cars and it will damage them but then the cops could get out and attack just like the other people? Please reply to all so that key is full will receeve them as well. Thanks, Shane Lowe Game madness enteractive --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
It's like telling a blind person to learn to cross a street safely by getting hit by a few cars. That's the thought that popped into my mind. We are the Knights who say...Ni! - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 4:40 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? While I sympathize, I also feel the need to point out that mainstream games, again, do give cues and warnings as well... all be it most of them are visual. And how do you judge pit distances? In most games, there's a wind sound to rely on Sure. But you have to realize that headphones make things sound different so there's no concrete way to measure distances simply by relying on that sound. And saying to a blind gamer just learn by falling in that pit is like telling a sighted gamer to figure out how to do supers and ultras in Street Fighter or any other game that has them. All those games have command lists for that one reason... so people can look at things for quick reference and get to the real meat of the game. Same thing here. If you spend all your time dying in pits, how are you going to beat the game with a high score? Even judging distance takes time, and that detracts from your time bonus. At 08:28 AM 06/04/2011, you wrote: It's definitely possible to judge distance in this game. so why would we need a warning to know if we're close to a pit? just fall in the pit a few dozen times and you'll eventually learn to jump. why must so many blind gamers insist everything is spoon-fed to them? I'm not referring to anyone in particular, but to the group as a whole. why do most blind gamers shy away from challenge? This isn't even a Battlezone issue specifically. whenever there's something a little challenging in a game, people are always trying to come up with compromises like insert beeping sounds, ways to get rid of that feature cause it's too hard, and so on. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, April 05, 2011 10:33 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Easy there buddy. You have to realize... mainstream games give visual warnings for pitfalls and things like that such as ledges or whatever. It isn't always possible to judge a pit's distance by measuring in your stereo field. If you don't want cues, just don't listen for them. That simple. At 08:33 AM 05/04/2011, you wrote: no step boundaries for pits! please don't include that. why do audiogamers need sounds for every little thing? use your ears guys! if you're close to a pit, jump. why do you need a dumb sound to indicate this? are some of you playing with mono speakers or headphones? *sighs in frustration*. To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 7:11 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? No sorry! I meant that happened and it need a bug fix there. I could also be an actor. Also people have requested in the past an option to select where the game installs, a change in step sound before you fall into a pit, selection as to where witch program group the game is in, and again the voice acting thing. That one is popular! Shane - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 6:59 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version of battlezone? Everything except that second suggestion.. I do not need an annoying tone being played in my left ear. Another suggestion... would it be possible to hire voice actors for the cut sceens? I would be happy to do it... At 03:07 PM 04/04/2011, you wrote: Hey all, We are going to update battlezone here soon and are looking for suggestions. the ones we have come up with are 1. Make the game more realistic. Such as booby traps effect bolders by at-least slowing them down a bit, You can move while ducked, enimies can shoot you when your ducked and in the air, and when the blades are retracted you can jump without getting harmed. 2. At the end of a level if say you were one step from the portal and a bonis item falls and you step forward without catching it it would play an extreamly anoying tone in your left ear, and you can't here your statis without getting a headake. 3. When you use a bomb can the 20 enimies that you kill just shut-up because there dead? When you use one the enimies are still talking they just don't do anything. 4. Can you make it possible to set a booby trap for the cop cars and it will damage them but then the cops could get out and attack just like the other people? Please reply to all so that key is full will receeve them as well. Thanks, Shane
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Clement, I think you missed the sarcasm in my email. we're talking here a pit that's like 3 steps wide. even if your jumping isn't spot on, if you hit the right or left arrow fast enough after the jump chances are you'll get across it. there's no need to practice a dozen times. I got it within my first 2 tries. in a game like MOTA, sure. have some boundary sounds. because that game you have a lot more to worry about than simply the jump itself. like the analog jumping system and the running jumps for instance. but in something like battle zone, it's just ridiculous to have a pit sound. and I understand mainstream games have cues. so does battle zone. you hear the wind noise to indicate a pit. so why do we also need even more noises to tell the gamer ok, this is exactly where you must jump, thus defeating the whole point of pits in the first place? this is a reason I always speed run through super Liam. I constantly keep the run button held down and dive over pits most of the time with no fail. there's absolutely no challenge in that. sighted gamers don't have this color coated spot on the ground that tells them when to jump you know. they see a pit, they judge a good jumping distance, and go for it. blind people should use their ears the same way. if the devs add a jump boundary sound to pits, should they also add distinctive noises when fireballs are too close so you can duck in time? a targeting sound when enemies are in range? how about a sound to indicate you're getting too close to some blades? how far do we take the dumb it down approach? - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 6:40 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? While I sympathize, I also feel the need to point out that mainstream games, again, do give cues and warnings as well... all be it most of them are visual. And how do you judge pit distances? In most games, there's a wind sound to rely on Sure. But you have to realize that headphones make things sound different so there's no concrete way to measure distances simply by relying on that sound. And saying to a blind gamer just learn by falling in that pit is like telling a sighted gamer to figure out how to do supers and ultras in Street Fighter or any other game that has them. All those games have command lists for that one reason... so people can look at things for quick reference and get to the real meat of the game. Same thing here. If you spend all your time dying in pits, how are you going to beat the game with a high score? Even judging distance takes time, and that detracts from your time bonus. At 08:28 AM 06/04/2011, you wrote: It's definitely possible to judge distance in this game. so why would we need a warning to know if we're close to a pit? just fall in the pit a few dozen times and you'll eventually learn to jump. why must so many blind gamers insist everything is spoon-fed to them? I'm not referring to anyone in particular, but to the group as a whole. why do most blind gamers shy away from challenge? This isn't even a Battlezone issue specifically. whenever there's something a little challenging in a game, people are always trying to come up with compromises like insert beeping sounds, ways to get rid of that feature cause it's too hard, and so on. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter IV when they first came out... as a diehard fighting fan myself, I knew where the arguments came from. Less buttons in the case of MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the perry system from SF 3, x-factor for MVC... I could go on and on. This was all done to make the game more accessible for new players while still retaining depth in the games. A lot of people said that that kind of adjustment was dumbing the game down for the scrubs out there. Maybe they're right. Maybe they're wrong. I personally think they're wrong... because there's still a lot of deep fighting to be had in both games. That kind of attitude is exactly why so many people never get into fighting games... because the pros are so adverse to accessibility and the like. When you look at it.. the two situations are remarkably similar. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter IV when they first came out... as a diehard fighting fan myself, I knew where the arguments came from. Less buttons in the case of MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the perry system from SF 3, x-factor for MVC... I could go on and on. This was all done to make the game more accessible for new players while still retaining depth in the games. A lot of people said that that kind of adjustment was dumbing the game down for the scrubs out there. Maybe they're right. Maybe they're wrong. I personally think they're wrong... because there's still a lot of deep fighting to be had in both games. That kind of attitude is exactly why so many people never get into fighting games... because the pros are so adverse to accessibility and the like. When you look at it.. the two situations are remarkably similar. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter IV when they first came out... as a diehard fighting fan myself, I knew where the arguments came from. Less buttons in the case of MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the perry system from SF 3, x-factor for MVC... I could go on and on. This was all done to make the game more accessible for new players while still retaining depth in the games. A lot of people said that that kind of adjustment was dumbing the game down for the scrubs out there. Maybe they're right. Maybe they're wrong. I personally think they're wrong... because there's still a lot of deep fighting to be had in both games. That kind of attitude is exactly why so many people never get into fighting games... because the pros are so adverse to accessibility and the like. When you look at it.. the two situations are remarkably similar. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
it's hard not to use a cue when it's playing right in your ear lol. we end up taking it for granted eventually whether we wish to or not. we get lazy and we think, hey it's there, so why not use it? MOTA's a great example. once upon a time, there were no boundary sounds, so we didn't use them. now there are, so we run at a pit and jump as soon as we hear the sound. why would I walk all slow and take my time calculating distances when I know there's gonna be this sound that'll alert me? - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:26 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter IV when they first came out... as a diehard fighting fan myself, I knew where the arguments came from. Less buttons in the case of MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the perry system from SF 3, x-factor for MVC... I could go on and on. This was all done to make the game more accessible for new players
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Hi, If pits are already not challenging for you thyen why does it matter? Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Yohandy Sent: Wednesday, April 06, 2011 8:38 PM To: Gamers Discussion list Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? it's hard not to use a cue when it's playing right in your ear lol. we end up taking it for granted eventually whether we wish to or not. we get lazy and we think, hey it's there, so why not use it? MOTA's a great example. once upon a time, there were no boundary sounds, so we didn't use them. now there are, so we run at a pit and jump as soon as we hear the sound. why would I walk all slow and take my time calculating distances when I know there's gonna be this sound that'll alert me? - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:26 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Not if the cue is something as anonymous as a different sounding footstep. If you hear that in a mainstream game you aren't going to pause and think, woe... what kind of ground is this? You plough on with the game.. and the problem with most audio games is that obstacles like that are always the same. At 06:38 PM 06/04/2011, you wrote: it's hard not to use a cue when it's playing right in your ear lol. we end up taking it for granted eventually whether we wish to or not. we get lazy and we think, hey it's there, so why not use it? MOTA's a great example. once upon a time, there were no boundary sounds, so we didn't use them. now there are, so we run at a pit and jump as soon as we hear the sound. why would I walk all slow and take my time calculating distances when I know there's gonna be this sound that'll alert me? - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:26 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers have the same challenge. They have to observe the paterns at which the blades shoot out and retract. We have to do the same... with sound. You asked how far do we take the dumbing down approach? This is exactly what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street Fighter
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
yup. which is why ignoring it isn't really an option. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:41 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Not if the cue is something as anonymous as a different sounding footstep. If you hear that in a mainstream game you aren't going to pause and think, woe... what kind of ground is this? You plough on with the game.. and the problem with most audio games is that obstacles like that are always the same. At 06:38 PM 06/04/2011, you wrote: it's hard not to use a cue when it's playing right in your ear lol. we end up taking it for granted eventually whether we wish to or not. we get lazy and we think, hey it's there, so why not use it? MOTA's a great example. once upon a time, there were no boundary sounds, so we didn't use them. now there are, so we run at a pit and jump as soon as we hear the sound. why would I walk all slow and take my time calculating distances when I know there's gonna be this sound that'll alert me? - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:26 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby enemies and stay crouched until the fireball passes by. Sounds for blades are not necessary as that would also remove challenge from the game since the whole point is to time your run past them. That's where sighted people and blind gamers
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Hi Yohandy, I reiterate. If it's that easy then why does it matter? Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Yohandy Sent: Wednesday, April 06, 2011 8:52 PM To: Gamers Discussion list Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? yup. which is why ignoring it isn't really an option. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:41 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Not if the cue is something as anonymous as a different sounding footstep. If you hear that in a mainstream game you aren't going to pause and think, woe... what kind of ground is this? You plough on with the game.. and the problem with most audio games is that obstacles like that are always the same. At 06:38 PM 06/04/2011, you wrote: it's hard not to use a cue when it's playing right in your ear lol. we end up taking it for granted eventually whether we wish to or not. we get lazy and we think, hey it's there, so why not use it? MOTA's a great example. once upon a time, there were no boundary sounds, so we didn't use them. now there are, so we run at a pit and jump as soon as we hear the sound. why would I walk all slow and take my time calculating distances when I know there's gonna be this sound that'll alert me? - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:26 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Ignoring it is an option. Like I said, it's just an extra footstep... is it going to stick out to you that much? lol. And as I said earlier, I am not trying to patronize... just cary on a discussion. At 06:52 PM 06/04/2011, you wrote: yup. which is why ignoring it isn't really an option. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:41 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Not if the cue is something as anonymous as a different sounding footstep. If you hear that in a mainstream game you aren't going to pause and think, woe... what kind of ground is this? You plough on with the game.. and the problem with most audio games is that obstacles like that are always the same. At 06:38 PM 06/04/2011, you wrote: it's hard not to use a cue when it's playing right in your ear lol. we end up taking it for granted eventually whether we wish to or not. we get lazy and we think, hey it's there, so why not use it? MOTA's a great example. once upon a time, there were no boundary sounds, so we didn't use them. now there are, so we run at a pit and jump as soon as we hear the sound. why would I walk all slow and take my time calculating distances when I know there's gonna be this sound that'll alert me? - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:26 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Personally, best option in my opinion is just to treat it as extra ambiance if you don't want to use it as a cue. I know in my experiences whenever I've walked near a pit in real life it's never just been an abrupt stop... there's either loose dirt or an edge, something of the sort... and adapting isn't really the problem here. The problem is more the ability to judge the distances and ranges in the first place. At 06:21 PM 06/04/2011, you wrote: Clement, I definitely understand where you're coming from. I guess when it comes to gaming, everyone has a whole ton of differing opinions. personally when it comes to thinking a mile a minute, I have absolutely no problem with that. I can have a ton of blades, pits, and fireballs all near me at once and still react almost immediately to the threat. however I take your point that not everyone might be able to do that. Perhaps we can because we mostly play mainstream games and adapting is the norm for us? who knows. I'll definitely try and remember that next time though. however I think that if such a feature was added to a game, there should be a way to take it off for those not wishing to use it. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, April 06, 2011 9:01 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Before I go any further, let me just state that any comments I make on this subject are purely for the sake of discussion... you're my friend and I have no desire to antagonize you by going against you. lol. The problem with judging distances, again, is that wind sound. You can't concretely judge how far it is from you by just listening for it.. unless you pinpoint the position of that sound in your headphones or speakers and memorize where it is. And in frantic fights, if you have enemies coming at you and your mind is bent on taking care of them first, you really don't have the option to stop and judge that sound while you're being pummelled. The problem with judging distances like they do in mainstream games is that, a sighted person can look at that pit and see how wide it is, whether they need a running jump or not. In audio games, you don't have that. Unless the dev programs the look command to tell you how wide the pit is, you have to guess. So some people would prefer warning sounds so they at least have a source to go on. I personally don't care either way. I played mainstream games for long periods of time before I even knew of audio games, so it doesn't really matter to me. I can cope with either. Target sounds for when enemies are in range is fair to me. Because why stand there mashing space until you hit something? Especially in this game, where the sound that is used to sound the attack is also the sound that signifies the hit. There is no difference between the two... unlike in mainstream games where you generally have a sound for the attack and a second sound for the hit, so if you miss an attack, that hit effect won't play. And fireballs are a different case from pits as you can stand still and wait for it to come to you... and there really is no appropriate time to duck. Soon as you hear a fireball, if you wanted you could just kill nearby
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
no step boundaries for pits! please don't include that. why do audiogamers need sounds for every little thing? use your ears guys! if you're close to a pit, jump. why do you need a dumb sound to indicate this? are some of you playing with mono speakers or headphones? *sighs in frustration*. To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 7:11 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? No sorry! I meant that happened and it need a bug fix there. I could also be an actor. Also people have requested in the past an option to select where the game installs, a change in step sound before you fall into a pit, selection as to where witch program group the game is in, and again the voice acting thing. That one is popular! Shane - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 6:59 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version of battlezone? Everything except that second suggestion.. I do not need an annoying tone being played in my left ear. Another suggestion... would it be possible to hire voice actors for the cut sceens? I would be happy to do it... At 03:07 PM 04/04/2011, you wrote: Hey all, We are going to update battlezone here soon and are looking for suggestions. the ones we have come up with are 1. Make the game more realistic. Such as booby traps effect bolders by at-least slowing them down a bit, You can move while ducked, enimies can shoot you when your ducked and in the air, and when the blades are retracted you can jump without getting harmed. 2. At the end of a level if say you were one step from the portal and a bonis item falls and you step forward without catching it it would play an extreamly anoying tone in your left ear, and you can't here your statis without getting a headake. 3. When you use a bomb can the 20 enimies that you kill just shut-up because there dead? When you use one the enimies are still talking they just don't do anything. 4. Can you make it possible to set a booby trap for the cop cars and it will damage them but then the cops could get out and attack just like the other people? Please reply to all so that key is full will receeve them as well. Thanks, Shane Lowe Game madness enteractive --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Easy there buddy. You have to realize... mainstream games give visual warnings for pitfalls and things like that such as ledges or whatever. It isn't always possible to judge a pit's distance by measuring in your stereo field. If you don't want cues, just don't listen for them. That simple. At 08:33 AM 05/04/2011, you wrote: no step boundaries for pits! please don't include that. why do audiogamers need sounds for every little thing? use your ears guys! if you're close to a pit, jump. why do you need a dumb sound to indicate this? are some of you playing with mono speakers or headphones? *sighs in frustration*. To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 7:11 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? No sorry! I meant that happened and it need a bug fix there. I could also be an actor. Also people have requested in the past an option to select where the game installs, a change in step sound before you fall into a pit, selection as to where witch program group the game is in, and again the voice acting thing. That one is popular! Shane - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 6:59 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version of battlezone? Everything except that second suggestion.. I do not need an annoying tone being played in my left ear. Another suggestion... would it be possible to hire voice actors for the cut sceens? I would be happy to do it... At 03:07 PM 04/04/2011, you wrote: Hey all, We are going to update battlezone here soon and are looking for suggestions. the ones we have come up with are 1. Make the game more realistic. Such as booby traps effect bolders by at-least slowing them down a bit, You can move while ducked, enimies can shoot you when your ducked and in the air, and when the blades are retracted you can jump without getting harmed. 2. At the end of a level if say you were one step from the portal and a bonis item falls and you step forward without catching it it would play an extreamly anoying tone in your left ear, and you can't here your statis without getting a headake. 3. When you use a bomb can the 20 enimies that you kill just shut-up because there dead? When you use one the enimies are still talking they just don't do anything. 4. Can you make it possible to set a booby trap for the cop cars and it will damage them but then the cops could get out and attack just like the other people? Please reply to all so that key is full will receeve them as well. Thanks, Shane Lowe Game madness enteractive --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
What I meant was when we update. Sorry typo - Original Message - From: Hayden Presley hdpres...@hotmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Monday, April 04, 2011 6:49 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? Hi Shane, Ahem. Who is this we person? As far as I know KeyWasFUll has no current plans of updating the game. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Shane Lowe Sent: Monday, April 04, 2011 5:07 PM To: Gamers Discussion list; key is full Subject: [Audyssey] anyone got anny suggestions for the next version of battlezone? Hey all, We are going to update battlezone here soon and are looking for suggestions. the ones we have come up with are 1. Make the game more realistic. Such as booby traps effect bolders by at-least slowing them down a bit, You can move while ducked, enimies can shoot you when your ducked and in the air, and when the blades are retracted you can jump without getting harmed. 2. At the end of a level if say you were one step from the portal and a bonis item falls and you step forward without catching it it would play an extreamly anoying tone in your left ear, and you can't here your statis without getting a headake. 3. When you use a bomb can the 20 enimies that you kill just shut-up because there dead? When you use one the enimies are still talking they just don't do anything. 4. Can you make it possible to set a booby trap for the cop cars and it will damage them but then the cops could get out and attack just like the other people? Please reply to all so that key is full will receeve them as well. Thanks, Shane Lowe Game madness enteractive --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Hey, if you like, i can do voice-overs for the game. Just give me the script and I'll do the rest--you won't have to edit the sounds or anything. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?
Hey, how about analog jumps? Ken Downey The Addictor www.TheAddictor.com - Original Message - From: Shane Lowe shanel...@insightbb.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 7:11 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone? No sorry! I meant that happened and it need a bug fix there. I could also be an actor. Also people have requested in the past an option to select where the game installs, a change in step sound before you fall into a pit, selection as to where witch program group the game is in, and again the voice acting thing. That one is popular! Shane - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, April 04, 2011 6:59 PM Subject: Re: [Audyssey] anyone got anny suggestions for the next version of battlezone? Everything except that second suggestion.. I do not need an annoying tone being played in my left ear. Another suggestion... would it be possible to hire voice actors for the cut sceens? I would be happy to do it... At 03:07 PM 04/04/2011, you wrote: Hey all, We are going to update battlezone here soon and are looking for suggestions. the ones we have come up with are 1. Make the game more realistic. Such as booby traps effect bolders by at-least slowing them down a bit, You can move while ducked, enimies can shoot you when your ducked and in the air, and when the blades are retracted you can jump without getting harmed. 2. At the end of a level if say you were one step from the portal and a bonis item falls and you step forward without catching it it would play an extreamly anoying tone in your left ear, and you can't here your statis without getting a headake. 3. When you use a bomb can the 20 enimies that you kill just shut-up because there dead? When you use one the enimies are still talking they just don't do anything. 4. Can you make it possible to set a booby trap for the cop cars and it will damage them but then the cops could get out and attack just like the other people? Please reply to all so that key is full will receeve them as well. Thanks, Shane Lowe Game madness enteractive --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.