Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-08 Thread Shane Lowe

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.



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread The Addictor
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?

2011-04-07 Thread Orin
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.
 
 
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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[Audyssey] anyone got anny suggestions for the next, version ofbattlezone?

2011-04-07 Thread Eleanor Robinson
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

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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Clement Chou
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




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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Scott Chesworth
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



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Yohandy

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




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



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Clement Chou
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



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Yohandy
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
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If you have any questions

Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
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
---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns

Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Bryan Peterson
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?

2011-04-06 Thread Yohandy

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.






---
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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
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
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.



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Yohandy

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.



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
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?

2011-04-06 Thread Yohandy
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?

2011-04-06 Thread Hayden Presley
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?

2011-04-06 Thread Clement Chou
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?

2011-04-06 Thread Yohandy

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?

2011-04-06 Thread Hayden Presley
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?

2011-04-06 Thread Clement Chou
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?

2011-04-05 Thread Yohandy
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
---
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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-05 Thread Clement Chou
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
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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-04 Thread Shane Lowe

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
---
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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-04 Thread The Addictor

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. 



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-04 Thread The Addictor

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
---
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