Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Dallas O'Brien

a tone would be a good thing.
one thing i have noticed, is that after a load of you grab items, those 
who get killed, don't seem to drop them again, for another to pick up.

dallas


On 1/20/2012 17:22, Steady Goh wrote:

Hi Jeremy, I haven't get to testand compile the list of items that will crash 
the game yet. Will try to do it soon.
A couple of things I hope you will consider adding to your already very long 
list of things to do.
send a message and maybe also an alert tone to every1 on the map when someone 
leads a mission. And also to the person who logon to the server when there is 
mission awaiting people to join.
If zombies get to enter the truck, they should start destroying the items that 
are loaded. I think they should also be able to damage or destroy the truck. If 
truck is destroyed, mission fail.

As for the latest change, I do agree that high health should be able to defend 
our weapons better, but if it only breaks below 75% I'm not sure if it is a bit 
low. If a player is careful enough not be surrounded and heal up everytime when 
health is below 80%, there is little chance for the zombies. My suggestion is 
to make it 85 or 90%. The player with best armers may be able to sustain 2 or 3 
hits before zombies have a chance to break their weapons. They would have to 
decide whether to use up more med kits or risking their weapons.

锦发/Steady Goh
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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread shaun everiss
hmmm what about a chime, like a ding or a clock chime, should be easy 
to obtain.
I have to much on my plate right now but if no one has got one by 
next week I will go russle up 1 from my database.

At 07:32 p.m. 20/01/2012 +1000, you wrote:
a tone would be a good thing. one thing i have noticed, is that 
after a load of you grab items, those who get killed, don't seem to 
drop them again, for another to pick up. dallas On 1/20/2012 17:22, 
Steady Goh wrote:  Hi Jeremy, I haven't get to testand compile the 
list of items that will crash the game yet. Will try to do it 
soon.  A couple of things I hope you will consider adding to your 
already very long list of things to do.  send a message and maybe 
also an alert tone to every1 on the map when someone leads a 
mission. And also to the person who logon to the server when there 
is mission awaiting people to join.  If zombies get to enter the 
truck, they should start destroying the items that are loaded. I 
think they should also be able to damage or destroy the truck. If 
truck is destroyed, mission fail.   As for the latest change, I do 
agree that high health should be able to defend our weapons better, 
but if it only breaks below 75% I'm not sure if it is a bit low. If 
a player is careful enough not be surrounded and heal up everytime 
when health is below 80%, there is little chance for the zombies. My 
suggestion is to make it 85 or 90%. The player with best armers may 
be able to sustain 2 or 3 hits before zombies have a chance to break 
their weapons. They would have to decide whether to use up more med 
kits or risking their weapons.   é¦å'/Steady Goh  ---  Gamers 
mailing list __ Gamers@audyssey.org  If you want to leave the list, 
send E-mail to gamers-unsubscr...@audyssey.org.  You can make 
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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Christopher Bartlett
Here's a shocker!  I actually think 75% is about right and would like the
break point to stay there.  It changes the risk calculation about using med
kits when near full health, which should make med kits more valuable.

I know, I know, who am I and what have I done with the hard ass who always
wants more challenges?  *grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, January 20, 2012 4:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp mission suggestions

hmmm what about a chime, like a ding or a clock chime, should be easy 
to obtain.
I have to much on my plate right now but if no one has got one by 
next week I will go russle up 1 from my database.
At 07:32 p.m. 20/01/2012 +1000, you wrote:
a tone would be a good thing. one thing i have noticed, is that 
after a load of you grab items, those who get killed, don't seem to 
drop them again, for another to pick up. dallas On 1/20/2012 17:22, 
Steady Goh wrote:  Hi Jeremy, I haven't get to testand compile the 
list of items that will crash the game yet. Will try to do it 
soon.  A couple of things I hope you will consider adding to your 
already very long list of things to do.  send a message and maybe 
also an alert tone to every1 on the map when someone leads a 
mission. And also to the person who logon to the server when there 
is mission awaiting people to join.  If zombies get to enter the 
truck, they should start destroying the items that are loaded. I 
think they should also be able to damage or destroy the truck. If 
truck is destroyed, mission fail.   As for the latest change, I do 
agree that high health should be able to defend our weapons better, 
but if it only breaks below 75% I'm not sure if it is a bit low. If 
a player is careful enough not be surrounded and heal up everytime 
when health is below 80%, there is little chance for the zombies. My 
suggestion is to make it 85 or 90%. The player with best armers may 
be able to sustain 2 or 3 hits before zombies have a chance to break 
their weapons. They would have to decide whether to use up more med 
kits or risking their weapons.   é¦å'/Steady Goh  ---  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  
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send E-mail to gamers-ow...@audyssey.org. /x-flowed



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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Steady Goh
Actually med kits are not really valuable. There are plenty on the map. Even 
if the break point is at 90%, I believe I will still heal. 75% won't really 
change how i play but 90% might. I usually donate most of my med kits and my 
field kit before i go out on the run. I am pretty sure i will find before my 
health drops below 75%.
One thing i noticed in 1.9 test1 is when in a mission is zombies never break 
any of my armer before. they only broke my weapons.

锦发/Steady Goh
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, January 20, 2012 9:21 PM
Subject: Re: [Audyssey] swamp mission suggestions


Here's a shocker!  I actually think 75% is about right and would like the
break point to stay there.  It changes the risk calculation about using med
kits when near full health, which should make med kits more valuable.

I know, I know, who am I and what have I done with the hard ass who always
wants more challenges?  *grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, January 20, 2012 4:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp mission suggestions

hmmm what about a chime, like a ding or a clock chime, should be easy
to obtain.
I have to much on my plate right now but if no one has got one by
next week I will go russle up 1 from my database.
At 07:32 p.m. 20/01/2012 +1000, you wrote:

a tone would be a good thing. one thing i have noticed, is that
after a load of you grab items, those who get killed, don't seem to
drop them again, for another to pick up. dallas On 1/20/2012 17:22,
Steady Goh wrote:  Hi Jeremy, I haven't get to testand compile the
list of items that will crash the game yet. Will try to do it
soon.  A couple of things I hope you will consider adding to your
already very long list of things to do.  send a message and maybe
also an alert tone to every1 on the map when someone leads a
mission. And also to the person who logon to the server when there
is mission awaiting people to join.  If zombies get to enter the
truck, they should start destroying the items that are loaded. I
think they should also be able to damage or destroy the truck. If
truck is destroyed, mission fail.   As for the latest change, I do
agree that high health should be able to defend our weapons better,
but if it only breaks below 75% I'm not sure if it is a bit low. If
a player is careful enough not be surrounded and heal up everytime
when health is below 80%, there is little chance for the zombies. My
suggestion is to make it 85 or 90%. The player with best armers may
be able to sustain 2 or 3 hits before zombies have a chance to break
their weapons. They would have to decide whether to use up more med
kits or risking their weapons.   é¦å'/Steady Goh  ---  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 
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messages are archived and can be searched and read at 
http://www.mail-archive.com/gamers@audyssey.org.  If you have any
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send E-mail to gamers-ow...@audyssey.org. /x-flowed




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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Jeremy Kaldobsky
Good point Steady.  I'm writing this down so I don't forget it for later.

 Hi Jeremy, I haven't get to testand
 compile the list of items that will crash the game yet. Will
 try to do it soon.
 A couple of things I hope you will consider adding to your
 already very long list of things to do.
 send a message and maybe also an alert tone to every1 on
 the map when someone leads a mission. And also to the person
 who logon to the server when there is mission awaiting
 people to join.
 If zombies get to enter the truck, they should start
 destroying the items that are loaded. I think they should
 also be able to damage or destroy the truck. If truck is
 destroyed, mission fail.
  
 As for the latest change, I do agree that high health
 should be able to defend our weapons better, but if it only
 breaks below 75% I'm not sure if it is a bit low. If a
 player is careful enough not be surrounded and heal up
 everytime when health is below 80%, there is little chance
 for the zombies. My suggestion is to make it 85 or 90%. The
 player with best armers may be able to sustain 2 or 3 hits
 before zombies have a chance to break their weapons. They
 would have to decide whether to use up more med kits or
 risking their weapons.
 
 锦发/Steady Goh


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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Kai
It's supposed to work that way. Those who die just have their mission items 
vanish.


There's always one crate anywhere in the warehouse, though, so this really 
isn't an issue.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 20, 2012 1:32 AM
Subject: Re: [Audyssey] swamp mission suggestions



a tone would be a good thing.
one thing i have noticed, is that after a load of you grab items, those 
who get killed, don't seem to drop them again, for another to pick up.

dallas


On 1/20/2012 17:22, Steady Goh wrote:
Hi Jeremy, I haven't get to testand compile the list of items that will 
crash the game yet. Will try to do it soon.
A couple of things I hope you will consider adding to your already very 
long list of things to do.
send a message and maybe also an alert tone to every1 on the map when 
someone leads a mission. And also to the person who logon to the server 
when there is mission awaiting people to join.
If zombies get to enter the truck, they should start destroying the items 
that are loaded. I think they should also be able to damage or destroy 
the truck. If truck is destroyed, mission fail.


As for the latest change, I do agree that high health should be able to 
defend our weapons better, but if it only breaks below 75% I'm not sure 
if it is a bit low. If a player is careful enough not be surrounded and 
heal up everytime when health is below 80%, there is little chance for 
the zombies. My suggestion is to make it 85 or 90%. The player with best 
armers may be able to sustain 2 or 3 hits before zombies have a chance to 
break their weapons. They would have to decide whether to use up more med 
kits or risking their weapons.


锦发/Steady Goh
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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Kai
Rather than playing another sound, just play the mission create sound, if 
there indeed needs to be a sound.


Kai

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 20, 2012 1:52 AM
Subject: Re: [Audyssey] swamp mission suggestions


hmmm what about a chime, like a ding or a clock chime, should be easy
to obtain.
I have to much on my plate right now but if no one has got one by
next week I will go russle up 1 from my database.
At 07:32 p.m. 20/01/2012 +1000, you wrote:
a tone would be a good thing. one thing i have noticed, is that after a 
load of you grab items, those who get killed, don't seem to drop them 
again, for another to pick up. dallas On 1/20/2012 17:22, Steady Goh wrote: 
 Hi Jeremy, I haven't get to testand compile the list of items that will 
crash the game yet. Will try to do it soon.  A couple of things I hope you 
will consider adding to your already very long list of things to do.  send 
a message and maybe also an alert tone to every1 on the map when someone 
leads a mission. And also to the person who logon to the server when there 
is mission awaiting people to join.  If zombies get to enter the truck, 
they should start destroying the items that are loaded. I think they should 
also be able to damage or destroy the truck. If truck is destroyed, mission 
fail.   As for the latest change, I do agree that high health should be 
able to defend our weapons better, but if it only breaks below 75% I'm not 
sure if it is a bit low. If a player is careful enough not be surrounded 
and heal up everytime when health is below 80%, there is little chance for 
the zombies. My suggestion is to make it 85 or 90%. The player with best 
armers may be able to sustain 2 or 3 hits before zombies have a chance to 
break their weapons. They would have to decide whether to use up more med 
kits or risking their weapons.   é¦å'/Steady Goh  ---  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  
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messages are archived and can be searched and read at  
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gamers-ow...@audyssey.org. /x-flowed




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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Jeremy Kaldobsky
Actually Dallas I did it that way on purpose.  I wanted people to have to 
decide between 2 main crate collecting strategies.  The slower method is to 
head back to the truck each time you find a new one, where you spend more time 
traveling back and forth, but you aren't risking the crates.  The faster method 
is a bit more risky.  Instead of dropping off crates you just keep looking for 
them until you have a bunch.  This doesn't waste time traveling back and forth 
to the truck, but also means you are risking the several you're carrying.  If 
you should happen to die, your team loses those undelivered crates!

 a tone would be a good thing.
 one thing i have noticed, is that after a load of you grab
 items, those 
 who get killed, don't seem to drop them again, for another
 to pick up.
 dallas


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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Richard Sherman
HI,

You mean that you can pick up more than 1 crate at a time? I didn't know 
that. I thought it was limited to 1 crate. That would have been nice to know 
on a mission where I was the only 1 left with 8 crates to go.

And, also to be clear. Is there only 1 crate in the warehouse at any given 
time?

So let's say I pick up a crate. Is another crate spawned somewhere else 
randomly at that time?

Love the missions and just want to make sure I understand them as best as 
possible.

Thanks in advance.

Shermanator
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
Sent: Friday, January 20, 2012 10:48 AM


Actually Dallas I did it that way on purpose.  I wanted people to have to 
decide between 2 main crate collecting strategies.  The slower method is to 
head back to the truck each time you find a new one, where you spend more 
time traveling back and forth, but you aren't risking the crates.  The 
faster method is a bit more risky.  Instead of dropping off crates you just 
keep looking for them until you have a bunch.  This doesn't waste time 
traveling back and forth to the truck, but also means you are risking the 
several you're carrying.  If you should happen to die, your team loses those 
undelivered crates!

 a tone would be a good thing.
 one thing i have noticed, is that after a load of you grab
 items, those
 who get killed, don't seem to drop them again, for another
 to pick up.
 dallas


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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Jeremy Kaldobsky
Correct Richard.  When you pick up a crate another will randomly appear 
somewhere within the warehouse.  You aren't limited to how many you can hold, 
so some players will gather up a few before making the trip back to the truck 
to drop them off.  There will only ever be 1 crate in the warehouse at any 
given time.

It has confused a few people when they realized they could gather up more 
crates than the mission is even for.  This was done intentionally since dying 
means the crates you're carrying will be destroyed.  In a mission where you 
only need 10 crates, you could have 6 people on your team all carrying 5 
crates!  That's 3 times as many as you actually need, but it was done this way 
in case some of your team mates are killed before returning to the truck.  This 
does mean that a single person could wander around collecting 30 or 40 crates 
if they wished, but it won't give them anything extra if they do.

 HI,
 
 You mean that you can pick up more than 1 crate at a time?
 I didn't know 
 that. I thought it was limited to 1 crate. That would have
 been nice to know 
 on a mission where I was the only 1 left with 8 crates to
 go.
 
 And, also to be clear. Is there only 1 crate in the
 warehouse at any given 
 time?
 
 So let's say I pick up a crate. Is another crate spawned
 somewhere else 
 randomly at that time?
 
 Love the missions and just want to make sure I understand
 them as best as 
 possible.
 
 Thanks in advance.
 
 Shermanator


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[Audyssey] swamp mission suggestions

2012-01-19 Thread Steady Goh
Hi Jeremy, I haven't get to testand compile the list of items that will crash 
the game yet. Will try to do it soon.
A couple of things I hope you will consider adding to your already very long 
list of things to do.
send a message and maybe also an alert tone to every1 on the map when someone 
leads a mission. And also to the person who logon to the server when there is 
mission awaiting people to join.
If zombies get to enter the truck, they should start destroying the items that 
are loaded. I think they should also be able to damage or destroy the truck. If 
truck is destroyed, mission fail.
 
As for the latest change, I do agree that high health should be able to defend 
our weapons better, but if it only breaks below 75% I'm not sure if it is a bit 
low. If a player is careful enough not be surrounded and heal up everytime when 
health is below 80%, there is little chance for the zombies. My suggestion is 
to make it 85 or 90%. The player with best armers may be able to sustain 2 or 3 
hits before zombies have a chance to break their weapons. They would have to 
decide whether to use up more med kits or risking their weapons.

锦发/Steady Goh
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