Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Christopher Bartlett
Ok I'm a bit confused then.  If weapon ranges are going to increase to match
what you hear, then how are they going to be differentiated?

Chris (whose head is full of goo and who thus may just be slow.)


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 10:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Actually that is backwards.  The weapon ranges will be increased to at least
match the audible range of zombies.  Most guns will even fire a little
farther than you can hear.

 Let me understand this clearly. 
 You intend that we not be able to hear
 zombies that are beyond our weapons range, meaning that
 what we hear will
 depend upon what we have equipped?  That seems
 problematic from a realism
 perspective, and with the axe/chain saw seems also
 problematic from the
 perspective of the game.  How about having a command
 to estimate the range
 to the target most nearly centered, which won't report a
 range if the weapon
 is out of range, but we still hear the zombies at all
 ranges.  Shift-t
 perhaps?
 
     Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Jeremy Kaldobsky
You raise an interesting point.  The range restrictions were only added because 
wild random firing tended to pick off zombies from across the map in version 
1.1b.  I don't care for the idea of you being able to hear a zombie but not 
reach it with a gun, so I was going to make each gun fire at least as far as 
you could hear.  Other than as a way to prevent weapon spamming, I suppose 
people aren't going to notice any difference in the gun ranges.  If anyone has 
any suggestions for making this make more sense, I'm open to it.

 Ok I'm a bit confused then.  If
 weapon ranges are going to increase to match
 what you hear, then how are they going to be
 differentiated?
 
     Chris (whose head is full of goo and who
 thus may just be slow.)


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread john
Hmmm, you could make the hearing range 60 (as that seems to be a 
common range number), and add targeting beeps for weapons with 
greater range.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 22 Nov 2011 10:29:19 -0800 (PST)
Subject: Re: [Audyssey] Swamp reflections.

You raise an interesting point.  The range restrictions were only 
added because wild random firing tended to pick off zombies from 
across the map in version 1.1b.  I don't care for the idea of you 
being able to hear a zombie but not reach it with a gun, so I was 
going to make each gun fire at least as far as you could hear.  
Other than as a way to prevent weapon spamming, I suppose people 
aren't going to notice any difference in the gun ranges.  If 
anyone has any suggestions for making this make more sense, I'm 
open to it.


Ok I'm a bit confused then.� If
weapon ranges are going to increase to match
what you hear, then how are they going to be
differentiated?

젨� Chris (whose head is full of goo and who
thus may just be slow.)


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread joseph weakland
i hear you you could add a targeting beep so when you get the perfect firing 
solution what do you say?


- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:11 PM
Subject: Re: [Audyssey] Swamp reflections.


Hmmm, you could make the hearing range 60 (as that seems to be a
common range number), and add targeting beeps for weapons with
greater range.

- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 22 Nov 2011 10:29:19 -0800 (PST)
Subject: Re: [Audyssey] Swamp reflections.

You raise an interesting point.  The range restrictions were only
added because wild random firing tended to pick off zombies from
across the map in version 1.1b.  I don't care for the idea of you
being able to hear a zombie but not reach it with a gun, so I was
going to make each gun fire at least as far as you could hear.
Other than as a way to prevent weapon spamming, I suppose people
aren't going to notice any difference in the gun ranges.  If
anyone has any suggestions for making this make more sense, I'm
open to it.

Ok I'm a bit confused then.?If
weapon ranges are going to increase to match
what you hear, then how are they going to be
differentiated?

젨?Chris (whose head is full of goo and who
thus may just be slow.)


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Kai
I'm personally against the perfect targeting beeps. You're basically then 
playing a game of listen for the beep, rather than center and accuracy.


I might be willing to embrace a beep for when a bullet would hit a zombie, 
but not one for perfect target.


Kai 



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
i have to agree there. that would take away from the part thats the
most fun. trying to get your shots layed perfectly, without
assistance!
dallas


On 23/11/2011, Kai kaixi...@sbcglobal.net wrote:
 I'm personally against the perfect targeting beeps. You're basically then
 playing a game of listen for the beep, rather than center and accuracy.

 I might be willing to embrace a beep for when a bullet would hit a zombie,
 but not one for perfect target.

 Kai


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Darren Duff
I really like that idea.  Thanks for putting that back in... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 22, 2011 1:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

You raise an interesting point.  The range restrictions were only added
because wild random firing tended to pick off zombies from across the map in
version 1.1b.  I don't care for the idea of you being able to hear a zombie
but not reach it with a gun, so I was going to make each gun fire at least
as far as you could hear.  Other than as a way to prevent weapon spamming, I
suppose people aren't going to notice any difference in the gun ranges.  If
anyone has any suggestions for making this make more sense, I'm open to it.

 Ok I'm a bit confused then.  If
 weapon ranges are going to increase to match what you hear, then how 
 are they going to be differentiated?
 
     Chris (whose head is full of goo and who thus may just be slow.)


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread dark
I agree with kay about the targiting solution beeps, especially when the 
zombi sounds are so good, however I do think a range indicator is needed.


so how about a compensation. pressing a key (I'd suggest g), activates your 
monitor which tells you the distance (and possibly general direction) of 
nearest zombi, nothing else, just range.


You stil need to center and fire and of course you need to know the range of 
weapons.


Alternatively, how about an out of range sound when you targit a zombi 
with a weapon that won't reach them, just indicating that the shot is too 
long.


i really like the idea of footstep listening to be the main skill in the 
game, but I'd prefer it if the weapons were as dynamic s possible so that 
long range weapons and sniping played a part, hence imho the need for a 
range indicator.


Beware the grue!

Dark. 



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
another thing to consider, is that right now, the sniper rifle bring
zombies in to hearing range that you couldn't hear without it. so i
think the system is ok, just needs a bit of tweeking. if the default
range for hearing them is say, 60, so you can hear them before they
are in range of pistol and shot guns and the like, but in range of the
hunting rifle without a scope, that would seem to me to be the best
way to do it. i like the idea of the scope / sniper rifle with default
scope, making you hear zombies ferther away when you are wielding it.
dallas


On 23/11/2011, Darren Duff duff...@gmail.com wrote:
 I really like that idea.  Thanks for putting that back in...

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, November 22, 2011 1:29 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 You raise an interesting point.  The range restrictions were only added
 because wild random firing tended to pick off zombies from across the map in
 version 1.1b.  I don't care for the idea of you being able to hear a zombie
 but not reach it with a gun, so I was going to make each gun fire at least
 as far as you could hear.  Other than as a way to prevent weapon spamming, I
 suppose people aren't going to notice any difference in the gun ranges.  If
 anyone has any suggestions for making this make more sense, I'm open to it.

 Ok I'm a bit confused then.  If
 weapon ranges are going to increase to match what you hear, then how
 are they going to be differentiated?

     Chris (whose head is full of goo and who thus may just be slow.)


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
a key that gave distance of nearest would be good. no more info then
distance through, so that it makes you have to find and target him
yourself. having an out of range when targeting thing would almost
serve as a locater so you would no when you have him lined up, so i
don't think that would be a good idea. but we do need some kind of
distance of nearest.
dallas


On 23/11/2011, dark d...@xgam.org wrote:
 I agree with kay about the targiting solution beeps, especially when the
 zombi sounds are so good, however I do think a range indicator is needed.

 so how about a compensation. pressing a key (I'd suggest g), activates your
 monitor which tells you the distance (and possibly general direction) of
 nearest zombi, nothing else, just range.

 You stil need to center and fire and of course you need to know the range of
 weapons.

 Alternatively, how about an out of range sound when you targit a zombi
 with a weapon that won't reach them, just indicating that the shot is too
 long.

 i really like the idea of footstep listening to be the main skill in the
 game, but I'd prefer it if the weapons were as dynamic s possible so that
 long range weapons and sniping played a part, hence imho the need for a
 range indicator.

 Beware the grue!

 Dark.


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Ron Schamerhorn
I agree some indication of range is needed.  Ideally I think the best idea 
would be and perhaps this is currently how it works, but all depending on 
the weapon you are currently using.  I know someone else mentioned this 
earlier but being able to hear the zombie if your weapon can kill it seems 
good.
-- 


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Christopher Bartlett
I don't like the idea of not hearing a zombie if I'm using a pistol.  When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range.  I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.

Actually, I've just had a brain wave.  Combine the range indicator and sound
alteration concepts.  When you hit the range indicator, the sound changes to
reflect your weapon's range.  If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know it's out
of range.  Again, this would also solve the walls problem, feel less like it
sticks out and actually enhance the game feel, or so I think.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Kai
I don't know about all these proposed changes. Remember that a lot of the 
range-finding issues are bug-related. Once they're sorted out, swamp will 
function as before, except that pistols won't reach as far, etc. You'll 
still be able to hit zombies at the limit of your hearing assuming you can 
center in on them well enough. The only thing range setting will do is to 
differentiate the weapons further, and to prevent people from assassinating 
zombies clear across the map, out of audible range.


People have done ok with the method before, and I honestly can't see the 
need to change it by adding range finders and these other things. Remember 
that zombies behind walls are very unlikely to be heard now, so the chances 
of shooting at zombies in buildings is very unlikely.


Adding in all these helper features takes away from the need to gain 
expertise with how the game works. I don't want to simplify the swamp 
experience by giving us players tools to make perfect shots, or to avoid 
missed shots. range determination should become a skill, as should 
centering. Maybe I'm in the minority here, but the hard-core aspect of Swamp 
in this regard is what makes it appealing to me. Change it up any more, and 
heck, we might as well just go back to playing Shades of doom with its 
automatic target acquisition system.


Kai

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.



I don't like the idea of not hearing a zombie if I'm using a pistol.  When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range.  I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.

Actually, I've just had a brain wave.  Combine the range indicator and 
sound
alteration concepts.  When you hit the range indicator, the sound changes 
to

reflect your weapon's range.  If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know it's 
out
of range.  Again, this would also solve the walls problem, feel less like 
it

sticks out and actually enhance the game feel, or so I think.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
agreed. very much so. nothing quite like having to figure out your shot, 
and sometimes, you will have to just be pationt while you wait for your 
shot.

dallas


On 23/11/2011 07:12, Kai wrote:
I don't know about all these proposed changes. Remember that a lot of 
the range-finding issues are bug-related. Once they're sorted out, 
swamp will function as before, except that pistols won't reach as far, 
etc. You'll still be able to hit zombies at the limit of your hearing 
assuming you can center in on them well enough. The only thing range 
setting will do is to differentiate the weapons further, and to 
prevent people from assassinating zombies clear across the map, out of 
audible range.


People have done ok with the method before, and I honestly can't see 
the need to change it by adding range finders and these other things. 
Remember that zombies behind walls are very unlikely to be heard now, 
so the chances of shooting at zombies in buildings is very unlikely.


Adding in all these helper features takes away from the need to gain 
expertise with how the game works. I don't want to simplify the swamp 
experience by giving us players tools to make perfect shots, or to 
avoid missed shots. range determination should become a skill, as 
should centering. Maybe I'm in the minority here, but the hard-core 
aspect of Swamp in this regard is what makes it appealing to me. 
Change it up any more, and heck, we might as well just go back to 
playing Shades of doom with its automatic target acquisition system.


Kai

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.


I don't like the idea of not hearing a zombie if I'm using a pistol.  
When

using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range.  I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.

Actually, I've just had a brain wave.  Combine the range indicator 
and sound
alteration concepts.  When you hit the range indicator, the sound 
changes to

reflect your weapon's range.  If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know 
it's out
of range.  Again, this would also solve the walls problem, feel less 
like it

sticks out and actually enhance the game feel, or so I think.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread dark
The only problem with that ron, is it'd make the axe and chainsaw rather 
hard to use, sinse surely the best way there is keep out! of a zombi's range 
until you come in to nulla them, this might also be true of other weapons.


Beware the grue!

Dark.
- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 8:22 PM
Subject: Re: [Audyssey] Swamp reflections.



I agree some indication of range is needed.  Ideally I think the best idea
would be and perhaps this is currently how it works, but all depending on
the weapon you are currently using.  I know someone else mentioned this
earlier but being able to hear the zombie if your weapon can kill it seems
good.
--


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Johnny Tai
Remember, there are some like me to whom, aiming by centering the sound's 
just not possible- with one ear and all.
So yes, I don't want this to be...too easy by having a beep for perfect aim, 
but we do need some sort of aiming solution to make it not just a case of 
firing everywhere and hope we hit something for people with hearing 
issues.



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Kelvin Tan
yes!! totally agreed there kai!
- Original Message - 
From: Kai kaixi...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 23, 2011 3:48 AM
Subject: Re: [Audyssey] Swamp reflections.


I'm personally against the perfect targeting beeps. You're basically then
playing a game of listen for the beep, rather than center and accuracy.

I might be willing to embrace a beep for when a bullet would hit a zombie,
but not one for perfect target.

Kai


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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11 
18:48:00


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[Audyssey] Swamp reflections.

2011-11-21 Thread Christopher Bartlett
Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show.  (And if that isn't cognitive dissonance, what is?)  Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game.  I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead of
running, and trying to take zombies at long range when I had the weapons.  I
have a new appreciation for the hunting rifle.

 

Some things that seem problematic.  There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place.  I got killed by one of those buggers.

 

Buying weapons with reputation seems to be broken.  I only have this from
radio chatter, but it appears that people tried buying weapons and couldn't
though the reputation score changed, they didn't get weapons.

 

All in all, this is a new game for me and I'm excited to master the new
techniques.

 

Chris Bartlett

 

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[Audyssey] swamp reflections

2011-11-21 Thread Christopher Bartlett
Addendum: isn't reputation/experience supposed to stay the same after you
die?  I don't mind if it doesn't, but am I remembering that correctly?  It
seems to reset.

 

Chris Bartlett

 

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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Dallas O'Brien
yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
themusicalbre...@gmail.com wrote:
 Ok, got to run around a bit this afternoon while my kids were watching the
 Muppet Show.  (And if that isn't cognitive dissonance, what is?)  Anyway, in
 contrast to a lot of commentary I heard in game and here, I *love* the new
 feel of the game.  I found myself acting as I would in that situation, i.e.
 being extremely cautious, stopping a lot to listen, walking a lot instead of
 running, and trying to take zombies at long range when I had the weapons.  I
 have a new appreciation for the hunting rifle.



 Some things that seem problematic.  There are zombies that don't appear to
 track correctly as I move my mouse, that is, the sound stays in the same
 place.  I got killed by one of those buggers.



 Buying weapons with reputation seems to be broken.  I only have this from
 radio chatter, but it appears that people tried buying weapons and couldn't
 though the reputation score changed, they didn't get weapons.



 All in all, this is a new game for me and I'm excited to master the new
 techniques.



                Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread dark
What I'm trying to learn currently is how to judge the weapon range in 
audio, so I know when I'm at close range and can start axe murdering.


Beware the grue!

Dark.
- Original Message - 
From: Dallas O'Brien dallas.r.obr...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.


yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
themusicalbre...@gmail.com wrote:

Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game. I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead 
of
running, and trying to take zombies at long range when I had the weapons. 
I

have a new appreciation for the hunting rifle.



Some things that seem problematic. There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place. I got killed by one of those buggers.



Buying weapons with reputation seems to be broken. I only have this from
radio chatter, but it appears that people tried buying weapons and 
couldn't

though the reputation score changed, they didn't get weapons.



All in all, this is a new game for me and I'm excited to master the new
techniques.



Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Dallas O'Brien
yeah, i have to say, its very hard to tell what is 20 squares, and
whats 50. lol.


On 22 November 2011 08:31, dark d...@xgam.org wrote:
 What I'm trying to learn currently is how to judge the weapon range in
 audio, so I know when I'm at close range and can start axe murdering.

 Beware the grue!

 Dark.
 - Original Message - From: Dallas O'Brien
 dallas.r.obr...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 21, 2011 10:23 PM
 Subject: Re: [Audyssey] Swamp reflections.


 yep. its been a long time coming, and its great to see its here. a
 realistic shooting game! and yes, i do much the same, take things very
 ... very slow. ahahah.
 dallas


 On 22 November 2011 08:10, Christopher Bartlett
 themusicalbre...@gmail.com wrote:

 Ok, got to run around a bit this afternoon while my kids were watching the
 Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
 contrast to a lot of commentary I heard in game and here, I *love* the new
 feel of the game. I found myself acting as I would in that situation, i.e.
 being extremely cautious, stopping a lot to listen, walking a lot instead
 of
 running, and trying to take zombies at long range when I had the weapons.
 I
 have a new appreciation for the hunting rifle.



 Some things that seem problematic. There are zombies that don't appear to
 track correctly as I move my mouse, that is, the sound stays in the same
 place. I got killed by one of those buggers.



 Buying weapons with reputation seems to be broken. I only have this from
 radio chatter, but it appears that people tried buying weapons and
 couldn't
 though the reputation score changed, they didn't get weapons.



 All in all, this is a new game for me and I'm excited to master the new
 techniques.



 Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Che

  i agree with christopher for the most part here.
  before, a skilled player was able to run around, blasting away, not 
caring much if they got killed.
 now we care, and that is a huge advantage to the game experience in my 
opinion.
  i still haven't quite figured out how to tell if zombies are far 
away, or behind a wall yet, and there seem to be tons of them 
congrigating there south of the safe zone.  with some zombies not 
panning properly as the mouse is moved, its a huge problem, even with 
plenty of ammo.
  also, although i managed to get out of the safe zone building after 
spawning there once, i was not able to do so again, even after trying to 
go around the perimeter of the building in hopes of finding a door. 
quite frustrating.
  as jeremy said, this is a major release, so will take some tweaking 
and feedback, but i for one hope no matter what, he puts in a beginner 
server for the newer players to get going, and a second server for those 
that are experienced and want a real challenge.
  this is now a pretty hard game to get momentum in, and a lot of 
potential new players are going to give up if they can't get in a few 
easy kills while learning the game.
  also, i would reverse the order of the options when hitting enter in 
the safe zone. once we've read the history etc. no need to have to arrow 
through all that every time you wanna withdraw or deposit to the safe 
zone. glad you guys put sound effects in the menus, makes the game feel 
more professional and crisp.
  also, has anyone tried the field kits' new range ability to heal 
others? i only found one field kit so far, and was promptly zombie 
fodder, so i didn't get to check it out.
  btw, if you see a player named B A in there, thats me, for better or 
for worse.

  later
che


On 11/21/2011 4:33 PM, Dallas O'Brien wrote:

yeah, i have to say, its very hard to tell what is 20 squares, and
whats 50. lol.


On 22 November 2011 08:31, darkd...@xgam.org  wrote:

What I'm trying to learn currently is how to judge the weapon range in
audio, so I know when I'm at close range and can start axe murdering.

Beware the grue!

Dark.
- Original Message - From: Dallas O'Brien
dallas.r.obr...@gmail.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.


yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
themusicalbre...@gmail.com  wrote:


Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game. I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead
of
running, and trying to take zombies at long range when I had the weapons.
I
have a new appreciation for the hunting rifle.



Some things that seem problematic. There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place. I got killed by one of those buggers.



Buying weapons with reputation seems to be broken. I only have this from
radio chatter, but it appears that people tried buying weapons and
couldn't
though the reputation score changed, they didn't get weapons.



All in all, this is a new game for me and I'm excited to master the new
techniques.



Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Jeremy Kaldobsky
I was hoping this new update would cause people to play a bit more cautiously.  
The fear had worn off on most people in the last version, and they ran around 
like rambo with very little worry.

I have a few ideas why there are now some zombies that glitch and don't pan 
properly, but I will have to run some tests before I know for sure.

 Ok, got to run around a bit this
 afternoon while my kids were watching the
 Muppet Show.  (And if that isn't cognitive dissonance,
 what is?)  Anyway, in
 contrast to a lot of commentary I heard in game and here, I
 *love* the new
 feel of the game.  I found myself acting as I would in
 that situation, i.e.
 being extremely cautious, stopping a lot to listen, walking
 a lot instead of
 running, and trying to take zombies at long range when I
 had the weapons.  I
 have a new appreciation for the hunting rifle.
 
  
 
 Some things that seem problematic.  There are zombies
 that don't appear to
 track correctly as I move my mouse, that is, the sound
 stays in the same
 place.  I got killed by one of those buggers.
 
  
 
 Buying weapons with reputation seems to be broken.  I
 only have this from
 radio chatter, but it appears that people tried buying
 weapons and couldn't
 though the reputation score changed, they didn't get
 weapons.
 
  
 
 All in all, this is a new game for me and I'm excited to
 master the new
 techniques.
 
  
 
                
 Chris Bartlett


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Re: [Audyssey] swamp reflections

2011-11-21 Thread Jeremy Kaldobsky
It isn't supposed to reset.  It's a bug I need to fix.


 Addendum: isn't reputation/experience
 supposed to stay the same after you
 die?  I don't mind if it doesn't, but am I remembering
 that correctly?  It
 seems to reset.
 
  
 
                
 Chris Bartlett
 

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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Jeremy Kaldobsky
Once I post the next update it will include the fix for the gun range bug.  
Once fixed, if you can hear the zombies, odd are your gun can reach them.  
Currently the bug is causing the guns to have drastically shorter ranges than 
they are supposed to have.

 yeah, i have to say, its very hard to
 tell what is 20 squares, and
 whats 50. lol.


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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Christopher Bartlett
Let me understand this clearly.  You intend that we not be able to hear
zombies that are beyond our weapons range, meaning that what we hear will
depend upon what we have equipped?  That seems problematic from a realism
perspective, and with the axe/chain saw seems also problematic from the
perspective of the game.  How about having a command to estimate the range
to the target most nearly centered, which won't report a range if the weapon
is out of range, but we still hear the zombies at all ranges.  Shift-t
perhaps?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Once I post the next update it will include the fix for the gun range bug.
Once fixed, if you can hear the zombies, odd are your gun can reach them.
Currently the bug is causing the guns to have drastically shorter ranges
than they are supposed to have.


 yeah, i have to say, its very hard to
 tell what is 20 squares, and
 whats 50. lol.


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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread shaun everiss
aah I was wandering why I couldn't hit the zombies even if they were 
right in front of my mug.

At 03:45 p.m. 21/11/2011 -0800, you wrote:
Once I post the next update it will include the fix for the gun 
range bug.  Once fixed, if you can hear the zombies, odd are your 
gun can reach them.  Currently the bug is causing the guns to have 
drastically shorter ranges than they are supposed to have.


 yeah, i have to say, its very hard to
 tell what is 20 squares, and
 whats 50. lol.


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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Jeremy Kaldobsky
Actually that is backwards.  The weapon ranges will be increased to at least 
match the audible range of zombies.  Most guns will even fire a little farther 
than you can hear.

 Let me understand this clearly. 
 You intend that we not be able to hear
 zombies that are beyond our weapons range, meaning that
 what we hear will
 depend upon what we have equipped?  That seems
 problematic from a realism
 perspective, and with the axe/chain saw seems also
 problematic from the
 perspective of the game.  How about having a command
 to estimate the range
 to the target most nearly centered, which won't report a
 range if the weapon
 is out of range, but we still hear the zombies at all
 ranges.  Shift-t
 perhaps?
 
     Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread dark
I like the cautious playing idea and the idea of reputation being fixed even 
if loot is not.


Hope you can get the bugs done.

One thing which might help, and also provide challenge in the game would be 
lootable items just! for reputation. Supplies kicking around the map that 
you could deliver back to the safe zone. This would a, give you some 
structure to the game and B, give you a way to earn reputation to make sure 
you could get amo.


It also seems a reasonable thing to do given the scenario.

I gather missions are coming and I'l deffinately look forward to seeing 
those sinse the map is great.


As regards buildings, i do wonder if now there are more walls and tiny 
isles, if you should add in a specific door sound to show where the 
entrances to buildings (the save zone included), are, sinse currently the 
insides of buildings are pretty complex and I don't mind confessing that I 
find navigating them far easier with graphics on than off.


Beware the grue!

Dark. 



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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread lenron brown
another thing would be nice is a car lot so that you are zombees could
stand on or hide around

On 11/21/11, dark d...@xgam.org wrote:
 I like the cautious playing idea and the idea of reputation being fixed even
 if loot is not.

 Hope you can get the bugs done.

 One thing which might help, and also provide challenge in the game would be
 lootable items just! for reputation. Supplies kicking around the map that
 you could deliver back to the safe zone. This would a, give you some
 structure to the game and B, give you a way to earn reputation to make sure
 you could get amo.

 It also seems a reasonable thing to do given the scenario.

 I gather missions are coming and I'l deffinately look forward to seeing
 those sinse the map is great.

 As regards buildings, i do wonder if now there are more walls and tiny
 isles, if you should add in a specific door sound to show where the
 entrances to buildings (the save zone included), are, sinse currently the
 insides of buildings are pretty complex and I don't mind confessing that I
 find navigating them far easier with graphics on than off.

 Beware the grue!

 Dark.


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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Jeremy Kaldobsky
Have you tried checking the debuglog.txt file after it crashes?  It might give 
you some additional clues about the cause.

 Hi.
 
 My router reserves dhcp addresses, so if power goes out,
 what ever, it still forwards any forwarded ports to the
 proper target.
 
 Regarding what you said about being pretty stable, I have
 one strange problem I've been having. Occasionally swamp
 just closes for me, Can I find out what caused it? I just
 crashed it and haven't restarted it. The error was something
 about missing protocol or some such. I'm afraid I was a
 little flustered and didn't think to take careful attention
 to what it said until now. It crashed for me twice today. I
 wonder if it's my internet? I've been having internet issues
 anyway. I think it's crashing hard like tha when it loses
 conectivity.
 


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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Christopher Bartlett
I had a hard exit to Windows crash yesterday as well.  I've looked at the
debug.txt file and it had registered a whole bunch of errors, but without
time stamps I couldn't tell if they were a cascade failure from a single
problem or small things that happened over time.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, November 10, 2011 3:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Have you tried checking the debuglog.txt file after it crashes?  It might
give you some additional clues about the cause.

 Hi.
 
 My router reserves dhcp addresses, so if power goes out,
 what ever, it still forwards any forwarded ports to the
 proper target.
 
 Regarding what you said about being pretty stable, I have
 one strange problem I've been having. Occasionally swamp
 just closes for me, Can I find out what caused it? I just
 crashed it and haven't restarted it. The error was something
 about missing protocol or some such. I'm afraid I was a
 little flustered and didn't think to take careful attention
 to what it said until now. It crashed for me twice today. I
 wonder if it's my internet? I've been having internet issues
 anyway. I think it's crashing hard like tha when it loses
 conectivity.
 


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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Dakotah Rickard
Wrong protocol or connection state.

That's the error that shows up with an ok button. There's another
error, which I keep forgetting to look at in the log file, that just
closes the program.

Signed:
Dakotah Rickard

On 11/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I had a hard exit to Windows crash yesterday as well.  I've looked at the
 debug.txt file and it had registered a whole bunch of errors, but without
 time stamps I couldn't tell if they were a cascade failure from a single
 problem or small things that happened over time.

   Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Thursday, November 10, 2011 3:26 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 Have you tried checking the debuglog.txt file after it crashes?  It might
 give you some additional clues about the cause.

 Hi.

 My router reserves dhcp addresses, so if power goes out,
 what ever, it still forwards any forwarded ports to the
 proper target.

 Regarding what you said about being pretty stable, I have
 one strange problem I've been having. Occasionally swamp
 just closes for me, Can I find out what caused it? I just
 crashed it and haven't restarted it. The error was something
 about missing protocol or some such. I'm afraid I was a
 little flustered and didn't think to take careful attention
 to what it said until now. It crashed for me twice today. I
 wonder if it's my internet? I've been having internet issues
 anyway. I think it's crashing hard like tha when it loses
 conectivity.



 ---
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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Jeremy Kaldobsky
If you're getting that error message randomly as you play, it actually does 
sound like you are losing your internet connection for a short period of time.  
It would cause that exact error, though a few other things could also cause it, 
so we can't conclusively say this is due to a lost connection.

 Wrong protocol or connection state.
 
 That's the error that shows up with an ok button. There's
 another
 error, which I keep forgetting to look at in the log file,
 that just
 closes the program.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread shaun everiss
Jeremy what about put it so if the connection drops o for a while the 
system says that you timed out and return you to the main menu maybe 
have an error sound.
Same if you try to connect  but are not online the system should wait 
for say 20 seconds and then say something to the effect that you are 
not connection or have a prroblem or something rather than crashing 
itself fully.

At 10:17 a.m. 10/11/2011 -0800, you wrote:
If you're getting that error message randomly as you play, it 
actually does sound like you are losing your internet connection for 
a short period of time.  It would cause that exact error, though a 
few other things could also cause it, so we can't conclusively say 
this is due to a lost connection.


 Wrong protocol or connection state.

 That's the error that shows up with an ok button. There's
 another
 error, which I keep forgetting to look at in the log file,
 that just
 closes the program.

 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp reflections.

2011-11-09 Thread Valiant8086

Hi.

My router reserves dhcp addresses, so if power goes out, what ever, it 
still forwards any forwarded ports to the proper target.


Regarding what you said about being pretty stable, I have one strange 
problem I've been having. Occasionally swamp just closes for me, Can I 
find out what caused it? I just crashed it and haven't restarted it. The 
error was something about missing protocol or some such. I'm afraid I 
was a little flustered and didn't think to take careful attention to 
what it said until now. It crashed for me twice today. I wonder if it's 
my internet? I've been having internet issues anyway. I think it's 
crashing hard like tha when it loses conectivity.



Sent with Thunderbird 3.1.14 portable.

On 11/8/2011 4:37 PM, Jeremy Kaldobsky wrote:

I'm sorry not not seeming as active lately.  I've been busy with a few things, 
working on Swamp, and reading many many emails posts and messages.  Because I 
was finding myself responding to about 40 messages a day, some being quite 
long, I have started to conserve energy by not responding to everyone for the 
time.  I am still receiving and reading them all, so please don't misinterpret 
my quietness as a lack of interest in the community's thoughts.

The game of course has bugs in its current form, but for the most part it is 
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of the 
server it is stable, I mean.  Haha, sorry again to all of those who were 
affected by that yesterday.  Because the game is fairly stable, I am taking 
this time to implement several changes before I upload the next game update.  
At various stages in development, a programmer will hit places where much time 
is needed to proceed but an outside viewer wouldn't notice any changes.  
Foundations need to be built, code needs to be optimized, and few of those 
things bring about fun new content in and of themselves.  I am at one of those 
points in the code, so it is going to take a bit longer before the next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also 
considering building something to alert me in the event that my lousy ISP 
resets my connection and changes my router redirect settings like it has done 
twice already.

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Jeremy Kaldobsky
The balance issues of multiplayer are only temporary.  I've been adding in 
weapons but really haven't done any work making those weapons balanced.  These 
are all things I am in the process of working on.

I've already decided that zombies will never wield weapons, especially not 
guns.  I've never seen any interpretations of zombies where they could use 
weapons, so I have no desire to take that approach either.  I do plan to make 
things more difficult though, I just haven't gotten to it yet.

Deleting progress.ini will not reset your character.  That information is 
stored on the server itself.  There is not currently a way to start over unless 
you create a new name.

Direct verbal chat is something I've looked in to at length.  It is actually 
very complicated to implement so I don't see it happening.  If it was something 
relatively easy to do, it would have been my first choice, trust me lol.


 Ok, don't shoot me or hack my head
 off, but I think that the multiplayer
 game balance is too easy.  I mean, it's possible to
 get killed (just did,
 seem to have been at a zombie spawn point and multiple
 bandits appeared on
 top of me with no warning, but in general, it seems very
 possible to stay
 alive without having to make lots of snap decisions, once
 you know where you
 are and have any one of the top three weapons.
 
  
 
 Things that would make the game harder:  make the
 zombies react to shots
 from a longer distance.  I've had several instances
 where I fired and missed
 at a target, only to have it continue its slow patrol
 walk.  I think that
 any target that is missed narrowly should immediately turn
 and search for
 the shooter.
 
  
 
 More zombies please.  The single player game is too
 much, too many zombies
 in too little space, but the multi-player often feels
 empty.  Perhaps tweak
 spawning a bit so there are more zombies at a time in the
 larger map size.
 
  
 
 Zombies should be able to acquire fire arms as well. 
 perhaps they aren't
 excellent shots, but the concept of a zombie firing at you
 from a distance
 would be very frightening and would encourage the use of
 cover and sniping
 tactics.
 
  
 
 More zombie packs. It's easy to pick them off one at a
 time, but the fun
 comes when there's a pack of five or six.  Maybe tweak
 the AI so that
 zombies that are near one another tend to agglomerate into
 packs.
 
  
 
 I think one has to erase progress.ini to go back to the
 beginning state of
 the game after once having saved.  Future updates
 should automagically erase
 this file for a death situation, though not a crash.
 
  
 
 Zombies flooding the safe zone: Thematically, the safe zone
 is a known
 location where tasty human brains collect.  As such,
 it should be under
 constant siege, thus making it more difficult for players
 to reach it
 without a concerted team effort to clear the area.  I
 actually hung out
 southwest of the zone for a while and kept it clean, just
 on a whim,
 role-playing you understand, but if there's always a lot of
 zombies nearby,
 it becomes necessary to do this as the zone takes on more
 functions.
 
  
 
 You've already heard my thoughts on weapon drops and
 usage.
 
  
 
 And yes, this makes it harder to learn from the
 beginning.  Perhaps allow
 for a beginner mode in multiplayer where the character is
 by default more
 stealthy, thus drawing less unexpected attention. 
 perhaps this mode exists
 until the player has reached a certain number of kills,
 then it is
 permanently removed.
 
  
 
 Re: chat, I'm sorry, I just don't use this feature in its
 current
 incarnation.  It's a great idea, but the limitations
 are such that I don't
 find myself with a need.
 
  
 
 Would it be feasible to simply implement direct verbal chat
 for those of us
 with headset mikes?  You'd hold down a transmit key
 and simply talk and it
 would be broadcast over the server with the same sound
 localization.  This
 would replace the slash key, and would remove universal
 chat, but would make
 actual character cooperation much more intuitive.  I
 don't know if this
 would be technically difficult, my understanding of
 networking protocols is
 limited.
 
  
 
 Looking forward to the next incarnation.
 
  
 
                
 Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread john
Ok, I really should have responded to this thread a little while 
ago, but here goes. As far as zombie packs go, I do agree that 
there should be more of them, but not all zombies should be in 
packs. If you have nothing but packs of five or six (or even two 
or three) zombies running around, having no ammo is a certain 
death statement. Also, as far as switching weapons timing goes, 
I've been in more than one situation even today (it's 7:45 am 
now) where if I didn't switch weapons right away, it would be the 
end of me. As far as encumbrance goes, I believe that it could be 
an interesting factor, but too much of it would overbalance the 
game. It's hard enough to survive as is.
	In regards to what chris said, I highly disagree with the 
idea of moving/fighting decreasing health and med-packs being 
less and less useful. If the safe zone is going to be under siege 
(which sounds awesome for multiple reasons) it would spell out 
death for a player who spent too long away from there. Also, this 
could trap players in the safe zone, and would eventually force 
the few remaining players to be extremely careful as to what they 
did, as there can't be reenforcement.
	I  feel like I'm missing a few statements, so there may be 
another email from me on the subject, but this is all for now.


I'd also like to make a suggestion, as in castaways, add a guide 
for zombie/weapon types, and a general explanation of the map. I 
managed to get a very helpful player to explain the weapons to me 
last night, but I still find the zombies confusing. As well, I 
don't really know the map (thank god for tracking beacons).


Hope this rather long message makes sense,
John.

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread john
Ok, as I said in my earlier message, I missed a point. That was 
verbal chat. I could see that as an extra toggle, but bare in 
mind that many people don't have access to a mic (I didn't until 
I got a laptop with an internal one) so you could be severely 
inconveniencing everybody without a microphone.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 8 Nov 2011 01:41:00 -0800 (PST)
Subject: Re: [Audyssey] Swamp reflections.

The balance issues of multiplayer are only temporary.  I've been 
adding in weapons but really haven't done any work making those 
weapons balanced.  These are all things I am in the process of 
working on.


I've already decided that zombies will never wield weapons, 
especially not guns.  I've never seen any interpretations of 
zombies where they could use weapons, so I have no desire to take 
that approach either.  I do plan to make things more difficult 
though, I just haven't gotten to it yet.


Deleting progress.ini will not reset your character.  That 
information is stored on the server itself.  There is not 
currently a way to start over unless you create a new name.


Direct verbal chat is something I've looked in to at length.  It 
is actually very complicated to implement so I don't see it 
happening.  If it was something relatively easy to do, it would 
have been my first choice, trust me lol.



Ok, don't shoot me or hack my head
off, but I think that the multiplayer
game balance is too easy.  I mean, it's possible to
get killed (just did,
seem to have been at a zombie spawn point and multiple
bandits appeared on
top of me with no warning, but in general, it seems very
possible to stay
alive without having to make lots of snap decisions, once
you know where you
are and have any one of the top three weapons.



Things that would make the game harder:  make the
zombies react to shots
from a longer distance.  I've had several instances
where I fired and missed
at a target, only to have it continue its slow patrol
walk.  I think that
any target that is missed narrowly should immediately turn
and search for
the shooter.



More zombies please.  The single player game is too
much, too many zombies
in too little space, but the multi-player often feels
empty.  Perhaps tweak
spawning a bit so there are more zombies at a time in the
larger map size.



Zombies should be able to acquire fire arms as well. 
perhaps they aren't
excellent shots, but the concept of a zombie firing at you
from a distance
would be very frightening and would encourage the use of
cover and sniping
tactics.



More zombie packs. It's easy to pick them off one at a
time, but the fun
comes when there's a pack of five or six.  Maybe tweak
the AI so that
zombies that are near one another tend to agglomerate into
packs.



I think one has to erase progress.ini to go back to the
beginning state of
the game after once having saved.  Future updates
should automagically erase
this file for a death situation, though not a crash.



Zombies flooding the safe zone: Thematically, the safe zone
is a known
location where tasty human brains collect.  As such,
it should be under
constant siege, thus making it more difficult for players
to reach it
without a concerted team effort to clear the area.  I
actually hung out
southwest of the zone for a while and kept it clean, just
on a whim,
role-playing you understand, but if there's always a lot of
zombies nearby,
it becomes necessary to do this as the zone takes on more
functions.



You've already heard my thoughts on weapon drops and
usage.



And yes, this makes it harder to learn from the
beginning.  Perhaps allow
for a beginner mode in multiplayer where the character is
by default more
stealthy, thus drawing less unexpected attention. 
perhaps this mode exists
until the player has reached a certain number of kills,
then it is
permanently removed.



Re: chat, I'm sorry, I just don't use this feature in its
current
incarnation.  It's a great idea, but the limitations
are such that I don't
find myself with a need.



Would it be feasible to simply implement direct verbal chat
for those of us
with headset mikes?  You'd hold down a transmit key
and simply talk and it
would be broadcast over the server with the same sound
localization.  This
would replace the slash key, and would remove universal
chat, but would make
actual character cooperation much more intuitive.  I
don't know if this
would be technically difficult, my understanding of
networking protocols is
limited.



Looking forward to the next incarnation.



               
Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
There, at least according to Jeremy, is a consequence of death, at
least once the safe zone becomes a storehouse. Unless I misread
something, you drop whatever you were carrying when you die, once
that's in effect. Imagine you're walking around with a rather
difficult to find, rather expensive weapon. You die, and it's gone.
That'd suck enough to discourage death, even if you do just go back to
the last save state. Add to that that if the save hasn't happened
anytime soon, as has happened to me on a crash situation, you may lose
a lot of collected ammo and earned kills. Death sucks, even without it
being permanent.

Now, I do say this. I personally love the idea of permanent death,
just not in this setting. I don't have anything explicitly against it,
just that I think it doesn't add to the story line or really too much
to the setting, although it does make you more  careful. Instead, it
can frustrate longtime players, if their awesome character dies.
That's why so few games include a really permanent death.

As for the fatigue aspect, I'd like it for people to be tired after
running a lot. I know I'd be. Granted, I'm not in the best shape, but
I imagine anyone would be tired after running/jogging around for
hours. The game Alone in the Dark features a fairly in shape detective
who eventually starts staggering if you make him run too much, because
he gets fatigued. I don't know that fighting should add to this, as
most fighting is done with guns. True, firing a gun isn't necessarily
easy, but it isn't truly strenuous on its own. It makes, I think, more
sense to just include fatigue for running. It's a bit more work on the
server, what with it needing, probably, two timers for each character:
a how long you've been running and a how long you've been not
running. Still, walking rocks and it makes sense.

I like the idea for the medkits to be less effective, but I don't
think it should involve the safe zone. If the zone becomes so
important, people won't leave it. it's already the store, warehouse,
save point, and possibly doctor's office. If it becomes the reset
point for your medkits' effectiveness, people may not leave. However,
I can suggest an alternative that may be acceptable, though it would
involve another timer. Medkits should maybe have a cool down period.
Not that you can't use another one, just that it loses, say, 20
percent of its effectiveness if delivered within a certain time, or
that percentage of loss could depend on how soon.

For example: Bob takes a medkit, which gives him a 20 percent health
boost to put him at 50 percent health. A timer starts in the program.
The maximum time is 3 minutes. Within the first 30 seconds, the medkit
is only 25 percent effective, delivering 5 percent health to Bob. The
next thirty seconds restores the medkit to 50 percent effectiveness,
delivering 10 health. From there, 5 percent effectiveness is restored
to the medkit for each thirty seconds. So the patern is like this:
first 30 seconds is +5 health, second 30 seconds is +10 percent, third
thirty is 12 percent, fourth thirty is 14 percent, fifth thirty is 16
percent, sixth thirty is 18 percent, and after that the medkit is
restored to full effectiveness.

That was long and complicated, and I hope it made sense.

Signed:
Dakotah Rickard

On 11/8/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 The balance issues of multiplayer are only temporary.  I've been adding in
 weapons but really haven't done any work making those weapons balanced.
 These are all things I am in the process of working on.

 I've already decided that zombies will never wield weapons, especially not
 guns.  I've never seen any interpretations of zombies where they could use
 weapons, so I have no desire to take that approach either.  I do plan to
 make things more difficult though, I just haven't gotten to it yet.

 Deleting progress.ini will not reset your character.  That information is
 stored on the server itself.  There is not currently a way to start over
 unless you create a new name.

 Direct verbal chat is something I've looked in to at length.  It is actually
 very complicated to implement so I don't see it happening.  If it was
 something relatively easy to do, it would have been my first choice, trust
 me lol.


 Ok, don't shoot me or hack my head
 off, but I think that the multiplayer
 game balance is too easy.  I mean, it's possible to
 get killed (just did,
 seem to have been at a zombie spawn point and multiple
 bandits appeared on
 top of me with no warning, but in general, it seems very
 possible to stay
 alive without having to make lots of snap decisions, once
 you know where you
 are and have any one of the top three weapons.



 Things that would make the game harder:  make the
 zombies react to shots
 from a longer distance.  I've had several instances
 where I fired and missed
 at a target, only to have it continue its slow patrol
 walk.  I think that
 any target that is missed narrowly should immediately turn
 

Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Darren Duff
Are we still talking about a game here or a simulation. Because to me at
least that's what this is starting to sound like. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Tuesday, November 08, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

There, at least according to Jeremy, is a consequence of death, at least
once the safe zone becomes a storehouse. Unless I misread something, you
drop whatever you were carrying when you die, once that's in effect. Imagine
you're walking around with a rather difficult to find, rather expensive
weapon. You die, and it's gone.
That'd suck enough to discourage death, even if you do just go back to the
last save state. Add to that that if the save hasn't happened anytime soon,
as has happened to me on a crash situation, you may lose a lot of collected
ammo and earned kills. Death sucks, even without it being permanent.

Now, I do say this. I personally love the idea of permanent death, just not
in this setting. I don't have anything explicitly against it, just that I
think it doesn't add to the story line or really too much to the setting,
although it does make you more  careful. Instead, it can frustrate longtime
players, if their awesome character dies.
That's why so few games include a really permanent death.

As for the fatigue aspect, I'd like it for people to be tired after running
a lot. I know I'd be. Granted, I'm not in the best shape, but I imagine
anyone would be tired after running/jogging around for hours. The game Alone
in the Dark features a fairly in shape detective who eventually starts
staggering if you make him run too much, because he gets fatigued. I don't
know that fighting should add to this, as most fighting is done with guns.
True, firing a gun isn't necessarily easy, but it isn't truly strenuous on
its own. It makes, I think, more sense to just include fatigue for running.
It's a bit more work on the server, what with it needing, probably, two
timers for each character:
a how long you've been running and a how long you've been not running.
Still, walking rocks and it makes sense.

I like the idea for the medkits to be less effective, but I don't think it
should involve the safe zone. If the zone becomes so important, people won't
leave it. it's already the store, warehouse, save point, and possibly
doctor's office. If it becomes the reset point for your medkits'
effectiveness, people may not leave. However, I can suggest an alternative
that may be acceptable, though it would involve another timer. Medkits
should maybe have a cool down period.
Not that you can't use another one, just that it loses, say, 20 percent of
its effectiveness if delivered within a certain time, or that percentage of
loss could depend on how soon.

For example: Bob takes a medkit, which gives him a 20 percent health boost
to put him at 50 percent health. A timer starts in the program.
The maximum time is 3 minutes. Within the first 30 seconds, the medkit is
only 25 percent effective, delivering 5 percent health to Bob. The next
thirty seconds restores the medkit to 50 percent effectiveness, delivering
10 health. From there, 5 percent effectiveness is restored to the medkit for
each thirty seconds. So the patern is like this:
first 30 seconds is +5 health, second 30 seconds is +10 percent, third
thirty is 12 percent, fourth thirty is 14 percent, fifth thirty is 16
percent, sixth thirty is 18 percent, and after that the medkit is restored
to full effectiveness.

That was long and complicated, and I hope it made sense.

Signed:
Dakotah Rickard

On 11/8/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 The balance issues of multiplayer are only temporary.  I've been 
 adding in weapons but really haven't done any work making those weapons
balanced.
 These are all things I am in the process of working on.

 I've already decided that zombies will never wield weapons, especially 
 not guns.  I've never seen any interpretations of zombies where they 
 could use weapons, so I have no desire to take that approach either.  
 I do plan to make things more difficult though, I just haven't gotten to
it yet.

 Deleting progress.ini will not reset your character.  That information 
 is stored on the server itself.  There is not currently a way to start 
 over unless you create a new name.

 Direct verbal chat is something I've looked in to at length.  It is 
 actually very complicated to implement so I don't see it happening.  
 If it was something relatively easy to do, it would have been my first 
 choice, trust me lol.


 Ok, don't shoot me or hack my head
 off, but I think that the multiplayer game balance is too easy.  I 
 mean, it's possible to get killed (just did, seem to have been at a 
 zombie spawn point and multiple bandits appeared on top of me with no 
 warning, but in general, it seems very possible to stay alive without 
 having to make lots of snap

Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
I'm talking about a game with complexity, depth and a reason for different
types of strategic choices.  Jeremy has presented us with a great, fun game.
it could be the basis for the first truly multi-layered FPS game we've ever
had, with a replay value that dwarfs Shades of Doom.  Does this mean the
game becomes more complex?  yes it does, and if Jeremy is willing to go
there, I am encouraging him to do so.  Look at Castaways.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, November 08, 2011 8:33 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.

Are we still talking about a game here or a simulation. Because to me at
least that's what this is starting to sound like. 



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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
My comments interleaved with yours.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Tuesday, November 08, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

There, at least according to Jeremy, is a consequence of death, at
least once the safe zone becomes a storehouse. Unless I misread
something, you drop whatever you were carrying when you die, once
that's in effect. Imagine you're walking around with a rather
difficult to find, rather expensive weapon. You die, and it's gone.
That'd suck enough to discourage death, even if you do just go back to
the last save state. Add to that that if the save hasn't happened
anytime soon, as has happened to me on a crash situation, you may lose
a lot of collected ammo and earned kills. Death sucks, even without it
being permanent.

I don't find that an emotionally satisfying argument, which is subjective
and I'm not saying you're wrong.  But this is a horror genre game.  A game
tells a story.  Horror is by definition about, well, horror, which means
it's about facing tremendous odds and either dying horribly or triumphing
against those odds.  Death is a sine qua non of the genre.

Now it may be that I'm bringing literary tropes over into the game world,
and that may be inappropriate.  I have less than zero interest in a game
that doesn't engage my emotions.  This is why I have tended to not care
about FPS style games, since they seem to be about technique.  Here I have a
chance to have input on the ground level of such a game.  I don't personally
find the loss of an assault rifle to be a sufficient consequence of dying.
That may be because I'm not steeped in the tropes of mainstream gaming.  If
that's true, sobeit, I'll accept that critique.

Now, I do say this. I personally love the idea of permanent death,
just not in this setting. I don't have anything explicitly against it,
just that I think it doesn't add to the story line or really too much
to the setting, although it does make you more  careful. Instead, it
can frustrate longtime players, if their awesome character dies.
That's why so few games include a really permanent death.

The frustration of losing a carefully built-up character is part of the
emotional consequences I'm talking about.  Why is this different from
getting through five and a half sectors of GTC, or to level 9 in SOD, or
hell, even getting eleven catapults built in Castaways, then having it all
go wrong?  Is this a genre thing?

See previous comments for the role of death in the horror genre.

As for the fatigue aspect, I'd like it for people to be tired after
running a lot. I know I'd be. Granted, I'm not in the best shape, but
I imagine anyone would be tired after running/jogging around for
hours. The game Alone in the Dark features a fairly in shape detective
who eventually starts staggering if you make him run too much, because
he gets fatigued. I don't know that fighting should add to this, as
most fighting is done with guns. True, firing a gun isn't necessarily
easy, but it isn't truly strenuous on its own. It makes, I think, more
sense to just include fatigue for running. It's a bit more work on the
server, what with it needing, probably, two timers for each character:
a how long you've been running and a how long you've been not
running. Still, walking rocks and it makes sense.

Your technical comments are apt, and I can't speak to them.  But fighting
with guns is, according to anyone I've ever spoken to or read who has
actually done it, quite fatiguing, not so much because of the physical
strain, but because of the constant dumping of adrenaline into the system
and its subsequent usage.  The body can only do so much of that before it
begins to tell.  

Still, I think your idea is probably a good compromise.

I like the idea for the medkits to be less effective, but I don't
think it should involve the safe zone. If the zone becomes so
important, people won't leave it. it's already the store, warehouse,
save point, and possibly doctor's office. If it becomes the reset
point for your medkits' effectiveness, people may not leave. However,
I can suggest an alternative that may be acceptable, though it would
involve another timer. Medkits should maybe have a cool down period.
Not that you can't use another one, just that it loses, say, 20
percent of its effectiveness if delivered within a certain time, or
that percentage of loss could depend on how soon.

*lengthy example deleted for space*.  But if you never leave the safe zone,
what's the point in playing the game?  The reset idea makes it likely that
you have to come back to the safe zone every so often, but it doesn't keep
you there.  your idea is also a good one though, and let's see what other
people think.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
My commentary interleaved with yours.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Tuesday, November 08, 2011 8:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Ok, I really should have responded to this thread a little while 
ago, but here goes. As far as zombie packs go, I do agree that 
there should be more of them, but not all zombies should be in 
packs. If you have nothing but packs of five or six (or even two 
or three) zombies running around, having no ammo is a certain 
death statement. Also, as far as switching weapons timing goes, 
I've been in more than one situation even today (it's 7:45 am 
now) where if I didn't switch weapons right away, it would be the 
end of me. As far as encumbrance goes, I believe that it could be 
an interesting factor, but too much of it would overbalance the 
game. It's hard enough to survive as is.

Your comments about zombie packs are true enough.  It's hard to do a hit and
run on a zombie with an axe, let alone if it has help from its friends.  But
when zombies spawn, they wouldn't necessarily have to be near one another,
so there would still likely be solitaries roaming around.  Also, if the safe
zone is going to become a place where one can acquire weapons and ammo, this
consideration is less relevant.  And really, it's not that hard to evade
zombies if your intention is strictly evasion, rather than combat.  Just
stay quiet and patient until you've acquired some ammunition.  Walk, rather
than run, and avoid any zombie sounds.

As for the switching delay problem, yes, this would be a situation where
you'd have a problem.  It puts a premium on planning.  And you can almost
always run rather than fighting.  Run to give yourself time to
weapons-switch.

In regards to what Chris said, I highly disagree with the 
idea of moving/fighting decreasing health and med-packs being 
less and less useful. If the safe zone is going to be under siege 
(which sounds awesome for multiple reasons) it would spell out 
death for a player who spent too long away from there. Also, this 
could trap players in the safe zone, and would eventually force 
the few remaining players to be extremely careful as to what they 
did, as there can't be reinforcement.
I  feel like I'm missing a few statements, so there may be 
another email from me on the subject, but this is all for now.

The safe zone is going to bring lots of benefits.  It should be hard to get
to without help.  Dakotah has proposed a good alternative to my original
idea about med kits, which might balance better, but I'm pushing for the
safe zone to be both important and difficult to reach.  Remember, we've
already got two NPCs who are working to keep the immediate vicinity clear
for you.  They seem to be really good shots.

Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
I do take the point about simulation versus game. I remember how much
fun it was, in Fallout II, to carry around ungodly amounts of weaponry
and explosives. However, I love the concept of a realistic  FPS. As I
said, not realistic like unplayable, just realistic like not quake, or
more truthfully, not doom. I like the 2d awesomeness that we have, and
I can only praise Jeremy for what he's done. I would, frankly, love to
see where he alone would want Swamp to go, whether it's incumbrance,
fatigue, more weapons, flying monkeys, sheep zombies, or what have
you. I'm so impressed with what I've seen so far that I can't imagine
us coming up with anything to dwarf it.

However, I will briefly say that the medkit thing is a potential idea
that would probably be annoying to implement. That's the same with
running. I think part of the problem is that we default to that, and
most people either don't want to change it, don't know how, or don't
care.

As for the safe zone being under siege, it kind of makes sense that
it'd be hard to clear, given the amount of zombie stuff out there
suggesting sieges by the hoards, but it eventually becomes a question,
as it was put, of simulation or game. If the safe zone is under siege,
it would take a concerted effort of many players to clear the area. In
fact, it'd probably take a bunch shooting their way out, running off,
and making hellacious noise to attract zombies. To that end, I really
would love to see the player communications, the Over here and such
attract zombies. Even if it isn't all the messages, I think there
maybe should be a way to attract them easily, if that's your choice,
without wasting tons of ammo.

Thanks again for the wake up call of game versus simulation. I hope I
never forget that again.

Signed:
Dakotah Rickard

On 11/8/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 My commentary interleaved with yours.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of john
 Sent: Tuesday, November 08, 2011 8:06 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 Ok, I really should have responded to this thread a little while
 ago, but here goes. As far as zombie packs go, I do agree that
 there should be more of them, but not all zombies should be in
 packs. If you have nothing but packs of five or six (or even two
 or three) zombies running around, having no ammo is a certain
 death statement. Also, as far as switching weapons timing goes,
 I've been in more than one situation even today (it's 7:45 am
 now) where if I didn't switch weapons right away, it would be the
 end of me. As far as encumbrance goes, I believe that it could be
 an interesting factor, but too much of it would overbalance the
 game. It's hard enough to survive as is.

 Your comments about zombie packs are true enough.  It's hard to do a hit and
 run on a zombie with an axe, let alone if it has help from its friends.  But
 when zombies spawn, they wouldn't necessarily have to be near one another,
 so there would still likely be solitaries roaming around.  Also, if the safe
 zone is going to become a place where one can acquire weapons and ammo, this
 consideration is less relevant.  And really, it's not that hard to evade
 zombies if your intention is strictly evasion, rather than combat.  Just
 stay quiet and patient until you've acquired some ammunition.  Walk, rather
 than run, and avoid any zombie sounds.

 As for the switching delay problem, yes, this would be a situation where
 you'd have a problem.  It puts a premium on planning.  And you can almost
 always run rather than fighting.  Run to give yourself time to
 weapons-switch.
   
 In regards to what Chris said, I highly disagree with the
 idea of moving/fighting decreasing health and med-packs being
 less and less useful. If the safe zone is going to be under siege
 (which sounds awesome for multiple reasons) it would spell out
 death for a player who spent too long away from there. Also, this
 could trap players in the safe zone, and would eventually force
 the few remaining players to be extremely careful as to what they
 did, as there can't be reinforcement.
   I  feel like I'm missing a few statements, so there may be
 another email from me on the subject, but this is all for now.

 The safe zone is going to bring lots of benefits.  It should be hard to get
 to without help.  Dakotah has proposed a good alternative to my original
 idea about med kits, which might balance better, but I'm pushing for the
 safe zone to be both important and difficult to reach.  Remember, we've
 already got two NPCs who are working to keep the immediate vicinity clear
 for you.  They seem to be really good shots.

   Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Darren Duff
I've never played it. This is the first game of his that I have picked up. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Tuesday, November 08, 2011 10:49 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.

I'm talking about a game with complexity, depth and a reason for different
types of strategic choices.  Jeremy has presented us with a great, fun game.
it could be the basis for the first truly multi-layered FPS game we've ever
had, with a replay value that dwarfs Shades of Doom.  Does this mean the
game becomes more complex?  yes it does, and if Jeremy is willing to go
there, I am encouraging him to do so.  Look at Castaways.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, November 08, 2011 8:33 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.

Are we still talking about a game here or a simulation. Because to me at
least that's what this is starting to sound like. 



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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Jeremy Kaldobsky
I'm sorry not not seeming as active lately.  I've been busy with a few things, 
working on Swamp, and reading many many emails posts and messages.  Because I 
was finding myself responding to about 40 messages a day, some being quite 
long, I have started to conserve energy by not responding to everyone for the 
time.  I am still receiving and reading them all, so please don't misinterpret 
my quietness as a lack of interest in the community's thoughts.

The game of course has bugs in its current form, but for the most part it is 
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of the 
server it is stable, I mean.  Haha, sorry again to all of those who were 
affected by that yesterday.  Because the game is fairly stable, I am taking 
this time to implement several changes before I upload the next game update.  
At various stages in development, a programmer will hit places where much time 
is needed to proceed but an outside viewer wouldn't notice any changes.  
Foundations need to be built, code needs to be optimized, and few of those 
things bring about fun new content in and of themselves.  I am at one of those 
points in the code, so it is going to take a bit longer before the next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also 
considering building something to alert me in the event that my lousy ISP 
resets my connection and changes my router redirect settings like it has done 
twice already.

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
Jeremy, I think it's safe to say you have built up trust in your fan
community, so that if you seem to disappear, we'll have faith that great
things will come out of it.  I know you listen to us, the proof is in the
pudding of things that come up in your updates.  So fear not, and yes a hot
glue gun might not go amiss.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 08, 2011 4:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

I'm sorry not not seeming as active lately.  I've been busy with a few
things, working on Swamp, and reading many many emails posts and messages.
Because I was finding myself responding to about 40 messages a day, some
being quite long, I have started to conserve energy by not responding to
everyone for the time.  I am still receiving and reading them all, so please
don't misinterpret my quietness as a lack of interest in the community's
thoughts.

The game of course has bugs in its current form, but for the most part it is
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of
the server it is stable, I mean.  Haha, sorry again to all of those who were
affected by that yesterday.  Because the game is fairly stable, I am taking
this time to implement several changes before I upload the next game update.
At various stages in development, a programmer will hit places where much
time is needed to proceed but an outside viewer wouldn't notice any changes.
Foundations need to be built, code needs to be optimized, and few of those
things bring about fun new content in and of themselves.  I am at one of
those points in the code, so it is going to take a bit longer before the
next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also
considering building something to alert me in the event that my lousy ISP
resets my connection and changes my router redirect settings like it has
done twice already.

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
Duct tape's a litle cleaner, and I have nearly as much faith in that
stuff as I do in you, Jeremy. You are a mighty force, and I am
sincerely impressed.

Signed:
Dakotah Rickard

On 11/8/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Jeremy, I think it's safe to say you have built up trust in your fan
 community, so that if you seem to disappear, we'll have faith that great
 things will come out of it.  I know you listen to us, the proof is in the
 pudding of things that come up in your updates.  So fear not, and yes a hot
 glue gun might not go amiss.

   Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, November 08, 2011 4:37 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 I'm sorry not not seeming as active lately.  I've been busy with a few
 things, working on Swamp, and reading many many emails posts and messages.
 Because I was finding myself responding to about 40 messages a day, some
 being quite long, I have started to conserve energy by not responding to
 everyone for the time.  I am still receiving and reading them all, so please
 don't misinterpret my quietness as a lack of interest in the community's
 thoughts.

 The game of course has bugs in its current form, but for the most part it is
 pretty stable.  When I'm not accidentally pulling the Ethernet cord out of
 the server it is stable, I mean.  Haha, sorry again to all of those who were
 affected by that yesterday.  Because the game is fairly stable, I am taking
 this time to implement several changes before I upload the next game update.
 At various stages in development, a programmer will hit places where much
 time is needed to proceed but an outside viewer wouldn't notice any changes.
 Foundations need to be built, code needs to be optimized, and few of those
 things bring about fun new content in and of themselves.  I am at one of
 those points in the code, so it is going to take a bit longer before the
 next update.

 I also plan to hot glue the cord into the back of my server, ROFL!  I'm also
 considering building something to alert me in the event that my lousy ISP
 resets my connection and changes my router redirect settings like it has
 done twice already.

 ---
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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread shaun everiss
hmmm that would be something I'd be interested in when ips or 
something like that changes I smell another public free utility somewhere.
On that note have you thought about having wireless on the server 
though it may not work so well depending where things exist.

At 01:37 p.m. 8/11/2011 -0800, you wrote:
I'm sorry not not seeming as active lately.  I've been busy with a 
few things, working on Swamp, and reading many many emails posts and 
messages.  Because I was finding myself responding to about 40 
messages a day, some being quite long, I have started to conserve 
energy by not responding to everyone for the time.  I am still 
receiving and reading them all, so please don't misinterpret my 
quietness as a lack of interest in the community's thoughts.


The game of course has bugs in its current form, but for the most 
part it is pretty stable.  When I'm not accidentally pulling the 
Ethernet cord out of the server it is stable, I mean.  Haha, sorry 
again to all of those who were affected by that yesterday.  Because 
the game is fairly stable, I am taking this time to implement 
several changes before I upload the next game update.  At various 
stages in development, a programmer will hit places where much time 
is needed to proceed but an outside viewer wouldn't notice any 
changes.  Foundations need to be built, code needs to be optimized, 
and few of those things bring about fun new content in and of 
themselves.  I am at one of those points in the code, so it is going 
to take a bit longer before the next update.


I also plan to hot glue the cord into the back of my server, 
ROFL!  I'm also considering building something to alert me in the 
event that my lousy ISP resets my connection and changes my router 
redirect settings like it has done twice already.


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
Just because of all the devices that run in that frequency range, I'd
suggest against running it wirelessly, although it could be a workable
option if you're running an 802.11 N network.

Signed:
Dakotah Rickard

On 11/8/11, shaun everiss sm.ever...@gmail.com wrote:
 hmmm that would be something I'd be interested in when ips or
 something like that changes I smell another public free utility somewhere.
 On that note have you thought about having wireless on the server
 though it may not work so well depending where things exist.
 At 01:37 p.m. 8/11/2011 -0800, you wrote:
I'm sorry not not seeming as active lately.  I've been busy with a
few things, working on Swamp, and reading many many emails posts and
messages.  Because I was finding myself responding to about 40
messages a day, some being quite long, I have started to conserve
energy by not responding to everyone for the time.  I am still
receiving and reading them all, so please don't misinterpret my
quietness as a lack of interest in the community's thoughts.

The game of course has bugs in its current form, but for the most
part it is pretty stable.  When I'm not accidentally pulling the
Ethernet cord out of the server it is stable, I mean.  Haha, sorry
again to all of those who were affected by that yesterday.  Because
the game is fairly stable, I am taking this time to implement
several changes before I upload the next game update.  At various
stages in development, a programmer will hit places where much time
is needed to proceed but an outside viewer wouldn't notice any
changes.  Foundations need to be built, code needs to be optimized,
and few of those things bring about fun new content in and of
themselves.  I am at one of those points in the code, so it is going
to take a bit longer before the next update.

I also plan to hot glue the cord into the back of my server,
ROFL!  I'm also considering building something to alert me in the
event that my lousy ISP resets my connection and changes my router
redirect settings like it has done twice already.

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[Audyssey] Swamp reflections.

2011-11-07 Thread Christopher Bartlett
Ok, don't shoot me or hack my head off, but I think that the multiplayer
game balance is too easy.  I mean, it's possible to get killed (just did,
seem to have been at a zombie spawn point and multiple bandits appeared on
top of me with no warning, but in general, it seems very possible to stay
alive without having to make lots of snap decisions, once you know where you
are and have any one of the top three weapons.

 

Things that would make the game harder:  make the zombies react to shots
from a longer distance.  I've had several instances where I fired and missed
at a target, only to have it continue its slow patrol walk.  I think that
any target that is missed narrowly should immediately turn and search for
the shooter.

 

More zombies please.  The single player game is too much, too many zombies
in too little space, but the multi-player often feels empty.  Perhaps tweak
spawning a bit so there are more zombies at a time in the larger map size.

 

Zombies should be able to acquire fire arms as well.  perhaps they aren't
excellent shots, but the concept of a zombie firing at you from a distance
would be very frightening and would encourage the use of cover and sniping
tactics.

 

More zombie packs. It's easy to pick them off one at a time, but the fun
comes when there's a pack of five or six.  Maybe tweak the AI so that
zombies that are near one another tend to agglomerate into packs.

 

I think one has to erase progress.ini to go back to the beginning state of
the game after once having saved.  Future updates should automagically erase
this file for a death situation, though not a crash.

 

Zombies flooding the safe zone: Thematically, the safe zone is a known
location where tasty human brains collect.  As such, it should be under
constant siege, thus making it more difficult for players to reach it
without a concerted team effort to clear the area.  I actually hung out
southwest of the zone for a while and kept it clean, just on a whim,
role-playing you understand, but if there's always a lot of zombies nearby,
it becomes necessary to do this as the zone takes on more functions.

 

You've already heard my thoughts on weapon drops and usage.

 

And yes, this makes it harder to learn from the beginning.  Perhaps allow
for a beginner mode in multiplayer where the character is by default more
stealthy, thus drawing less unexpected attention.  perhaps this mode exists
until the player has reached a certain number of kills, then it is
permanently removed.

 

Re: chat, I'm sorry, I just don't use this feature in its current
incarnation.  It's a great idea, but the limitations are such that I don't
find myself with a need.

 

Would it be feasible to simply implement direct verbal chat for those of us
with headset mikes?  You'd hold down a transmit key and simply talk and it
would be broadcast over the server with the same sound localization.  This
would replace the slash key, and would remove universal chat, but would make
actual character cooperation much more intuitive.  I don't know if this
would be technically difficult, my understanding of networking protocols is
limited.

 

Looking forward to the next incarnation.

 

Chris Bartlett

 

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Re: [Audyssey] Swamp reflections.

2011-11-07 Thread Dakotah Rickard
I frankly disagree strongly with zombies getting firearms. I know that
we're not using Zombies Survivor's Guide, book available on request,
but a coordinated zombie is not something I can imagine. It's a dead
body, slowly rotting away, controlled via magic or a virus that turns
it into a clumsy, walking, eating machine.

However, I do rather enjoy the pack mentality idea. I don't think it'd
be too hard to implement the idea, just have it such that zombies
track zombies, and once the pack is too large or cumbersome, they
split in half. That part might be complicated, but even wwithout that
part, if the different zombies had different tracking abilities,
different reaction threshholds, then there would be little roving
packs as opposed to roving units. I like it.

As for the chat, please don't get rid of it. First of all, I've been
on all sorts of chat things with headset chat. The amount of extra
work on the server and client both is staggering. Second, they usually
get too rowdy or rude to make good use of. I've been urged by people
to look at ... crap, I can't remember the chat program, but it's one
of the teamchat progs out there, teamspeak or teamtalk or something on
that order. That's a viable, separate option for those with internet
speeds that can support it, but integrating vocal chat into the game
would make things messy.

Also, one thing that I'd like to see is a sound that indicates you've
sent a chat message. I don't mean a local sound, I mean a locatable,
world based sound, something like the radio reception sound, only
different enough to allow you to know that the person you're hearing
shoot is indeed the one who just made a chat comment. That'd make
locating people a lot easier, too.

Finally, I don't know what the limit is on zombie spawns. I don't know
if its actually 75 or if that's just a number that got tossed out
somewhere. If it's 75, then there's probably good reason for it.
frankly, if the limit could be upped a bit, that'd be great. If it
can't, I completely understand that. It's just that fighting hundreds
is neat and makes it a litle harder to survive.

Deleting progress.ini does not delete your serverside saves. I
actually don't even know what's in it, except for a couple of
preferences. I thought long and hard about the suggestion that death
be permanent, that is dying loses you all your equipment, kills, etc.
That's going back to the old way and pretty much eliminates the need
for a safe zone, except if you stay alive, facing hundreds of undead,
for a long enough time that you want to quit. Now, I know some will. I
have two characters right now, and I stay alive with both. i haven't
died in a good while. But when Jeremy implements several guns, better
and worse, and reputation points and such, I think that death would
become a real inconvenience that doesn't add much to the game. I
think, rather, that lowering health should do something to you.
Consider slower walk/run speed, poor aim, poor firing, poor reload
speed, etc.

There's also another thing I'd like to add that wasn't touched on.
That is switch time. Now, imagine that you're walking around with a
submachine gun in hand. that's a smallish weapon, but still enough for
two handed use to be best and often necessary for accuracy. Suddenly,
you realize that there's a close zombie so you whip out your shotgun
and begin firing. Now, I know that a lot of shooters could care less
about switch time, but I suggest that Swamp isn't most shooters. I
loved the bug that meant you had to reload on switch, only because you
actually were simulating putting the weapon away to grab another. I'm
not going to go into the problem of having four rifle length weapons
in your inventory and managing that all. I'm not that nitpicky,
although it is something that might be considered by someoen else
later. However, considering switch time at least might make the game a
little more difficult, what with running out and choosing between
reloading and switching.

Signed:
Dakotah Rickard

On 11/7/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Ok, don't shoot me or hack my head off, but I think that the multiplayer
 game balance is too easy.  I mean, it's possible to get killed (just did,
 seem to have been at a zombie spawn point and multiple bandits appeared on
 top of me with no warning, but in general, it seems very possible to stay
 alive without having to make lots of snap decisions, once you know where you
 are and have any one of the top three weapons.



 Things that would make the game harder:  make the zombies react to shots
 from a longer distance.  I've had several instances where I fired and missed
 at a target, only to have it continue its slow patrol walk.  I think that
 any target that is missed narrowly should immediately turn and search for
 the shooter.



 More zombies please.  The single player game is too much, too many zombies
 in too little space, but the multi-player often feels empty.  Perhaps tweak
 spawning a 

Re: [Audyssey] Swamp reflections.

2011-11-07 Thread Yohandy

Chris,
you're thinking like a mainstream gamer. I like that! I know I'd especially 
love voice chat! we so need something like this in audio games. in fact, I'm 
willing to bet people will pay a monthly fee to help with server costs if 
this happened across all of Aprone's multiplayer games.





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Re: [Audyssey] Swamp reflections.

2011-11-07 Thread Christopher Bartlett
I like Dakota's ideas re: switch time and bad effects of low health.  Low
health could increase the effects of encumbrance.  Ok, how about this, put
an idea of fatigue into the mix, so that health gradually decreases as you
run and fight.  It decreases as well when you get hit.  Med packs still heal
you (they include stim patches or something like that) but perhaps they get
less effective over the course of time, until you go back to the safe zone
and actually heal.  

I'm still in favor of permanent death.  Anything less reduces the stakes too
much for the suspense/horror feel of the setting.  This game should force
you into lifedeath emotional responses, rather than taking needless risks
because you know you can just reset and go back to a previous state.  

I don't know about the spawn limit, if this is dependent on the server, then
we need the zombies to be deadlier.  Packs would make life harder, and more
sensitivity to shooting and other noises.  I do like that walking is
stealthier than running.  One of my favorite configurations is the silenced
pistol and hunting slowly and quietly.

Chris Bartlett



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