Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Thomas Ward

Hi Stephen,


Yes, obviously she can see them if you use the view command. That's what 
the command is there for.


O.K. Instead of calling the fires traps let us just call them challenges 
shall we. I'm not, under any circumstances, going to trade challenge and 
difficulty here for those gamers that want everything quick and easy. 
I'm not that kind of gamer, and certainly not that kind of developer. I 
respect challenge, hard work, and want my games to be slightly difficult 
to beat. Several players, including myself, felt that the warnings were 
too easy so they were taken out in this beta.


Smile.

Stephen wrote:
Well for angela, she can see the fire, so I wouldn't exactly call that 
a trap, I tend to think of traps as those you can't see unless you 
look very very very hard.



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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Thomas Ward

Hi Phil,

Lol! Good one.That would be funny.

Seriously though, I could make the fires so they only burn her, take 
away some health, instead of killing her outright. That would be more 
realistic although a bit less challenging. That's a thought.


Phil Vlasak wrote:

Hi Thomas,
How about when Angela,  reaches 0 meters from the fire you hear the 
sound of her boots burning?

Then the sound of her toes sizzling?
Then a clomp clomp and a blowing sound as she dances away from the 
fire with a hot foot and blows on her toes to try to put them out.

smiles,
Phil



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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Thomas Ward

Hi Shaun,

First, I'll drop you a hint. How you are handling the fires is far more 
complicated than it needs to be. Think about the c command, and what 
does it do. How can it help you with this situation?


Second, as far as fists goes i've been thinking of it, but have rejected 
it for the time being. As i mentioned earlier I want the game to be 
challenging. I'm not going to pander to those gamers that want an easy 
game, with no challenge, and that can beat it in their sleep.


O.K. Maybe adding fists would come in handy. However, you are missing 
the point of why I reduced the ammo. I want gamers to try and avoid 
monsters, to figure out a strategy to escape, instead of killing every 
single monster they see as though they were Rambo or something.


HTH

shaun everiss wrote:

what I have done is
s
p
o
i
l
e
r
s
p
a
c
e
count the steps.
What I do, save game, count steps till I enter the fire.
restore the game, count the steps and then minus 1 step.
On the first pit.
walk till you hear the sound of the pit far away.
walk right so you are swimming again, swim left once.
walk 17 steps then jump.
walk 14 steps then jump.
find your statue.
going back is easier in some ways.
you need to be right in front of the statue though.
walk 6 steps to the right.
jump
walk 14 steps then jump.
I must say you need to count though.
Tom maybe in the next build could you start with your fists as a weapon, I just 
wander if those would be usefull probably couldn't do much, but better than 
nothing.
  



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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Raul A. Gallegos
Now now, Tom. Remember that Rambo always had strategy. *smile* Don't go
knocking him or others here might call you on it.

On Wed, September 30, 2009 2:38 am, Thomas Ward wrote:
 Hi Shaun,

 First, I'll drop you a hint. How you are handling the fires is far more
 complicated than it needs to be. Think about the c command, and what
 does it do. How can it help you with this situation?

 Second, as far as fists goes i've been thinking of it, but have rejected
 it for the time being. As i mentioned earlier I want the game to be
 challenging. I'm not going to pander to those gamers that want an easy
 game, with no challenge, and that can beat it in their sleep.

 O.K. Maybe adding fists would come in handy. However, you are missing
 the point of why I reduced the ammo. I want gamers to try and avoid
 monsters, to figure out a strategy to escape, instead of killing every
 single monster they see as though they were Rambo or something.

 HTH


Raul A. Gallegos | http://www.asmodean.net



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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Stephen

You'll be so low you could mow the lawn!
At 06:37 PM 30/09/2009, you wrote:

Now now, Tom. Remember that Rambo always had strategy. *smile* Don't go
knocking him or others here might call you on it.

On Wed, September 30, 2009 2:38 am, Thomas Ward wrote:
 Hi Shaun,

 First, I'll drop you a hint. How you are handling the fires is far more
 complicated than it needs to be. Think about the c command, and what
 does it do. How can it help you with this situation?

 Second, as far as fists goes i've been thinking of it, but have rejected
 it for the time being. As i mentioned earlier I want the game to be
 challenging. I'm not going to pander to those gamers that want an easy
 game, with no challenge, and that can beat it in their sleep.

 O.K. Maybe adding fists would come in handy. However, you are missing
 the point of why I reduced the ammo. I want gamers to try and avoid
 monsters, to figure out a strategy to escape, instead of killing every
 single monster they see as though they were Rambo or something.

 HTH


Raul A. Gallegos | http://www.asmodean.net



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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Matheus
thomas, here's a suggestion.
on the first difficulties, angela could be alerted about the fire /
other traps, just like the old versions. then, wen the player is more
experienced, on the harder difficulties she don't say anything, so you
have to figure it out.
it sounds better in my opinion.
and i agree with clement.. make a combination of keys to look ahead /
behind you, so you don't need to press v, then see what you need. it's
faster.
thanks.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 30 de Setembro de 2009 02:29
Assunto: Re: [Audyssey] Finally! A Victory!

Hi Phil,

Lol! Good one.That would be funny.

Seriously though, I could make the fires so they only burn her, take
away some health, instead of killing her outright. That would be more
realistic although a bit less challenging. That's a thought.

Phil Vlasak wrote:
 Hi Thomas,
 How about when Angela,  reaches 0 meters from the fire you hear the
 sound of her boots burning?
 Then the sound of her toes sizzling?
 Then a clomp clomp and a blowing sound as she dances away from the
 fire with a hot foot and blows on her toes to try to put them out.
 smiles,
 Phil


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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Nicol Oosthuizen
Amen!
Mathias got a point, at least with his first suggestion.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Matheus
Sent: 30 September 2009 12:30 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Finally! A Victory!

thomas, here's a suggestion.
on the first difficulties, angela could be alerted about the fire /
other traps, just like the old versions. then, wen the player is more
experienced, on the harder difficulties she don't say anything, so you
have to figure it out.
it sounds better in my opinion.
and i agree with clement.. make a combination of keys to look ahead /
behind you, so you don't need to press v, then see what you need. it's
faster.
thanks.
Please Note: This email and its contents are subject to our email legal notice 
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf 

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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Thomas Ward

Hi Raul,
Yeah, right. O.K. instead of Rambo how about postal. In the kind of mood 
I'm in right now I feel like going postal on someone.


Raul A. Gallegos wrote:

Now now, Tom. Remember that Rambo always had strategy. *smile* Don't go
knocking him or others here might call you on it.
  



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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Yohandy
Oh gosh. Please Thomas, don't do this. Make the game hard. Make people sweat 
for it, struggle till they give up, then relaunch the game a few hours later 
and struggle some more. Make it hard enough that when we finally beat it, we 
actually feel we accomplished something. It's about time we got some 
challenging games in the accessible market.



- Original Message - 
From: Matheus an...@bol.com.br

To: gamers@audyssey.org
Sent: Wednesday, September 30, 2009 6:30 AM
Subject: Re: [Audyssey] Finally! A Victory!



thomas, here's a suggestion.
on the first difficulties, angela could be alerted about the fire /
other traps, just like the old versions. then, wen the player is more
experienced, on the harder difficulties she don't say anything, so you
have to figure it out.
it sounds better in my opinion.
and i agree with clement.. make a combination of keys to look ahead /
behind you, so you don't need to press v, then see what you need. it's
faster.
thanks.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 30 de Setembro de 2009 02:29
Assunto: Re: [Audyssey] Finally! A Victory!

Hi Phil,

Lol! Good one.That would be funny.

Seriously though, I could make the fires so they only burn her, take
away some health, instead of killing her outright. That would be more
realistic although a bit less challenging. That's a thought.

Phil Vlasak wrote:

Hi Thomas,
How about when Angela,  reaches 0 meters from the fire you hear the
sound of her boots burning?
Then the sound of her toes sizzling?
Then a clomp clomp and a blowing sound as she dances away from the
fire with a hot foot and blows on her toes to try to put them out.
smiles,
Phil



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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread ChB
Hi thomas,
Would two difficult settings be a thing you could put into
the options, so that more inexperienced gamers could get an
easier start? Just a thought that came to mind, so that
everyone  could play according to their skill level? I don't
have any idea if that would make it a lot more work to
develop and work on the game.
Chrissy


-Original Message-
From: gamers-boun...@audyssey.org
[mailto:gamers-boun...@audyssey.org] On Behalf Of Yohandy
Sent: Wednesday, September 30, 2009 7:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Finally! A Victory!

Oh gosh. Please Thomas, don't do this. Make the game hard.
Make people sweat 
for it, struggle till they give up, then relaunch the game a
few hours later 
and struggle some more. Make it hard enough that when we
finally beat it, we 
actually feel we accomplished something. It's about time we
got some 
challenging games in the accessible market.


- Original Message - 
From: Matheus an...@bol.com.br
To: gamers@audyssey.org
Sent: Wednesday, September 30, 2009 6:30 AM
Subject: Re: [Audyssey] Finally! A Victory!


 thomas, here's a suggestion.
 on the first difficulties, angela could be alerted about
the fire /
 other traps, just like the old versions. then, wen the
player is more
 experienced, on the harder difficulties she don't say
anything, so you
 have to figure it out.
 it sounds better in my opinion.
 and i agree with clement.. make a combination of keys to
look ahead /
 behind you, so you don't need to press v, then see what
you need. it's
 faster.
 thanks.
 -Mensagem original-
 De: Thomas Ward thomasward1...@gmail.com
 Para: Gamers Discussion list gamers@audyssey.org
 Data: Quarta, 30 de Setembro de 2009 02:29
 Assunto: Re: [Audyssey] Finally! A Victory!

 Hi Phil,

 Lol! Good one.That would be funny.

 Seriously though, I could make the fires so they only burn
her, take
 away some health, instead of killing her outright. That
would be more
 realistic although a bit less challenging. That's a
thought.

 Phil Vlasak wrote:
 Hi Thomas,
 How about when Angela,  reaches 0 meters from the fire
you hear the
 sound of her boots burning?
 Then the sound of her toes sizzling?
 Then a clomp clomp and a blowing sound as she dances away
from the
 fire with a hot foot and blows on her toes to try to put
them out.
 smiles,
 Phil


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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Thomas Ward

Hi Yohandy,
Great minds think alike. Grin.

Yohandy wrote:
Oh gosh. Please Thomas, don't do this. Make the game hard. Make people 
sweat for it, struggle till they give up, then relaunch the game a few 
hours later and struggle some more. Make it hard enough that when we 
finally beat it, we actually feel we accomplished something. It's 
about time we got some challenging games in the accessible market.





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Re: [Audyssey] Finally! A Victory!

2009-09-30 Thread Thomas Ward

Hi Chrissy,
I'm not sure what you are asking. There are already four difficulty 
settings in the game. The issue is that some people think the easiest 
difficulty setting, beginner, is too hard and others think it is too 
easy. So adding another difficulty setting isn't likely to help matters 
much as far as I can see.


Thanks.

ChB wrote:

Hi thomas,
Would two difficult settings be a thing you could put into
the options, so that more inexperienced gamers could get an
easier start? Just a thought that came to mind, so that
everyone  could play according to their skill level? I don't
have any idea if that would make it a lot more work to
develop and work on the game.
Chrissy

  



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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Thomas Ward

Hi,
That's right. Actually 1 meter is around 3 steps so that should help you 
gage the edge of the fires, lava pits, and other traps in the game. I 
plan to make the view scan easier in beta 8. Since a lot of people find 
using v and scanning using the menu something of a pain.


Hayden Presley wrote:

Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health to
sneak past him. Also, the trick with using view and the fire pits worked.
Just remember, don't assume that just because you've moved one step, you've
moved one meter!

Hayden

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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Stephen

why not make it say uh oh when you walk too close to the edg
At 10:13 AM 30/09/2009, you wrote:

Hi,
That's right. Actually 1 meter is around 3 steps so that should help 
you gage the edge of the fires, lava pits, and other traps in the 
game. I plan to make the view scan easier in beta 8. Since a lot of 
people find using v and scanning using the menu something of a pain.


Hayden Presley wrote:

Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health to
sneak past him. Also, the trick with using view and the fire pits worked.
Just remember, don't assume that just because you've moved one step, you've
moved one meter!

Hayden

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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Hayden Presley
Hi,
It used to say something like that, but Thomas intentionally removed that.
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Stephen
Sent: Tuesday, September 29, 2009 7:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Finally! A Victory!

why not make it say uh oh when you walk too close to the edg
At 10:13 AM 30/09/2009, you wrote:
Hi,
That's right. Actually 1 meter is around 3 steps so that should help 
you gage the edge of the fires, lava pits, and other traps in the 
game. I plan to make the view scan easier in beta 8. Since a lot of 
people find using v and scanning using the menu something of a pain.

Hayden Presley wrote:
Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health to
sneak past him. Also, the trick with using view and the fire pits worked.
Just remember, don't assume that just because you've moved one step,
you've
moved one meter!

Hayden

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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Thomas Ward

Hi Stephen,
Because it was too easy. That is why the warning messages for the traps 
were removed. Now, you have to figure it out on your own.


Smile.


Stephen wrote:

why not make it say uh oh when you walk too close to the edg



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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Stephen
Well for angela, she can see the fire, so I wouldn't exactly call 
that a trap, I tend to think of traps as those you can't see unless 
you look very very very hard.

At 11:15 AM 30/09/2009, you wrote:

Hi Stephen,
Because it was too easy. That is why the warning messages for the 
traps were removed. Now, you have to figure it out on your own.


Smile.


Stephen wrote:

why not make it say uh oh when you walk too close to the edg



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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Phil Vlasak

Hi Thomas,
How about when Angela,  reaches 0 meters from the fire you hear the sound of 
her boots burning?

Then the sound of her toes sizzling?
Then a clomp clomp and a blowing sound as she dances away from the fire with 
a hot foot and blows on her toes to try to put them out.

smiles,
Phil

- Original Message - 
From: Stephen whocr...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 29, 2009 9:42 PM
Subject: Re: [Audyssey] Finally! A Victory!



Well for angela, she can see the fire, so I wouldn't exactly call
that a trap, I tend to think of traps as those you can't see unless
you look very very very hard.
At 11:15 AM 30/09/2009, you wrote:

Hi Stephen,
Because it was too easy. That is why the warning messages for the
traps were removed. Now, you have to figure it out on your own.

Smile.


Stephen wrote:

why not make it say uh oh when you walk too close to the edg



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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Hayden Presley
Um...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, September 29, 2009 8:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Finally! A Victory!

Hi Thomas,
How about when Angela,  reaches 0 meters from the fire you hear the sound of

her boots burning?
Then the sound of her toes sizzling?
Then a clomp clomp and a blowing sound as she dances away from the fire with

a hot foot and blows on her toes to try to put them out.
smiles,
Phil

- Original Message - 
From: Stephen whocr...@internode.on.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 29, 2009 9:42 PM
Subject: Re: [Audyssey] Finally! A Victory!


 Well for angela, she can see the fire, so I wouldn't exactly call
 that a trap, I tend to think of traps as those you can't see unless
 you look very very very hard.
 At 11:15 AM 30/09/2009, you wrote:
Hi Stephen,
Because it was too easy. That is why the warning messages for the
traps were removed. Now, you have to figure it out on your own.

Smile.


Stephen wrote:
why not make it say uh oh when you walk too close to the edg


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No virus found in this incoming message.
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Version: 8.5.409 / Virus Database: 270.13.115/2403 - Release Date: 09/29/09 
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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread shaun everiss
what I have done is
s
p
o
i
l
e
r
s
p
a
c
e
count the steps.
What I do, save game, count steps till I enter the fire.
restore the game, count the steps and then minus 1 step.
On the first pit.
walk till you hear the sound of the pit far away.
walk right so you are swimming again, swim left once.
walk 17 steps then jump.
walk 14 steps then jump.
find your statue.
going back is easier in some ways.
you need to be right in front of the statue though.
walk 6 steps to the right.
jump
walk 14 steps then jump.
I must say you need to count though.
Tom maybe in the next build could you start with your fists as a weapon, I just 
wander if those would be usefull probably couldn't do much, but better than 
nothing.
At 01:13 p.m. 30/09/2009, you wrote:
Hi,
That's right. Actually 1 meter is around 3 steps so that should help you gage 
the edge of the fires, lava pits, and other traps in the game. I plan to make 
the view scan easier in beta 8. Since a lot of people find using v and 
scanning using the menu something of a pain.

Hayden Presley wrote:
Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health to
sneak past him. Also, the trick with using view and the fire pits worked.
Just remember, don't assume that just because you've moved one step, you've
moved one meter!

Hayden

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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread shaun everiss
well what about change the ground noise when you get a step away from the fire 
pit.
I know I am at the chasm when I hear the ledge and then jump to that ledge.
At 01:55 p.m. 30/09/2009, you wrote:
why not make it say uh oh when you walk too close to the edg
At 10:13 AM 30/09/2009, you wrote:
Hi,
That's right. Actually 1 meter is around 3 steps so that should help you gage 
the edge of the fires, lava pits, and other traps in the game. I plan to make 
the view scan easier in beta 8. Since a lot of people find using v and 
scanning using the menu something of a pain.

Hayden Presley wrote:
Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health to
sneak past him. Also, the trick with using view and the fire pits worked.
Just remember, don't assume that just because you've moved one step, you've
moved one meter!

Hayden

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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Phil Vlasak

Hi Thomas,
A good idea, around a fire pit should be cinders or ashes to step on.
The sound of stepping on salt ore flower could simulate the edge of a fire.

- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 29, 2009 11:02 PM
Subject: Re: [Audyssey] Finally! A Victory!


well what about change the ground noise when you get a step away from the 
fire pit.
I know I am at the chasm when I hear the ledge and then jump to that 
ledge.

At 01:55 p.m. 30/09/2009, you wrote:

why not make it say uh oh when you walk too close to the edg
At 10:13 AM 30/09/2009, you wrote:

Hi,
That's right. Actually 1 meter is around 3 steps so that should help you 
gage the edge of the fires, lava pits, and other traps in the game. I 
plan to make the view scan easier in beta 8. Since a lot of people find 
using v and scanning using the menu something of a pain.


Hayden Presley wrote:

Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health 
to
sneak past him. Also, the trick with using view and the fire pits 
worked.
Just remember, don't assume that just because you've moved one step, 
you've

moved one meter!

Hayden

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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Stephen
This feature would be handy since I have a hearing problem and I may 
not always be able to tell if  I am close to the edge.

At 01:42 PM 30/09/2009, you wrote:

Hi Thomas,
A good idea, around a fire pit should be cinders or ashes to step on.
The sound of stepping on salt ore flower could simulate the edge of a fire.

- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 29, 2009 11:02 PM
Subject: Re: [Audyssey] Finally! A Victory!


well what about change the ground noise when you get a step away 
from the fire pit.

I know I am at the chasm when I hear the ledge and then jump to that ledge.
At 01:55 p.m. 30/09/2009, you wrote:

why not make it say uh oh when you walk too close to the edg
At 10:13 AM 30/09/2009, you wrote:

Hi,
That's right. Actually 1 meter is around 3 steps so that should 
help you gage the edge of the fires, lava pits, and other traps 
in the game. I plan to make the view scan easier in beta 8. Since 
a lot of people find using v and scanning using the menu something of a pain.


Hayden Presley wrote:

Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health to
sneak past him. Also, the trick with using view and the fire pits worked.
Just remember, don't assume that just because you've moved one 
step, you've

moved one meter!

Hayden

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Re: [Audyssey] Finally! A Victory!

2009-09-29 Thread Johnny Tai
I need some tips on how to move and avoid being hit rofl, usually when I run 
out of ammo, I is sitting duck.

Any help would be great
No one ever kicked ass by saying I can't.

Johnny ST Tai

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- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, September 30, 2009 4:45 PM
Subject: [Audyssey] Finally! A Victory!



Hi,

I finally beat MOTA. I couldn't kill Kerberos, but I had enough health to
sneak past him. Also, the trick with using view and the fire pits worked.
Just remember, don't assume that just because you've moved one step, 
you've

moved one meter!

Hayden

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