Re: [Audyssey] Swamp reflections.
yes!! totally agreed there kai! - Original Message - From: "Kai" To: "Gamers Discussion list" 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. Internal Virus Database is out of date.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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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" To: "Gamers Discussion list" 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. -- --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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" To: "'Gamers Discussion list'" 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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" To: "'Gamers Discussion list'" 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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. -- --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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.) > > > --- > Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, > send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > > _ NOD32 EMON 6652 (2022) information _ > > This message was checked by NOD32 antivirus system http://www.eset.com > > > > > _ NOD32 EMON 6652 (2022) information _ > > This message was checked by NOD32 antivirus system > http://www.eset.com > > > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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.) --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6652 (2022) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6652 (2022) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
I was thinking more that you would know when your weapons (only the ones that shoot farther than you can here) would be on target. - Original Message - From: "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" http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. - --- --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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 > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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" To: "Gamers Discussion list" 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 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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 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.) --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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.) --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] swamp reflections
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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, dark 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" To: "Gamers Discussion list" 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 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any q
Re: [Audyssey] Swamp reflections.
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 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" > > To: "Gamers Discussion list" > 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 > 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 >> >> >> >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >> You can make changes or update your subscription via the web, at >> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of the >> list, >> please send E-mail to gamers-ow...@audyssey.org. >> > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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" To: "Gamers Discussion list" 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 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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 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 > > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] swamp reflections
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Swamp reflections.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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. >> > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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. >> >>--- >>Gamers mailing list __ Gamers@audyssey.org >>If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >>You can make changes or update your subscription via the web, at >>http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. >>All messages are archived and can be searched and read at >>http://www.mail-archive.com/gamers@audyssey.org. >>If you have any questions or concerns regarding the management of the list, >>please send E-mail to gamers-ow...@audyssey.org. > > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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. > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6611 (2008) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6611 (2008) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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 w
Re: [Audyssey] Swamp reflections.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 go
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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. -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 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 to
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 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
Re: [Audyssey] Swamp reflections.
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 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mai
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. 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 life&death 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp reflections.
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 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 bit so th
[Audyssey] Swamp reflections.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.