Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Kelvin Tan
hi jeremy. when u say distance is being measured in tiles, do u mean 1 
coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will be 50 
tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1 tile? 
because we are now hearing the sounds of zombies much earlier than the 
previous version, i would recommend we should start hearing zombie sounds 
when we are 120 tiles away, so basically if u own the gun with the longest 
range, i can't remember the name, u will be able to kill a zombie once u can 
hear it. provided u can aim accurately of course. hope this makes sense.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:59 AM
Subject: Re: [Audyssey] my thoughts on the new version of swamp.


The weapon range problem is a bug that I'm just now testing the fix for. 
The game was measuring the ranges in a different scale than tiles, but I put 
in the numbers meaning for them to be measured in tiles.  So stupid mistake 
on my part, lol.

The sluggishness is a result of the extra 100 zombies in the map.  I'm 
working on some ways to correct that, but it seems somewhere between 50 and 
150 several people's computers reached a point with a noticeable difference 
in performance.  For me, I noticed it only when I had 200 zombies which is 
why I kept it at 150 for the update release.  I'm fairly certain I can get 
performance back up to where it was, or perhaps even better, I just need a 
little time.

The difficulty is something that was hard to balance without real people 
populating the server.  As people play over the next day or two, I'll get a 
much better idea of how to tweak things.  A multiplayer map that's overly 
hard for 1 person becomes super easy when you have a dozen armed players 
mowing down the undead.  This means I'll have to figure out the new normal 
and try to make adjustments to match it.


 Well? Here's what I think so
 far. With the range on the weapons it's much
 harder to target. You end up wasting ammo because
 with the footsteps being
 louder it's hard to tell if a zombie is in range of your
 gun. The game
 seems sluggish now for some reason. I've only been
 playing for a few
 minutes now and keep dyeing without getting very far.
 I think it needs a
 little more balancing.

 I will keep playing and trying to get better, but right off
 the bat, I'm not
 too happy with this version at least from the stand point
 that Can't stay
 alive long enough to rack up anything.

 Darren Duff.

 amateur radio station KK4AHX.

 Follow me on twitter @blinddrummer.

 friend me on face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 primary E-mail duff...@gmail.com

 MSN darren...@hotmail.com

 skype duffman31279



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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread dan cook
agreed with chris, there are far too many simple audiogames.  if its
too easy people will complain its boring and if too hard people will
complain, but i bet the majority will like me keep trying until we're
used to it.
and shaun, the last version pointless? i'm really unsure of what
you're getting at in your messages, as it just sounds like you're
complaining for the sake of it recently, which i'm going to presume is
not the case and that i misinterpreted you.
although i too had the problem with being stuck in a building, which i
solved by learning how the tracking system worked.
great job Jeremy, keep it up sir!

On 11/22/11, Kelvin Tan k...@weiliankelvin.com wrote:
 hi jeremy. when u say distance is being measured in tiles, do u mean 1
 coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will be 50
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1 tile?
 because we are now hearing the sounds of zombies much earlier than the
 previous version, i would recommend we should start hearing zombie sounds
 when we are 120 tiles away, so basically if u own the gun with the longest
 range, i can't remember the name, u will be able to kill a zombie once u can
 hear it. provided u can aim accurately of course. hope this makes sense.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 12:59 AM
 Subject: Re: [Audyssey] my thoughts on the new version of swamp.


 The weapon range problem is a bug that I'm just now testing the fix for.
 The game was measuring the ranges in a different scale than tiles, but I put
 in the numbers meaning for them to be measured in tiles.  So stupid mistake
 on my part, lol.

 The sluggishness is a result of the extra 100 zombies in the map.  I'm
 working on some ways to correct that, but it seems somewhere between 50 and
 150 several people's computers reached a point with a noticeable difference
 in performance.  For me, I noticed it only when I had 200 zombies which is
 why I kept it at 150 for the update release.  I'm fairly certain I can get
 performance back up to where it was, or perhaps even better, I just need a
 little time.

 The difficulty is something that was hard to balance without real people
 populating the server.  As people play over the next day or two, I'll get a
 much better idea of how to tweak things.  A multiplayer map that's overly
 hard for 1 person becomes super easy when you have a dozen armed players
 mowing down the undead.  This means I'll have to figure out the new normal
 and try to make adjustments to match it.


 Well? Here's what I think so
 far. With the range on the weapons it's much
 harder to target. You end up wasting ammo because
 with the footsteps being
 louder it's hard to tell if a zombie is in range of your
 gun. The game
 seems sluggish now for some reason. I've only been
 playing for a few
 minutes now and keep dyeing without getting very far.
 I think it needs a
 little more balancing.

 I will keep playing and trying to get better, but right off
 the bat, I'm not
 too happy with this version at least from the stand point
 that Can't stay
 alive long enough to rack up anything.

 Darren Duff.

 amateur radio station KK4AHX.

 Follow me on twitter @blinddrummer.

 friend me on face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 primary E-mail duff...@gmail.com

 MSN darren...@hotmail.com

 skype duffman31279



 ---
 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


 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Christopher Bartlett
As anecdotal evidence that it is possible to survive even in trouble, I
exited then re-entered the game, only to find myself east of the river with
3 rounds of .45ACP ammo and nothing else.  Naturally, I wanted to get back
across the bridge, but there were about a jillion zombies there, so I
hotfooted it east and wandered around an area that was free of them, picked
up a hunting rifle, assault rifle and chainsaw, along with oodles of .45 and
5.56mm ammo, plus a badly needed field kit.  When I came back to the bridge,
it was empty, so I skedaddled my butt across, then went hunting.  I racked
up 40 or so kills near the bridge, and further west down Carrigan avenue,
before getting low on rifle rounds, and having to beat a hasty retreat when
all the zombies in the world came out of the Kai Mart.  I headed west to
Green Lane, then north, around the concentration, then busted east towards
the zone, having to take out three loner zombies along the way.  I am now
safely ensconced in the zone until I play again and get sent somewhere else
again.  The assault rifle on burst mode is your friend when a crowd of
zombies are headed your way.

This is less to toot my own horn than to give those of you having trouble
hope, that with patience (I did a lot of sneaking and avoiding large
concentrations of zombies until I was actually ready to fight) and a weather
eye on your ammo stocks.  In case you've forgotten or never knew, the z key
gives you the ammo in your current weapon and the total of that ammo type.
(Thanks for that tweak Jeremy, it's useful.)

Now if only I get to keep the 150+ reputation I gained by donating excess
ammo.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dan cook
Sent: Tuesday, November 22, 2011 10:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

agreed with chris, there are far too many simple audiogames.  if its
too easy people will complain its boring and if too hard people will
complain, but i bet the majority will like me keep trying until we're
used to it.
and shaun, the last version pointless? i'm really unsure of what
you're getting at in your messages, as it just sounds like you're
complaining for the sake of it recently, which i'm going to presume is
not the case and that i misinterpreted you.
although i too had the problem with being stuck in a building, which i
solved by learning how the tracking system worked.
great job Jeremy, keep it up sir!

On 11/22/11, Kelvin Tan k...@weiliankelvin.com wrote:
 hi jeremy. when u say distance is being measured in tiles, do u mean 1
 coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will be
50
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1
tile?
 because we are now hearing the sounds of zombies much earlier than the
 previous version, i would recommend we should start hearing zombie sounds
 when we are 120 tiles away, so basically if u own the gun with the longest
 range, i can't remember the name, u will be able to kill a zombie once u
can
 hear it. provided u can aim accurately of course. hope this makes sense.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 12:59 AM
 Subject: Re: [Audyssey] my thoughts on the new version of swamp.


 The weapon range problem is a bug that I'm just now testing the fix for.
 The game was measuring the ranges in a different scale than tiles, but I
put
 in the numbers meaning for them to be measured in tiles.  So stupid
mistake
 on my part, lol.

 The sluggishness is a result of the extra 100 zombies in the map.  I'm
 working on some ways to correct that, but it seems somewhere between 50
and
 150 several people's computers reached a point with a noticeable
difference
 in performance.  For me, I noticed it only when I had 200 zombies which is
 why I kept it at 150 for the update release.  I'm fairly certain I can get
 performance back up to where it was, or perhaps even better, I just need a
 little time.

 The difficulty is something that was hard to balance without real people
 populating the server.  As people play over the next day or two, I'll get
a
 much better idea of how to tweak things.  A multiplayer map that's overly
 hard for 1 person becomes super easy when you have a dozen armed players
 mowing down the undead.  This means I'll have to figure out the new normal
 and try to make adjustments to match it.


 Well? Here's what I think so
 far. With the range on the weapons it's much
 harder to target. You end up wasting ammo because
 with the footsteps being
 louder it's hard to tell if a zombie is in range of your
 gun. The game
 seems sluggish now for some reason. I've only been
 playing for a few
 minutes now and keep dyeing without getting very far.
 I think it needs a
 little more balancing.

 I will keep playing

Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Darren Duff
Where is the bridge? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Tuesday, November 22, 2011 12:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

As anecdotal evidence that it is possible to survive even in trouble, I
exited then re-entered the game, only to find myself east of the river with
3 rounds of .45ACP ammo and nothing else.  Naturally, I wanted to get back
across the bridge, but there were about a jillion zombies there, so I
hotfooted it east and wandered around an area that was free of them, picked
up a hunting rifle, assault rifle and chainsaw, along with oodles of .45 and
5.56mm ammo, plus a badly needed field kit.  When I came back to the bridge,
it was empty, so I skedaddled my butt across, then went hunting.  I racked
up 40 or so kills near the bridge, and further west down Carrigan avenue,
before getting low on rifle rounds, and having to beat a hasty retreat when
all the zombies in the world came out of the Kai Mart.  I headed west to
Green Lane, then north, around the concentration, then busted east towards
the zone, having to take out three loner zombies along the way.  I am now
safely ensconced in the zone until I play again and get sent somewhere else
again.  The assault rifle on burst mode is your friend when a crowd of
zombies are headed your way.

This is less to toot my own horn than to give those of you having trouble
hope, that with patience (I did a lot of sneaking and avoiding large
concentrations of zombies until I was actually ready to fight) and a weather
eye on your ammo stocks.  In case you've forgotten or never knew, the z key
gives you the ammo in your current weapon and the total of that ammo type.
(Thanks for that tweak Jeremy, it's useful.)

Now if only I get to keep the 150+ reputation I gained by donating excess
ammo.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dan cook
Sent: Tuesday, November 22, 2011 10:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

agreed with chris, there are far too many simple audiogames.  if its too
easy people will complain its boring and if too hard people will complain,
but i bet the majority will like me keep trying until we're used to it.
and shaun, the last version pointless? i'm really unsure of what you're
getting at in your messages, as it just sounds like you're complaining for
the sake of it recently, which i'm going to presume is not the case and that
i misinterpreted you.
although i too had the problem with being stuck in a building, which i
solved by learning how the tracking system worked.
great job Jeremy, keep it up sir!

On 11/22/11, Kelvin Tan k...@weiliankelvin.com wrote:
 hi jeremy. when u say distance is being measured in tiles, do u mean 1 
 coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will 
 be
50
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1
tile?
 because we are now hearing the sounds of zombies much earlier than the 
 previous version, i would recommend we should start hearing zombie 
 sounds when we are 120 tiles away, so basically if u own the gun with 
 the longest range, i can't remember the name, u will be able to kill a 
 zombie once u
can
 hear it. provided u can aim accurately of course. hope this makes sense.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 12:59 AM
 Subject: Re: [Audyssey] my thoughts on the new version of swamp.


 The weapon range problem is a bug that I'm just now testing the fix for.
 The game was measuring the ranges in a different scale than tiles, but 
 I
put
 in the numbers meaning for them to be measured in tiles.  So stupid
mistake
 on my part, lol.

 The sluggishness is a result of the extra 100 zombies in the map.  I'm 
 working on some ways to correct that, but it seems somewhere between 
 50
and
 150 several people's computers reached a point with a noticeable
difference
 in performance.  For me, I noticed it only when I had 200 zombies 
 which is why I kept it at 150 for the update release.  I'm fairly 
 certain I can get performance back up to where it was, or perhaps even 
 better, I just need a little time.

 The difficulty is something that was hard to balance without real 
 people populating the server.  As people play over the next day or 
 two, I'll get
a
 much better idea of how to tweak things.  A multiplayer map that's 
 overly hard for 1 person becomes super easy when you have a dozen 
 armed players mowing down the undead.  This means I'll have to figure 
 out the new normal and try to make adjustments to match it.


 Well? Here's what I think so
 far. With the range on the weapons it's much harder to target. You 
 end up

Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Jeremy Kaldobsky
It's a little more complicated than that actually.  Walking doesn't move you 1 
tile per step, or even half a tile per step.  In many games you are locked to a 
grid, but this game doesn't work like that.  Each tile is almost like measuring 
out a square of carpet and setting it on the floor.  With enough squares you 
could always stop and be told which one you were on, but you could be at its 
edge, center, or halfway between as many as 4 of them at a time.  When you 
request your coordinates it simply rounds to give you the easiest numbers to 
deal with.  Off hand, I'm not sure how many steps it would take to truly move 1 
tile.  It would also be only an approximation if I did measure it, because the 
foot steps aren't quite that standardized either.

I'm still trying to figure out the best approach with weapon ranges.  My first 
plan is going to be to just increase the ranges so that you can always hit what 
you hear.

 hi jeremy. when u say distance is
 being measured in tiles, do u mean 1 
 coordinate = 1 tile? so from coordinates 1 0 to coordinates
 1 50 will be 50 
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps
 backwards = 1 tile? 
 because we are now hearing the sounds of zombies much
 earlier than the 
 previous version, i would recommend we should start hearing
 zombie sounds 
 when we are 120 tiles away, so basically if u own the gun
 with the longest 
 range, i can't remember the name, u will be able to kill a
 zombie once u can 
 hear it. provided u can aim accurately of course. hope this
 makes sense.


---
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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] my thoughts on the new version of swamp.

2011-11-22 Thread Jeremy Kaldobsky
I enjoyed the daring tale of survival sir.  :D

I hope you get to keep your reputation too!  As much as people are irritated by 
the bugs, believe me that no one is as annoyed by the broken code as I am.  
Lol!  It totally sucks to pour a solid week's worth of work in to this thing 
only to have it plagued by some pretty problematic bugs.  What bothers me most 
is that I did more testing on this version than any of the past versions, and 
these issues didn't come up.  I had Kai running tests for days, and we even 
spent a good day or 2 just testing the multiplayer interaction code to make 
sure the server would work once you had more than 1 player in at a time.  In 
almost all cases, if code works for 2 players it will work for as many as it's 
designed to handle.

Since posting the 1.2 update I haven't been able to work on the code yet.  I've 
been reading through the messages jotting down notes of what must be fixed, but 
I've been busy catching upon a week's worth of household stuff I neglected, 
haha.

I apologize for the many frustrating bugs, and I will do my best to have them 
fixed up soon!  :D

 As anecdotal evidence that it is
 possible to survive even in trouble, I
 exited then re-entered the game, only to find myself east
 of the river with
 3 rounds of .45ACP ammo and nothing else.  Naturally,
 I wanted to get back
 across the bridge, but there were about a jillion zombies
 there, so I
 hotfooted it east and wandered around an area that was free
 of them, picked
 up a hunting rifle, assault rifle and chainsaw, along with
 oodles of .45 and
 5.56mm ammo, plus a badly needed field kit.  When I
 came back to the bridge,
 it was empty, so I skedaddled my butt across, then went
 hunting.  I racked
 up 40 or so kills near the bridge, and further west down
 Carrigan avenue,
 before getting low on rifle rounds, and having to beat a
 hasty retreat when
 all the zombies in the world came out of the Kai
 Mart.  I headed west to
 Green Lane, then north, around the concentration, then
 busted east towards
 the zone, having to take out three loner zombies along the
 way.  I am now
 safely ensconced in the zone until I play again and get
 sent somewhere else
 again.  The assault rifle on burst mode is your friend
 when a crowd of
 zombies are headed your way.
 
 This is less to toot my own horn than to give those of you
 having trouble
 hope, that with patience (I did a lot of sneaking and
 avoiding large
 concentrations of zombies until I was actually ready to
 fight) and a weather
 eye on your ammo stocks.  In case you've forgotten or
 never knew, the z key
 gives you the ammo in your current weapon and the total of
 that ammo type.
 (Thanks for that tweak Jeremy, it's useful.)
 
 Now if only I get to keep the 150+ reputation I gained by
 donating excess
 ammo.
 
     Chris Bartlett

---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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] my thoughts on the new version of swamp.

2011-11-22 Thread Dallas O'Brien
yes, thanks for the description of your little adventure. which brings
to mind another idea i had. perhaps a spin off of this game,  would be
where its military based, with soldiers running around, every one of
them has weapons, and any time you kill one, it has a weapon or a
little bit of ammo, but, they shoot at you. every one of them!
ahahaha. that would be very very cool. and whats more, is its a game
that wouldn't take very much to adapt from this one i don't think.

dallas


On 23/11/2011, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I enjoyed the daring tale of survival sir.  :D

 I hope you get to keep your reputation too!  As much as people are irritated
 by the bugs, believe me that no one is as annoyed by the broken code as I
 am.  Lol!  It totally sucks to pour a solid week's worth of work in to this
 thing only to have it plagued by some pretty problematic bugs.  What bothers
 me most is that I did more testing on this version than any of the past
 versions, and these issues didn't come up.  I had Kai running tests for
 days, and we even spent a good day or 2 just testing the multiplayer
 interaction code to make sure the server would work once you had more than 1
 player in at a time.  In almost all cases, if code works for 2 players it
 will work for as many as it's designed to handle.

 Since posting the 1.2 update I haven't been able to work on the code yet.
 I've been reading through the messages jotting down notes of what must be
 fixed, but I've been busy catching upon a week's worth of household stuff I
 neglected, haha.

 I apologize for the many frustrating bugs, and I will do my best to have
 them fixed up soon!  :D

 As anecdotal evidence that it is
 possible to survive even in trouble, I
 exited then re-entered the game, only to find myself east
 of the river with
 3 rounds of .45ACP ammo and nothing else.  Naturally,
 I wanted to get back
 across the bridge, but there were about a jillion zombies
 there, so I
 hotfooted it east and wandered around an area that was free
 of them, picked
 up a hunting rifle, assault rifle and chainsaw, along with
 oodles of .45 and
 5.56mm ammo, plus a badly needed field kit.  When I
 came back to the bridge,
 it was empty, so I skedaddled my butt across, then went
 hunting.  I racked
 up 40 or so kills near the bridge, and further west down
 Carrigan avenue,
 before getting low on rifle rounds, and having to beat a
 hasty retreat when
 all the zombies in the world came out of the Kai
 Mart.  I headed west to
 Green Lane, then north, around the concentration, then
 busted east towards
 the zone, having to take out three loner zombies along the
 way.  I am now
 safely ensconced in the zone until I play again and get
 sent somewhere else
 again.  The assault rifle on burst mode is your friend
 when a crowd of
 zombies are headed your way.

 This is less to toot my own horn than to give those of you
 having trouble
 hope, that with patience (I did a lot of sneaking and
 avoiding large
 concentrations of zombies until I was actually ready to
 fight) and a weather
 eye on your ammo stocks.  In case you've forgotten or
 never knew, the z key
 gives you the ammo in your current weapon and the total of
 that ammo type.
 (Thanks for that tweak Jeremy, it's useful.)

 Now if only I get to keep the 150+ reputation I gained by
 donating excess
 ammo.

     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
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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Christopher Bartlett
By the way, I liked what you did with the scope, making the zombie sounds
louder, as though they were closer, which also made them easier to track,
giving you the scope effect.  Perhaps this is a way to go re: weapon ranges?
I really like having the pistol and shot guns be quite short range in
comparison to the rifles and machine guns.  I'd hate to lose that
differentiation.  Again, what about shift-click giving your range to the
target you've centered?  This would also solve the walls problem, since if
you've got a target centered, but no range figure comes back, you know you
are hearing something behind a wall.  This seems simple, and leaves in the
differentiation.

Chris Bartlett



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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Kelvin Tan
maybe u can consider only with  the longest range weapon, u will be able to 
aim and shoot zombies once u can hear them? for the low range weapons, u 
will either have to run towards zombies or hope that u will attract their 
attention and wait for them to come nearer for your other shorter range 
weapons?
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 23, 2011 2:34 AM
Subject: Re: [Audyssey] my thoughts on the new version of swamp.


It's a little more complicated than that actually.  Walking doesn't move you 
1 tile per step, or even half a tile per step.  In many games you are locked 
to a grid, but this game doesn't work like that.  Each tile is almost like 
measuring out a square of carpet and setting it on the floor.  With enough 
squares you could always stop and be told which one you were on, but you 
could be at its edge, center, or halfway between as many as 4 of them at a 
time.  When you request your coordinates it simply rounds to give you the 
easiest numbers to deal with.  Off hand, I'm not sure how many steps it 
would take to truly move 1 tile.  It would also be only an approximation if 
I did measure it, because the foot steps aren't quite that standardized 
either.

I'm still trying to figure out the best approach with weapon ranges.  My 
first plan is going to be to just increase the ranges so that you can always 
hit what you hear.

 hi jeremy. when u say distance is
 being measured in tiles, do u mean 1
 coordinate = 1 tile? so from coordinates 1 0 to coordinates
 1 50 will be 50
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps
 backwards = 1 tile?
 because we are now hearing the sounds of zombies much
 earlier than the
 previous version, i would recommend we should start hearing
 zombie sounds
 when we are 120 tiles away, so basically if u own the gun
 with the longest
 range, i can't remember the name, u will be able to kill a
 zombie once u can
 hear it. provided u can aim accurately of course. hope this
 makes sense.


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[Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Darren Duff
Well? Here's what I think so far.  With the range on the weapons it's much
harder to target.  You end up wasting ammo because with the footsteps being
louder it's hard to tell if a zombie is in range of your gun.  The game
seems sluggish now for some reason.  I've only been playing for a few
minutes now and keep dyeing without getting very far.  I think it needs a
little more balancing.
 
I will keep playing and trying to get better, but right off the bat, I'm not
too happy with this version at least from the stand point that Can't stay
alive long enough to rack up anything.
 
Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

primary E-mail duff...@gmail.com

MSN darren...@hotmail.com

skype duffman31279

 
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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread lenron brown
same here it seems to hard

On 11/21/11, Darren Duff duff...@gmail.com wrote:
 Well? Here's what I think so far.  With the range on the weapons it's much
 harder to target.  You end up wasting ammo because with the footsteps being
 louder it's hard to tell if a zombie is in range of your gun.  The game
 seems sluggish now for some reason.  I've only been playing for a few
 minutes now and keep dyeing without getting very far.  I think it needs a
 little more balancing.

 I will keep playing and trying to get better, but right off the bat, I'm not
 too happy with this version at least from the stand point that Can't stay
 alive long enough to rack up anything.

 Darren Duff.

 amateur radio station KK4AHX.

 Follow me on twitter @blinddrummer.

 friend me on face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 primary E-mail duff...@gmail.com

 MSN darren...@hotmail.com

 skype duffman31279


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Jeremy Kaldobsky
The weapon range problem is a bug that I'm just now testing the fix for.  The 
game was measuring the ranges in a different scale than tiles, but I put in the 
numbers meaning for them to be measured in tiles.  So stupid mistake on my 
part, lol.

The sluggishness is a result of the extra 100 zombies in the map.  I'm working 
on some ways to correct that, but it seems somewhere between 50 and 150 several 
people's computers reached a point with a noticeable difference in performance. 
 For me, I noticed it only when I had 200 zombies which is why I kept it at 150 
for the update release.  I'm fairly certain I can get performance back up to 
where it was, or perhaps even better, I just need a little time.

The difficulty is something that was hard to balance without real people 
populating the server.  As people play over the next day or two, I'll get a 
much better idea of how to tweak things.  A multiplayer map that's overly hard 
for 1 person becomes super easy when you have a dozen armed players mowing down 
the undead.  This means I'll have to figure out the new normal and try to make 
adjustments to match it.


 Well? Here's what I think so
 far.  With the range on the weapons it's much
 harder to target.  You end up wasting ammo because
 with the footsteps being
 louder it's hard to tell if a zombie is in range of your
 gun.  The game
 seems sluggish now for some reason.  I've only been
 playing for a few
 minutes now and keep dyeing without getting very far. 
 I think it needs a
 little more balancing.
  
 I will keep playing and trying to get better, but right off
 the bat, I'm not
 too happy with this version at least from the stand point
 that Can't stay
 alive long enough to rack up anything.
  
 Darren Duff.
 
 amateur radio station KK4AHX.
 
 Follow me on twitter @blinddrummer.
 
 friend me on face book http://www.facebook.com/blinddrummer.
 
 Drummer for The Overflow worship band!
 
 http://www.theoverflowband.com http://www.theoverflowband.com/ .
 
 Personal Phone: (678)936-6113
 
 Mobile E-mail mobiledu...@gmail.com
 
 primary E-mail duff...@gmail.com
 
 MSN darren...@hotmail.com
 
 skype duffman31279

 

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Jeremy Kaldobsky
I do plan to watch things and make adjustments to the difficulty, but I'm 
reluctant to do that until I've given people a chance to get used to the 
changes.  When the game first added multiplayer I was flooded with emails about 
the game being too hard.  Those slowly died down and soon I was flooded with 
emails saying it was too easy and people were starting to get bored.  I think 
this could end up being the same type of situation where people just need to 
get used to it.  I am willing to change it though, when the time is right.

 same here it seems to hard


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread lenron brown
well it is not slow on my computer zombees just dont let me get far

On 11/21/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I do plan to watch things and make adjustments to the difficulty, but I'm
 reluctant to do that until I've given people a chance to get used to the
 changes.  When the game first added multiplayer I was flooded with emails
 about the game being too hard.  Those slowly died down and soon I was
 flooded with emails saying it was too easy and people were starting to get
 bored.  I think this could end up being the same type of situation where
 people just need to get used to it.  I am willing to change it though, when
 the time is right.

 same here it seems to hard


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Darren Duff
Fair anough. That's actually what I was hoping you would say. I just wanted
you to know.

Thanks. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

I do plan to watch things and make adjustments to the difficulty, but I'm
reluctant to do that until I've given people a chance to get used to the
changes.  When the game first added multiplayer I was flooded with emails
about the game being too hard.  Those slowly died down and soon I was
flooded with emails saying it was too easy and people were starting to get
bored.  I think this could end up being the same type of situation where
people just need to get used to it.  I am willing to change it though, when
the time is right.

 same here it seems to hard


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Darren Duff
Sweet. Thanks. I am gonna go die some more then, If if it helps you lol! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 12:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

The weapon range problem is a bug that I'm just now testing the fix for.
The game was measuring the ranges in a different scale than tiles, but I put
in the numbers meaning for them to be measured in tiles.  So stupid mistake
on my part, lol.

The sluggishness is a result of the extra 100 zombies in the map.  I'm
working on some ways to correct that, but it seems somewhere between 50 and
150 several people's computers reached a point with a noticeable difference
in performance.  For me, I noticed it only when I had 200 zombies which is
why I kept it at 150 for the update release.  I'm fairly certain I can get
performance back up to where it was, or perhaps even better, I just need a
little time.

The difficulty is something that was hard to balance without real people
populating the server.  As people play over the next day or two, I'll get a
much better idea of how to tweak things.  A multiplayer map that's overly
hard for 1 person becomes super easy when you have a dozen armed players
mowing down the undead.  This means I'll have to figure out the new normal
and try to make adjustments to match it.


 Well? Here's what I think so
 far.  With the range on the weapons it's much harder to target.  You 
 end up wasting ammo because with the footsteps being louder it's hard 
 to tell if a zombie is in range of your gun.  The game seems sluggish 
 now for some reason.  I've only been playing for a few minutes now and 
 keep dyeing without getting very far.
 I think it needs a
 little more balancing.
  
 I will keep playing and trying to get better, but right off the bat, 
 I'm not too happy with this version at least from the stand point that 
 Can't stay alive long enough to rack up anything.
  
 Darren Duff.
 
 amateur radio station KK4AHX.
 
 Follow me on twitter @blinddrummer.
 
 friend me on face book http://www.facebook.com/blinddrummer.
 
 Drummer for The Overflow worship band!
 
 http://www.theoverflowband.com http://www.theoverflowband.com/ .
 
 Personal Phone: (678)936-6113
 
 Mobile E-mail mobiledu...@gmail.com
 
 primary E-mail duff...@gmail.com
 
 MSN darren...@hotmail.com
 
 skype duffman31279

 

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread shaun everiss

Well the fact is that there are to many zombies at once.
My shots hardly if at all hit, my axe does, and I find that there are 
less items, guns etc no guns bar safezone really and I have never got 
that many things.
The system was ok before it just was you had to much amo but if you 
put the zombie count up maybe that would work.

All the zombies don't make noise unless they see you.
The major issue with 1.1b was that there were not enough zombies you 
could walk round the map land not encounter hardly a zombie.

I also have got stuck in buildings before can't find ways out, etc.
At 09:05 a.m. 21/11/2011 -0800, you wrote:
I do plan to watch things and make adjustments to the difficulty, 
but I'm reluctant to do that until I've given people a chance to get 
used to the changes.  When the game first added multiplayer I was 
flooded with emails about the game being too hard.  Those slowly 
died down and soon I was flooded with emails saying it was too easy 
and people were starting to get bored.  I think this could end up 
being the same type of situation where people just need to get used 
to it.  I am willing to change it though, when the time is right.


 same here it seems to hard


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread shaun everiss

neither am I.
Last version there were major issues, now its like we have swung to 
far the other way.

THe issues are now oversolved.
And while the last version was getting pointless this new one is hmmm.
Also I'd like a way to reset my char if I wanted.
At 10:46 a.m. 21/11/2011 -0500, you wrote:

Well? Here's what I think so far.  With the range on the weapons it's much
harder to target.  You end up wasting ammo because with the footsteps being
louder it's hard to tell if a zombie is in range of your gun.  The game
seems sluggish now for some reason.  I've only been playing for a few
minutes now and keep dyeing without getting very far.  I think it needs a
little more balancing.

I will keep playing and trying to get better, but right off the bat, I'm not
too happy with this version at least from the stand point that Can't stay
alive long enough to rack up anything.

Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

primary E-mail duff...@gmail.com

MSN darren...@hotmail.com

skype duffman31279


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Christopher Bartlett
I don't know, I'm not having as much difficulty as others are here, and the
challenge is addictive for me.  I'd be sorry to see the difficulty level
decreased significantly.  Once the bugs are ironed out, I think it's
completely playable.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, November 21, 2011 8:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

neither am I.
Last version there were major issues, now its like we have swung to 
far the other way.
THe issues are now oversolved.
And while the last version was getting pointless this new one is hmmm.
Also I'd like a way to reset my char if I wanted.
At 10:46 a.m. 21/11/2011 -0500, you wrote:
Well? Here's what I think so far.  With the range on the weapons it's much
harder to target.  You end up wasting ammo because with the footsteps being
louder it's hard to tell if a zombie is in range of your gun.  The game
seems sluggish now for some reason.  I've only been playing for a few
minutes now and keep dyeing without getting very far.  I think it needs a
little more balancing.

I will keep playing and trying to get better, but right off the bat, I'm
not
too happy with this version at least from the stand point that Can't stay
alive long enough to rack up anything.

Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

primary E-mail duff...@gmail.com

MSN darren...@hotmail.com

skype duffman31279


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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.


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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.