Re: [Audyssey] sounds in MOTA - Re: Bug in MOTA.

2009-03-07 Thread Shadow Dragon
Hence why I said this would be a little odd for arrows. Its not realistic 
but it's the only way I can think of for arrows to pan. Moot point though 
since Thomas has already said he won't do anything like this in the near 
future.


--
From: "Charles Rivard" 
Sent: Saturday, March 07, 2009 11:04 AM
To: "Gamers Discussion list" 
Subject: [Audyssey] sounds in MOTA - Re:  Bug in MOTA.

Arrows never make a propeller-type sound.  If a lightning bolt were to hit 
a wooden shaft, it might sizzle or pop, or it would pop if the shaft were 
aluminum, although I don't think these would be aluminum arrows.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: "Shadow Dragon" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 2:02 AM
Subject: Re: [Audyssey] Bug in MOTA.



Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a 
lightning bolt at you. So you hear the lightning sound, only instead of 
staying stationary and then hearing a pain cry, you hear the bolt pan 
across the screen to your character so you know how close its getting so 
you can dodge. If it hits, you hear an electrical explosion as your 
character yells out. This would be a little odd for arrows, but you could 
always do what graphic audio does in that situation and give the arrow a 
kind of high speed propellor or wind sound to signify its flight. It'd 
make attacks a bit easier to avoid and make them more realistic, in my 
opinion. Just a suggestion though.


--
From: "Thomas Ward" 
Sent: Friday, March 06, 2009 7:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you 
are too close you can't correctly aim, swing your sword, etc because of 
lack of room to maneuver in. Second, the enemy is out of range. In that 
case you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid 
I'm not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly 
considering just scrapping the duck command altogether. That's how 
annoyed I am with it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any 
chance the attacks could have some kind of connection sound and 
panning, so crouching would be a bit easier and make more sense? At the 
moment it just sounds odd, you hear the attack go off, then the 
character just randomly yells out, haha. Its kind of amusing, but makes 
getting into any kind of rhythm a bit tough. Also every once in a while 
crouching seems to disable itself, if you hold it down you'll crouch a 
bunch in rapid succession, but if you try to time it, sometimes crouch 
just outright doesn't work and you end up taking a hit before you can 
crouch again.





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Re: [Audyssey] sounds in MOTA - Re: Bug in MOTA.

2009-03-07 Thread Jerry
You hear those twirling arrows when midevil arrows are being shown, i don't 
think they flew straight like todays arrows but of course I might be wrong.
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 1:04 PM
Subject: [Audyssey] sounds in MOTA - Re: Bug in MOTA.


Arrows never make a propeller-type sound.  If a lightning bolt were to hit 
a wooden shaft, it might sizzle or pop, or it would pop if the shaft were 
aluminum, although I don't think these would be aluminum arrows.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: "Shadow Dragon" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 2:02 AM
Subject: Re: [Audyssey] Bug in MOTA.



Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a 
lightning bolt at you. So you hear the lightning sound, only instead of 
staying stationary and then hearing a pain cry, you hear the bolt pan 
across the screen to your character so you know how close its getting so 
you can dodge. If it hits, you hear an electrical explosion as your 
character yells out. This would be a little odd for arrows, but you could 
always do what graphic audio does in that situation and give the arrow a 
kind of high speed propellor or wind sound to signify its flight. It'd 
make attacks a bit easier to avoid and make them more realistic, in my 
opinion. Just a suggestion though.


--
From: "Thomas Ward" 
Sent: Friday, March 06, 2009 7:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you 
are too close you can't correctly aim, swing your sword, etc because of 
lack of room to maneuver in. Second, the enemy is out of range. In that 
case you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid 
I'm not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly 
considering just scrapping the duck command altogether. That's how 
annoyed I am with it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any 
chance the attacks could have some kind of connection sound and 
panning, so crouching would be a bit easier and make more sense? At the 
moment it just sounds odd, you hear the attack go off, then the 
character just randomly yells out, haha. Its kind of amusing, but makes 
getting into any kind of rhythm a bit tough. Also every once in a while 
crouching seems to disable itself, if you hold it down you'll crouch a 
bunch in rapid succession, but if you try to time it, sometimes crouch 
just outright doesn't work and you end up taking a hit before you can 
crouch again.





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[Audyssey] sounds in MOTA - Re: Bug in MOTA.

2009-03-07 Thread Charles Rivard
Arrows never make a propeller-type sound.  If a lightning bolt were to hit a 
wooden shaft, it might sizzle or pop, or it would pop if the shaft were 
aluminum, although I don't think these would be aluminum arrows.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: "Shadow Dragon" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 2:02 AM
Subject: Re: [Audyssey] Bug in MOTA.



Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a 
lightning bolt at you. So you hear the lightning sound, only instead of 
staying stationary and then hearing a pain cry, you hear the bolt pan 
across the screen to your character so you know how close its getting so 
you can dodge. If it hits, you hear an electrical explosion as your 
character yells out. This would be a little odd for arrows, but you could 
always do what graphic audio does in that situation and give the arrow a 
kind of high speed propellor or wind sound to signify its flight. It'd 
make attacks a bit easier to avoid and make them more realistic, in my 
opinion. Just a suggestion though.


--
From: "Thomas Ward" 
Sent: Friday, March 06, 2009 7:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you 
are too close you can't correctly aim, swing your sword, etc because of 
lack of room to maneuver in. Second, the enemy is out of range. In that 
case you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid I'm 
not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly considering 
just scrapping the duck command altogether. That's how annoyed I am with 
it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any chance 
the attacks could have some kind of connection sound and panning, so 
crouching would be a bit easier and make more sense? At the moment it 
just sounds odd, you hear the attack go off, then the character just 
randomly yells out, haha. Its kind of amusing, but makes getting into 
any kind of rhythm a bit tough. Also every once in a while crouching 
seems to disable itself, if you hold it down you'll crouch a bunch in 
rapid succession, but if you try to time it, sometimes crouch just 
outright doesn't work and you end up taking a hit before you can crouch 
again.





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list,

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