Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.
I seem to remember that in some of the older Monte Betas there were lava pits that required several jumps to clear. We are the Knights who say...Ni! - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:35 AM Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2. the problem is charles, that where as in real life manholes aren't all the same size, thus meaning you need to concentrate on using your cane to get aorund them, in mota, all traps are precisely one jump long and as I said, one jump in mota literally means one jump. This means the process of avoiding traps with edges is fairly mechanical. if Tom were to add different size traps and different ways for angela to jump then perhaps all traps should indeed have edges, sinse the challenge then would indeed be gaging how far to go, however sinse the jump is a single, one distance maneuver this doesn't apply. As to realism, well I personally find the idea of Angela having to concentrate on where precisely to leep much more realistic myself than here feeling around traps with the toes of her boots to find the edge precisely. Remember, though the game's interface is audio, it is not intended to portray a blind person in a sound only environment. Beware the Grue! Dark. - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 2:27 PM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- 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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can
Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.
My question to that is, though I agree, is how would we have jumped several times... because you would've had to land and push off again, and in lava... well, the only thing to push off is boiling rock. At 07:01 AM 04/11/2010, you wrote: I seem to remember that in some of the older Monte Betas there were lava pits that required several jumps to clear. We are the Knights who say...Ni! - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:35 AM Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2. the problem is charles, that where as in real life manholes aren't all the same size, thus meaning you need to concentrate on using your cane to get aorund them, in mota, all traps are precisely one jump long and as I said, one jump in mota literally means one jump. This means the process of avoiding traps with edges is fairly mechanical. if Tom were to add different size traps and different ways for angela to jump then perhaps all traps should indeed have edges, sinse the challenge then would indeed be gaging how far to go, however sinse the jump is a single, one distance maneuver this doesn't apply. As to realism, well I personally find the idea of Angela having to concentrate on where precisely to leep much more realistic myself than here feeling around traps with the toes of her boots to find the edge precisely. Remember, though the game's interface is audio, it is not intended to portray a blind person in a sound only environment. Beware the Grue! Dark. - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 2:27 PM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- 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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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
Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.
Hi Clement, In Monte there were ledges hanging out above the middle of the lava pits you could jump onto and then use them to jump safely to the next ledge etc. They weren't exactly in the lava, but hanging out above the lava. Make sense? Cheers! On 11/4/10, Clement Chou chou.clem...@gmail.com wrote: My question to that is, though I agree, is how would we have jumped several times... because you would've had to land and push off again, and in lava... well, the only thing to push off is boiling rock. --- 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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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] game difficulties was best sidescroller?-Re:Q9version 1.2.
Well there were little ledges you could land on but that was it. I think they were too close together for it to really be considered multiple pits. We are the Knights who say...Ni! - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 9:04 AM Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2. My question to that is, though I agree, is how would we have jumped several times... because you would've had to land and push off again, and in lava... well, the only thing to push off is boiling rock. At 07:01 AM 04/11/2010, you wrote: I seem to remember that in some of the older Monte Betas there were lava pits that required several jumps to clear. We are the Knights who say...Ni! - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:35 AM Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2. the problem is charles, that where as in real life manholes aren't all the same size, thus meaning you need to concentrate on using your cane to get aorund them, in mota, all traps are precisely one jump long and as I said, one jump in mota literally means one jump. This means the process of avoiding traps with edges is fairly mechanical. if Tom were to add different size traps and different ways for angela to jump then perhaps all traps should indeed have edges, sinse the challenge then would indeed be gaging how far to go, however sinse the jump is a single, one distance maneuver this doesn't apply. As to realism, well I personally find the idea of Angela having to concentrate on where precisely to leep much more realistic myself than here feeling around traps with the toes of her boots to find the edge precisely. Remember, though the game's interface is audio, it is not intended to portray a blind person in a sound only environment. Beware the Grue! Dark. - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 2:27 PM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers
Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.
I wonder if a good compromise would be to eliminate the warnings on the highest difficulty and leave them in the lower ones? Thoughts, Thomas? --- Shepherds are the best beasts! - Original Message - From: Bryan Peterson bpeterson2...@cableone.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 9:58 AM Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2. Funny you sould mention that Charles, since i actually worked with a Mobility instructor who did believe that the cane was almost totally unnecessary. His view was that the cane only counts for about 10 percent of the feedback you get while travelling and so it really wasn't necessary. I need hardly point out that the one time he had me try to cross a street without the cane in my hand (he's just lucky it wasn't a busy one), I nearly had a heart attack. So I can definitely see your point and feel that at least on the easier difficulty levels the warnings should still be there. We are the Knights who say...Ni! - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:27 AM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- 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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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
Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.
Hi charles, Unfortunately, to do that I'd have to redraw multiple versions of the same level. Not hard to do, but requires extra work of course. On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote: I wonder if a good compromise would be to eliminate the warnings on the highest difficulty and leave them in the lower ones? Thoughts, Thomas? --- Shepherds are the best beasts! --- 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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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] game difficulties was best sidescroller?-Re:Q9version 1.2.
I actually like the trap warnings. they add to atmosphere in the game. At 04:42 a.m. 5/11/2010, you wrote: I wonder if a good compromise would be to eliminate the warnings on the highest difficulty and leave them in the lower ones? Thoughts, Thomas? --- Shepherds are the best beasts! - Original Message - From: Bryan Peterson bpeterson2...@cableone.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 9:58 AM Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2. Funny you sould mention that Charles, since i actually worked with a Mobility instructor who did believe that the cane was almost totally unnecessary. His view was that the cane only counts for about 10 percent of the feedback you get while travelling and so it really wasn't necessary. I need hardly point out that the one time he had me try to cross a street without the cane in my hand (he's just lucky it wasn't a busy one), I nearly had a heart attack. So I can definitely see your point and feel that at least on the easier difficulty levels the warnings should still be there. We are the Knights who say...Ni! - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:27 AM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- 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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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
Re: [Audyssey] game difficulties was best sidescroller? -Re:Q9version 1.2.
Ah, cool! Got him thinkin'. He he he. --- Shepherds are the best beasts! - Original Message - From: Hayden Presley hdpres...@hotmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Thursday, November 04, 2010 7:35 PM Subject: Re: [Audyssey] game difficulties was best sidescroller? -Re:Q9version 1.2. Hi Charles, 2000 pounds? Try 3 thousand...1000 for working out exactly what you just said. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles Rivard Sent: Thursday, November 04, 2010 10:35 AM To: Gamers Discussion list Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. It does. Rewriting the game with those variables would probably be 2,000 pounds of extra work, too. But I do think that there should be a clear indication of a trap's threshold. Maybe traps can be set so that there is a space between a couple of them if they are in succession, as the fire pits currently are, and the longer you hold the right arrow, or the more times you tap it, the farther you jump. Now, there is a threshold at the edge of each, but if you jump too far, you land in the second one, so you have to know how far to jump. Then again, a healthy adventurer can jump farther than one in fair, good, or poor health, so those potions can gain value. And, although sheathed or holstered, weapons do add weight, which would affect distance. Possibly, more than one weapon of the same type could be in the game, and you might find one if you have to drop weapons on the near side of a jumpable obstruction? Hmm. Another 2,000 pounds or so of work for the developer, delaying the game's journey to market. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 10:05 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi Charles, As Dark correctly pointed out jumping in MOTA is purely mechanical. If you are standing on a ledge and press alt+right arrow to jump you will always make it safely to the other side because the trap is exactly one jump across. Knowing where to start, therefore, means you will always jump over that trap without any possible margin of error That's just down right unrealistic.. My point more over was that just because a sighted person can see a trap in a game is no certainty the can actually cross it. Take Super Mario for example. In Mario you had to jump over traps, and there were a number of factors that would come in to play when trying to cross a certain trap. If Mario was normal size or big the chances of jumping a large trap were greater than if Mario was small. I remember getting pretty mad when Mario would get shrunk and then there was a big trap coming up, because it usually meant I couldn't make the jump and would die trying. In such a case weather I could see the trap or not made absolutely no difference in the outcome. So if we are going to keep the edges around traps like people want we now have to rewrite the game mechanics, the jump code, etc to put some challenge back into the game. We can't always jump a chasm and make it to the other side with 100% certainty. There needs to be some factor or margin of error. Does that make sense? On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote: This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! --- 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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@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://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns