Hello

I haven't played that game yet, but it sounds very cool what you were abel to add to the game. I got to check it out.

bfn
James

--------------------------------------------------
From: "Cara Quinn" <caraqu...@caraquinn.com>
Sent: Saturday, May 04, 2013 3:38 PM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi Quake?

I specifically created it so that it did three things to address all of your points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down the control key behavior! lol! And yes, I and other players successfully and routinely tagged players from long distances and occasionally even got off a second shot too. Many of us could also dispatch them without them knowing what the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all electronic weapons so players would need to only rely on mechanical, slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get feedback as your point of view wasn't one I've heard in regard to AQ so far, that's all.

Yes, sure, by all means write me off-list if you like. I do think this discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
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On May 4, 2013, at 9:48 AM, Clement Chou <chou.clem...@gmail.com> wrote:

The trouble with translating 3d fps games into pure audio is that you are going to miss a lot of the precision that you can get by visual observation. I'm not saying audio quake was bad, just not as precise as I would like it to be. It was a lot of fun, but too often I found myself and saw other people just holding down the control key while trying to aim with the arrow keys. It isn't really a design thing, and I think Audio Quake and road to Rage have tapped into something good. And sniping doesn't work as complexly in audio shooters as in sighted ones. Sure you have long range rifles, but I've never been able to snipe from somewhere far and above my opponent. And I think that aiming could be refined a bit more as well, so that it isn't just centre your opponent by turning and then just mashing the fire button. If you watch videos or watch sighted people playing games like Call of Duty or Counterstrike, the shots don't come nearly as often... because for one, ammo is scarce... and for another, there are more precise aiming and or lock on features. Just some thoughts. Having said that though, I love Audio Quake and Road to Rage... because they're the closest we've gotten to those types of games. There are just things that could be taken further is all. We could always discuss this offlist as well since this is somewhat of a pet interest of mine too, I'm just not a programmer. lol
----- Original Message ----- From: "Cara Quinn" <caraqu...@caraquinn.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


HI Clement,

I'm curious why you're saying that Audio Quake was 'too lucky?"

The original (pre-Jedi Quake) version is Quake itself with only the adaptive features in place to allow VI players to play the game.

Can you clarify your comments a bit for me? I ask as the first-person 3D genre is obviously a pet interest of mine. ;)

So I'm curious to hear more feedback on how this has worked for other VI players.

thanks so much!

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara



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