Have you beat the game on expert, then?

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Friday, January 15, 2010 10:52 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] my Q9 complaints was Re: Q9, heeeeeelp!

Actually, it is, and you can move afst enough if you jump.
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Friday, January 15, 2010 4:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my Q9 complaints was Re: Q9, heeeeeelp!

I know what you're referring to, however it makes no difference. you get hit

no matter how fast you react. the sound's probably just there as a novelty 
but it isn't of any use.


----- Original Message ----- 
From: "Hayden Presley" <hdpres...@hotmail.com>
To: <thomasward1...@gmail.com>; "'Gamers Discussion list'" 
<gamers@audyssey.org>
Sent: Thursday, January 14, 2010 7:37 PM
Subject: Re: [Audyssey] my Q9 complaints was Re: Q9, heeeeeelp!


> Actually, in Q9, you can hear some of the enemies a split second before 
> they
> attack. You have to move quickly though, otherwise...
> Best Regards,
> Hayden
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Thursday, January 14, 2010 12:16 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] my Q9 complaints was Re: Q9, heeeeeelp!
>
> Hi Philip,
> Very true. The problem is a difficult one to solve because we are
> working with an audio only medium.  I've added some ways to avoid
> attacks such as ducking or jumping over enemy attacks, but players of
> Mysteries of the Ancients still tell me they don't know when to duck or
> jump.  That's a problem I don't really know how to solve.
> As you pointed out in a mainstream vidio game you can antisipate an
> attack simply by watching what the enemy does. If an enemy turns and
> aims a weapon at you you usually have a split second to duck, crouch,
> step asside, jump, or something to avoid the attack.In the hand to hand
> fighter games you can see a punch/kick coming and can hit the proper key
> to block that attack and follow up with an attack of your own.   With
> audio you really can't see the attack coming, and by the time the weapon
> is fired, punch sound is playing, etc it is much too late to respond.
> The only audio game I know of that was designed to alertyou of an attack
> was ESP Whoop Ass.In that game when a punch is coming you would hear a
> woosh of air out of the left, center, or right speakers and then you had
> to try and block the punch while following it up with a punch of your
> own. It works, but takes some practice to get the hang of. It still
> isn't easy to block those punches even with the little woosh sound
> before the actual punch.
> A while back I wrote a little test program along the lines of Whoop Ass
> using light sabers from Star Wars called sabers.  You would hear Darth
> Vaders saber swing from the left, center, or right side then the
> blow.You had to move the mouse left or right to block the saber attack
> and then quickly swing it in the other direction and forward to place
> your own attack.Problem was even with the voom sound signaling  Vader's
> attack by the time the voom ended it was often too late to block so you
> had to react extremely quickly. Fortunately, the mouse input was much
> faster than keyboard input so that helped balance it out some.
>
> Cheers!
>
> On Tue, 2010-01-12 at 21:57 +0100, Philip Bennefall wrote:
>> Hi Yohandy,
>>
>> I believe that this is a problem that exists in almost every audio game
>> available today including Shades of Doom, Super Liam, Q9, Mysteries of 
>> the
>
>> Ancients I believe though am not 100 % sure on this, and pretty much any
>> other action title. It is, however, an interesting topic and I'd be open
> for
>> suggestions on how to address this. There are a few major issues that I
> can
>> see:
>>
>> 1. Anticipating attacks. In a sighted game you are obviously able to see 
>> a
>
>> little beforehand if an enemy is about to attack you and so you are able
> to
>> dodge it. However it is not so easy to illustrate this in audio for two
>> reasons. First, you'd have to have a very clear sound that could be heard
>> over all the other noises in the game, and this might detract a little
> from
>> the smoothness of the experience. Second, you'd have to slow attacks down
>> enough as to give the player a fair chance to block them and this would
>> require at least 100 milliseconds at a bare minimum which would slow game
>> play down significantly.
>>
>> 2. Type of dodging. As I see it, there are two ways of doing this. Either
>> you have it so that a blocking action is automatically performed if you
>> attack with your current weapon in whatever direction the enemy is coming
>> from, there by dodging their offense. This could be problematic though if
>> the user is swinging a fist, for instance, as that wouldn't be able to
> dodge
>> a bite from a wolf or bear very well. Of course one could argue that this
> is
>> part of the challenge of the game (e.g. picking the right weapon to dodge
>> with), but I am not sure. The other alternative is to have a separate key
>> combination for blocking, but then the question is - is it realistic to
>> assume that the user will be able to jump that fast over the keyboard as
> to
>> be able to quickly dodge and attack at the sort of speed that an advanced
>> difficulty level would require for instance?
>>
>> These are just a few spontaneous thoughts that popped into my head. What
> are
>> your opinions?
>>
>> Kind regards,
>>
>> Philip Bennefall
>
>
>
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