I am quite sure.
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Friday, January 15, 2010 11:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my Q9 complaints was Re: Q9, heeeeeelp!

you sure? I've actually stood there timing the enemy attacks and jumping at 
the exact time I hear the sound and it doesn't work.

----- Original Message ----- 
From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Friday, January 15, 2010 11:52 PM
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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