Well the torch thing was just a suggestion of another feature which could be made easier. i'm afraid i don't agree Haiden, sinse as I said I personally am far more in favour of using this as a measure of progressive difficulty, and don't believe it should be available at normal difficulty, but we'll just have to see how tom decides to work things out.

Beware the grue!

dark.
----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Thursday, May 13, 2010 2:06 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


Hi Dark,
The flaw I have with this is, how do you intend to work out the torch
problem? I'm sure it wouldn't be infinitely difficult, but if you have an
infinitely burning torch, then all the torches you'll pick up during the
game seem pointless. The other thing is that I only play the easy difficulty
because of the difficulty of the monsters, and I'd have to commit suicide
for the sole purpose of not hearing "look out!" every time I end up by a
fire pit I've already figured out anyway. Still leaning towards the option
in the programs menu, though I think it should only apply for easy and
normal.
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, May 12, 2010 6:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Well tom, it depends upon how extensive you want this option to be.

a training mode as in shades where the monsters don't move which finishes
after the first level,. seems a different idea from say having certain help
features and difficulty level tweaks in the main game, sinse obviously you
couldn't be allowd to play through the entire game with unmoving monsters
and obviously announced traps.

I do like the idea of beginner or easy having changes in gameplay though as
I said, sinse mastering the game without those changes provides extra
challenge at higher levels.

so for instance on beginner you could get double amo pick up from packs (not

unlimited that'd be a cheat, just more plentiful amo so you can work out
weapon range), announcements of all traps and gaps, and infinite burning
torches.

On easy, you go back to normal amounts of amo and normal torch use, but keep

the trap warnings.

Intermediate you lose the trap warnings accept for firepits.

Expert you get no warnings and need to do everything by sound.

a setup something like that would hopefully have the desired effect, and
insure that there was a range of difficulty levels which players could go
through progressively.

Beware the Grue!

Dark.climb,
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, May 12, 2010 9:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


Hi Dark,
Lol! Actually, I do see your point.  I think the compromise may be to
add a training mode for beginners. With Shades of Doom, Tank
Commander, etc when you select the lowest difficulty level you are
prompted if you want training mode. I could do the same thing with
MOTA. While training mode is on it will announce where traps are, but
if you select intermediate, advanced, or expert you won't get that
option meaning you really must be an expert or advanced player to win.
Same could be done for the suggestion to light a torch or something.
I've noticed that gets to be annoying at times, and could be converted
over to a training mode feature. What do you think?

On 5/11/10, dark <d...@xgam.org> wrote:
I'm personally more in favour of it being in the beginner, and possibly
easy
difficulty settings but not in the others rather than being a toggle
switch,
sinse this allows players to get used to the game in early difficulty,
but
insures that experts have to truely master positioning and jumps. I
personally think it'd be wrong if the game can be finished on expert with
this option on.

Pluss, this gives a nice distinguishing factor to the gameplay betwene
different difficulties, insuring that playing on higher levels is not
just a
case of doing the same thing as on lower ones, but with more hard hitting
enemies, thus insuring a longer play time in mastering this game.

This is as I said though, just a personal view, I won't exactly be going
on
a massive vendetta if it doesn't make it into the game and a toggle
switch
is decided upon,.

Beware the Grue!

Dark.

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