agreed. very much so. nothing quite like having to figure out your shot,
and sometimes, you will have to just be pationt while you wait for your
shot.
dallas
On 23/11/2011 07:12, Kai wrote:
I don't know about all these proposed changes. Remember that a lot of
the range-finding issues are bug-related. Once they're sorted out,
swamp will function as before, except that pistols won't reach as far,
etc. You'll still be able to hit zombies at the limit of your hearing
assuming you can center in on them well enough. The only thing range
setting will do is to differentiate the weapons further, and to
prevent people from assassinating zombies clear across the map, out of
audible range.
People have done ok with the method before, and I honestly can't see
the need to change it by adding range finders and these other things.
Remember that zombies behind walls are very unlikely to be heard now,
so the chances of shooting at zombies in buildings is very unlikely.
Adding in all these helper features takes away from the need to gain
expertise with how the game works. I don't want to simplify the swamp
experience by giving us players tools to make perfect shots, or to
avoid missed shots. range determination should become a skill, as
should centering. Maybe I'm in the minority here, but the hard-core
aspect of Swamp in this regard is what makes it appealing to me.
Change it up any more, and heck, we might as well just go back to
playing Shades of doom with its automatic target acquisition system.
Kai
----- Original Message ----- From: "Christopher Bartlett"
<themusicalbre...@gmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.
I don't like the idea of not hearing a zombie if I'm using a pistol.
When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range. I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.
Actually, I've just had a brain wave. Combine the range indicator
and sound
alteration concepts. When you hit the range indicator, the sound
changes to
reflect your weapon's range. If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know
it's out
of range. Again, this would also solve the walls problem, feel less
like it
sticks out and actually enhance the game feel, or so I think.
Chris Bartlett
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