Not bad. Not bad at all.

I especially like the motorbike thing. Pretty neat.

Signed:
Dakotah Rickard

On 6/19/12, simon dowling <simod...@googlemail.com> wrote:
> indeed ok then an ambulance of some kind you could have a mission
> description for this, you could only call up one if you had diesel
> fuel, or how about having medics on motor bikes you could call these
> up if you had any gass?
>
> On 18/06/2012, john <jpcarnemo...@comcast.net> wrote:
>> A helicopter? That would be entirely against the theme here, heh.
>> This goes particularly for map one. If you had a chopper you
>> wouldn't need to stay here and be eating dog food.
>>
>>  ----- Original Message -----
>> From: simon dowling <simod...@googlemail.com
>> To: Gamers Discussion list <gamers@audyssey.org
>> Date sent: Mon, 18 Jun 2012 11:38:26 +0100
>> Subject: Re: [Audyssey] Suggestion for swamp
>>
>> well med kits are the way forward although its hard to take a
>> health
>> boost when you are surrounded by zombies of course it goes
>> without
>> saying best armour and good weaponary is a must, and you still
>> get
>> slotted lol. i have to agree about the rush you are experiencing
>> when
>> you have found all that lovely ammo, and you are down to 3
>> percent
>> health and your miles from the safe zone and you have to skirt
>> round
>> zombies that you can hear off in the distance, i always tell
>> myself
>> not to confront too many at a time but i agree things should be
>> left
>> alone, perhaps you could radio up a helicopter if you had found a
>> tank
>> of fuel so it could airlift you back to the safe zone that would
>> be
>> good me thinks.
>>
>> On 17/06/2012, Dakotah Rickard <dakotah.rick...@gmail.com> wrote:
>>  I have to agree. The trouble is that we, as a community, are
>> used to,
>>  frankly, easy victories. We have a lot of games where winning is
>>  inevitable. Well, with Swamp, there is no victory. Eventually,
>>  everyone dies, and then they come back with basic equipment, but
>> it's
>>  really hard to feel accomplished and keep coming back if there's
>> no
>>  risk. If you didn't really risk anything going out, eventually
>> you'd
>>  get tired of the game. Its continuing appeal is due, largely, to
>> the
>>  risky nature of playing. Yeah, it's frustrating to die. I
>> remember a
>>  few versions back when you could literally get everything on one
>> map
>>  that I did just that, only to die Not only did I do that once, I
>> did
>>  that no less than seven times in one day. I eventually put my
>>  headphones down, turned to my wife, and said "Damn it. Don't
>> these
>>  zombies have anyone else to pick on?" She chuckled, i vented
>> about how
>>  hard it was to hear zombies, but then I picked up the headphones
>> and
>>  jumped back in the saddle, because it's really quite a pulse
>> pounding
>>  experience to have to run all the way back home like a scaredy
>> little
>>  chicken without losing that seventeen hundred rounds of 7.62 you
>> just
>>  found.
>>
>>  Again, without the risk, there's nothing There's no bragging
>> rights.
>>  There's no excitement. There's no point. Death sucks. That's why
>>  people avoid it. Otherwise, you'd be like, dang. oh well. Wish
>> this
>>  game was harder. And that would really be sad.
>>
>>  Signed:
>>  Dakotah Rickard
>>
>>  On 6/17/12, Christopher Bartlett <themusicalbre...@gmail.com>
>> wrote:
>>  Hi Lori.  The subject of death and its consequences has been
>> fiercely
>>  debated since the beginning of multi-player.  Do not expect
>> Aprone to
>>  change
>>  this as I think he finds the current balance acceptable, in that
>> death
>>  costs
>>  something but is not something you can't recover from.  Zombie
>> swarms are
>>  a
>>  fact of life and learning to survive or avoid them is one of the
>> tricks
>>  to
>>  becoming an elite player, one I'm still working on myself.
>>
>>      Christopher BARTLETT, aka Mordred formerly The Mad
>> Violinist.
>>
>>
>>  -----Original Message-----
>>  From: gamers-boun...@audyssey.org
>> [mailto:gamers-boun...@audyssey.org] On
>>  Behalf Of Lori Duncan
>>  Sent: Sunday, June 17, 2012 11:50 AM
>>  To: gamers@audyssey.org
>>  Subject: [Audyssey] Suggestion for swamp
>>
>>  Hi I'd like to suggest that people don't lose everything when
>> they die in
>>  swamp, especially when larger zombee swarms take longer to kill
>> and
>>  you've
>>  more chance of being hit.  You get all this lovely lute then
>> lose it all
>>  because there's so much going on that you were unable to hear
>> that last
>>  zombee sneeking up on you until it's too late.  Maybe Aprone
>> could make
>>  it
>>  so you don't lose everything unless you've saved your game at
>> the
>>  safezone
>>  first, it might make the game a bit more fair.  What do others
>> think?
>>  From
>>  Lori.
>>  ---
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