Re: [Audyssey] reinstalled stripwar

2012-09-01 Thread Dakotah Rickard
If you're running win 7, it puts new program files stuff, especially
from stuff like Stripwar and the other Kitchens Inc games into a
programs folder under your user name and Application Data and Local,
or something like that. That folder may contain stuff that prevents it
from working right.

I've missed most of the topic, but this might have something to do
with the problem. Good luck.

Signed:
Dakotah Rickard

On 9/1/12, Jim Kitchen  wrote:
>  still no good
> Hi Johnny.
>
> I really do not know what to say.  My Strip War game has nothing in it that
> all of the rest of my games do not have.  It's all the same type of code and
> sound files etc.
>
> I really have no idea what so ever why it may not be running correctly for
> you.
>
> Just FYI if you run the batch file that comes with the game it will delete
> all of the files for that game.  In this case it would be the uninstri.bat
> file.
>
> BFN
>
>  Jim
>
> Kitchen's Inc, for games that are up to 110 percent funner to play.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Top Speed Difficulties in

2012-08-25 Thread Dakotah Rickard
That's the difficulty that makes multiplayer not work?

Signed:
Dakotah Rickard

On 8/25/12, Valiant8086  wrote:
> Hi.
> this is a common bug that can be fixed by messing around with 3d sound
> and direct sound hardware acceleration. Changing them around will
> eventually bring out a setting that works. It's under game settings.
>
> Sent with Thunderbird 14 Portable
> On 8/23/2012 6:05 PM, Dakotah Rickard wrote:
>> Hi all.
>>
>> I dug out Top Speed 3 for a game demonstration and then kept playing
>> it, because it's really quite a fun game. Then, I wanted to do some
>> multiplayer stuff. I have Top Speed installed on a laptop running
>> Windows 7 Home Premium 64-bit and a netbook running Windows XP home,
>> as updated as they can be. I made sure that both were running the
>> current version of Direct X as well, just as an added precaution.
>>
>> Both computers can play the game in single-player mode just fine, but
>> when I try anything multiplayer, problems crop up. I only have the two
>> computers with it installed to test, so I can't tell if the problem
>> lies with one of the machines in particular.
>>
>> All I know is that both computers host the game fine, either one can
>> run a server. Either of them can also connect to the server. The
>> trouble begins once vehicles and track have been selected and the
>> realtime updates are set to begin. As soon as there is the attempt to
>> make a realtime connection, one or both computers display an error,
>> saying that the Top Speed program has stopped working.
>>
>> I can not seem to localize the problem, and any help or guidance in
>> this matter would be appreciated.
>>
>> Signed:
>> Dakotah Rickard
>>
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>
>
>
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[Audyssey] Top Speed Difficulties in

2012-08-23 Thread Dakotah Rickard
Hi all.

I dug out Top Speed 3 for a game demonstration and then kept playing
it, because it's really quite a fun game. Then, I wanted to do some
multiplayer stuff. I have Top Speed installed on a laptop running
Windows 7 Home Premium 64-bit and a netbook running Windows XP home,
as updated as they can be. I made sure that both were running the
current version of Direct X as well, just as an added precaution.

Both computers can play the game in single-player mode just fine, but
when I try anything multiplayer, problems crop up. I only have the two
computers with it installed to test, so I can't tell if the problem
lies with one of the machines in particular.

All I know is that both computers host the game fine, either one can
run a server. Either of them can also connect to the server. The
trouble begins once vehicles and track have been selected and the
realtime updates are set to begin. As soon as there is the attempt to
make a realtime connection, one or both computers display an error,
saying that the Top Speed program has stopped working.

I can not seem to localize the problem, and any help or guidance in
this matter would be appreciated.

Signed:
Dakotah Rickard

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Re: [Audyssey] swamp server down?

2012-08-16 Thread Dakotah Rickard
Good luck, man.
I know you'll win out in the end. You rock.

Signed:
Dakotah Rickard

On 8/16/12, Lori Duncan  wrote:
>
> Oh dear, I wonder why it's doing that, maybe the new  updates of windows
> clashes with the server or something, if I could help I would.  Maybe it's
> some small glitch in the swamp server code that needs fixing, I'll keep
> everything crossed for poor Aprone.  I love the game and am missing it like
>
> crazy, but I'm worried about Aprone too, there's nothing worse than
> something you've worked on or really need crashing and refusing to work.
> Hugs Aprone, from Lori.
>
> --
> From: "Dallas O'Brien" 
> Sent: Thursday, August 16, 2012 3:23 PM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] swamp server down?
>
>> hi guys, yes, the laptop went crunch in a big way, and now its doing
>> the same thing on the server as it was on other computers. to answer
>> the point about putting swamp on another computer, that was done, he
>> tried putting it on 6 other computers, and they all made the servers
>> outgoing messages lag. its doing his head in trying to figure out why.
>> and now, after doing a full factory restore on the laptop after it
>> died, its now doing the same thing. so it could be some time before
>> swamp is up and running, and if he can't solve it, then it may be a
>> very long time.
>> dallas
>>
>>
>> On 16/08/2012, simon dowling  wrote:
>>> hi lori, agreed still at least we can practice offline, although i
>>> find it frustrating when not fully armed that we can't get amo and
>>> weapons from the safe zones oh well fingers crossed for jeramy.
>>>
>>> On 16/08/2012, Lori Duncan  wrote:
>>>>
>>>> I think it's a shame, am having withdrawlsimptoms, but feel sorry for
>>>> poor
>>>> Aprone too, it must be driving him mad having his laptop crash like
>>>> that.
>>>> He might need to work with the code to make Swamp run on another
>>>> machine,
>>>> so
>>>>
>>>> we don't lose such a wonderful game forever.
>>>>
>>>> --
>>>> From: "simon dowling" 
>>>> Sent: Thursday, August 16, 2012 10:38 AM
>>>> To: "Gamers Discussion list" 
>>>> Subject: Re: [Audyssey] swamp server down?
>>>>
>>>>> ok thanks will have to be satisfied in the custom maps for now.
>>>>>
>>>>> On 16/08/2012, Stephen  wrote:
>>>>>> Hello
>>>>>> There was a message sent while the server was up saying that some
>>>>>> updates needed to be installed on aprone's machine and it needed to
>>>>>> be rebooted.
>>>>>> Perhaps something broke during the update process.
>>>>>> At 06:48 PM 8/16/2012, you wrote:
>>>>>>>hi list, is anyone else having problems connecting to the swamp
>>>>>>>server? haven't been able to connect for a day now, me thinks the cat
>>>>>>>may be up to he's old tricks again.
>>>>>>>
>>>>>>>---
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>>>>>>
>>>>>>
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>>>>>> If

Re: [Audyssey] Curiosity Mars rover game

2012-08-08 Thread Dakotah Rickard
I'm invious. The XBox live folks with kinect got a game to land
curiosity. I stayed up to watch it land. Just a little taste, I
suppose, of what it was like to watch the moon landing, not as huge,
by a longshot, but still hyped up, pretty exciting, certainly new and
scary.

Go Curiosity.

Signed:
Dakotah Rickard

On 8/8/12, Ron Kolesar  wrote:
> How can we help out?
> Now also, how about a space shuttle simulator as well?
> Ron who would love to have been the first blind astronaut.
> Now if I only could take a swim in the NBL swimmingpool.
> It will be the closest I'll ever get to the space station.
>
>
>
> Ron and current Leader Dog boz who states
> "that a service dog beats a cane paws down any day of the week."
> -Original Message-
> From: Phil Vlasak
> Sent: Wednesday, August 08, 2012 6:52 PM
> To: Gamers Discussion list
> Subject: [Audyssey] Curiosity Mars rover game
>
> Games We'd like to play.
> by Phil Vlasak
>
> Curiosity Mars rover game.
> NASA secretly put you inside the rover to help guide it down to the surface
> of Mars.
>
> As it enters the atmosphere, you need to uncover the heat shield so it will
> start slowing down.
> It will reach about 10 gravities of acceleration. You must decide when to
> deploy the supersonic parachute, followed by when to ignite the
> rocket-powered sky crane, to help slow the rover's speed from more than
> 13,000 miles per hour to zero in only seven minutes. [
> Once the crane is hovering 25 feet from the surface, you have the task of
> lowering the rover on three tethers and an electrical umbilical cord until
> it sets its wheels down on the Red Planet.
> You need to wait 2 seconds to confirm that you  are on solid ground by
> detecting the weight on the wheels and you have to fire several small
> explosive devices activating cable cutters on the bridle and umbilical
> cords
> to free itself from the descent stage that flies off to crash land.
> Then the fun begins. As you travel around in the science Laboratory, along
> with the parachute and Sky Crane wreckage, you discover a army of Martian
> zombies digging out of the soil, all commanded to destroy you. Armed with a
> telescope and laser weapon, you must explore the planet while fighting off
> the metal hungry zombies.
>
>
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Re: [Audyssey] working Holodeck game

2012-08-04 Thread Dakotah Rickard
Absolutely, one hundred ten percent agreement. If I liked doing
research, I might go for my PH.D. in Psychology and pursue it.
However, I'm happy to make suggestions and stick with reading about
it.

Signed:
Dakotah Rickard

On 8/4/12, Thomas Ward  wrote:
> Hi Dakotah,
>
> I had sight growing up, but lost it as a teenager.  I'm not sure where
> that puts me in the adaptation to blindness argument, but I'm sure I
> was able to adapt quicker and easier than someone twice my
> age.However, as you say there have been some studies that the brain is
> able to adapt to the lack of sight at a younger age than at an older
> age and as a result there may be a wide degree of interpretation of
> what is and isn't accessible for that person. It sounds to me there
> needs to be more study on this subject.
>
> Cheers!
>
>
> On 7/25/12, Dakotah Rickard  wrote:
>> I want to include some experiences and information.
>>
>> First of all, I have sparred with my sighted friend. He and I are both
>> pretty good, and by sparring, I mean we actually came away with
>> bruises from the various weapons we used. It is not difficult, given
>> the right situation and environment, to actually note the stance of
>> your opponent and the position fo their weapon and block and attack.
>> Many martial arts include a blind fighting test as part of their
>> mastery testing.
>>
>> Also, I think that there is a big difference between those who have
>> lost their sight and those who never had it to begin with. If I had to
>> guess, Tom, you either never had sight or lost it a long time ago.
>> Dark, you had sight, were familiar with that perspective, then lost
>> it.
>>
>> The reason that this is different is that I can relate to the
>> guesswork thing as a blind person who never had sight. All the
>> mainstream games I've ever played involved some level of guesswork. I
>> remember playing dark forces, the star wars game. I could shoot storm
>> troopers and such, but I couldn't do more without a lot of painstaking
>> effort and some guesswork. I had to use the infinite ammo cheat so I
>> could shoot at walls with my gun like a sort of zappy sonar. I played
>> other games like that too, but I doubt anyone ever heard of take no
>> prisoners, even if it rocked.
>>
>> I think that there are some experiences, backed up by physiology and
>> psychology that blind persons who have been blind from or from near
>> birth, will have differently than will their sighted counterparts. It
>> is documented fact that the auditory and visual cortecies in the brain
>> are similarly structured and proximal to one another. If the visual
>> cortex is unused, the auditory cortex will spread into it and use it
>> for extra processing power, and vice versa. Basically, I thought the
>> thing about blind people having better hearing and such was bull, but
>> then I learned that it isn't necessarily tripe after all, it just
>> depends on how plastic, that is how changeable, the brain is and in
>> what stage blindness occurs.
>>
>> This doesn't mean that blind people can't unite in a common goal, or
>> that sighted and blind people will necessarily play their games
>> separately forever, but there is a difference in perspective. I'll use
>> the very gap-bridging game of Swamp, briefly.
>>
>> I play like a typical blind person, because I am. I shoot from afar or
>> close up with sound. My wife tries to use both, and she usually
>> spazzes when a zombie is close up, and she's getting better,
>> therefore, at aiming by sound. My friend, however, uses his assault
>> rifle to attract a hoarde of zombies close enough to see, then blasts
>> them all with pinpoint accuracy because he can see. A very accessible
>> game, played with three different perspectives.
>>
>> The fact is that we all bring different abilities and disabilities to
>> the table. My wife's spazzing at zombies is her disability. My
>> friend's inability to aim with sound is his. My blindness and lack of
>> quick visual accuracy is mine. That, in my oppinion, is the way life
>> works.
>>
>> Signed:
>> Dakotah Rickard
>>
>
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Re: [Audyssey] Laser Tag

2012-08-04 Thread Dakotah Rickard
I wanted to give you guys a long-awaited update. For those of you who
have no idea what this is about or haven't heard this topic at all, I
want to do a review of a laser tag system called Light  Strike.
There are lots of reviews out there, plenty of good ones amongst the
crapier ones, and there's no shortage of information.
The fact is, I had all the guns in April, but we've been moving, and
then, once I found my video camera, it turns out that I have no idea
how to get the video from the camera onto the computer, which is a
problem, as I want the review to be posted on Youtube, so it'll get
more hits and might get the WowWee Electronics company a little more
aware of the accessibility stuff. When I posted on their Facebook wall
and said I was blind as part of a little criticism about a product,
they seemed eager about getting more prespective.

Basically, I will happily give you guys a review of this awesome
system as soon as I can figure out a way to actually do the review. I
don't really want to use a phone camera, as that's not gonna give good
picture or sound.

If you guys want to have something that's videoless put up on Youtube,
I can do it, but it's gonna be sad and lonely. If you want me to write
something down for you guys, I can do that as well, but again, it
seems a little hit or miss.

As a note, there are currently several retailers that have good deals
on the stuff at the moment in the U.S. Wal-Mart has the guns for a
little less than usual, although nothing spectacular, Toys R Us has
some stuff for really rather cheap, which is rare enough, and Target
is running some excellent deals on the accessories, and there's always
EBay.

Laser Tag, by the way, is a great way to improve your hand ear
coordination. I play games and score plenty of wins too, and I even
target shoot with using the I.T.S. a sort of battlefield turret. It's
not hard to make the guns and game a workably accessible experience.

Keep me posted as to just what you guys want me to do, and that's what
will happen.

Signed:
Dakotah Rickard

On 1/15/12, Dakotah Rickard  wrote:
> Ok. Considering that I'll probably be able to grab up all the various
> guns pretty soon, I'll review the rifles, then the pistols, then
> accessories and attachments as I can. The first review I have will
> probably actually be on basic gameplay with no tech data beyond the
> basics needed to play with any gun and setup. It'll be basically a
> "learn game sounds" style review with game objective and mechanics
> laid out as neatly as possible.
>
> Signed:
> Dakotah Rickard
>
> On 1/10/12, Charles Rivard  wrote:
>> I don't mind waiting for a full review.  I like the idea of separate
>> podcasts for rifles and pistols, and one being a game overview, but
>> however
>> you choose to do it will be OK.
>>
>> ---
>> Shepherds are the best beasts, but Labs are a close second.
>> - Original Message -
>> From: "Dakotah Rickard" 
>> To: "Gamers Discussion list" 
>> Sent: Monday, January 09, 2012 7:42 PM
>> Subject: Re: [Audyssey] Laser Tag
>>
>>
>>> Turns out, guys, that I was wrong about the Phoenix LTX. Hasbro
>>> released it as the Phoenix, then Nerf, which is a subdivision of
>>> Hasbro, took it over and resold it without the neat accessories as
>>> something else, something along the lines of the Nerf Two-player
>>> battle system, but then they discontinued it. In short, if you want
>>> one of these, get it second-hand.
>>>
>>> Also, if you search for laser tag, you'll find a lot of stuff. Most of
>>> it sucks. Don't buy it.
>>> Essentially, stick with Light Strike. Yeah, it may not be the very
>>> best ever made, but it's really pretty good, and it's got a lot of
>>> roleplay value too. I'll point that out when I get the podcasts done,
>>> as I don't really feel like bugging my wife into making the youtube
>>> video look decent.
>>>
>>> That brings me to another point. Unless I get strangely lucky and I
>>> can get ahold of a pistol early, it'll be at least April before I have
>>> all three rifles and all three pistols. Right now, I have all three
>>> rifles, and I could review them, but I want to know what you guys
>>> want.
>>>
>>> Either I can do an individual podcast on each specific piece of
>>> equipment, as well as a sort of introductory podcast to the game, or I
>>> could just do a podcast on the game, then a podcast on the rifles,
>>> then a podcast on the pistols, then the rifle accessories as they
>>> arrive, and so forth.
>>> the advantage to 

Re: [Audyssey] working Holodeck game

2012-08-04 Thread Dakotah Rickard
I want to include some experiences and information.

First of all, I have sparred with my sighted friend. He and I are both
pretty good, and by sparring, I mean we actually came away with
bruises from the various weapons we used. It is not difficult, given
the right situation and environment, to actually note the stance of
your opponent and the position fo their weapon and block and attack.
Many martial arts include a blind fighting test as part of their
mastery testing.

Also, I think that there is a big difference between those who have
lost their sight and those who never had it to begin with. If I had to
guess, Tom, you either never had sight or lost it a long time ago.
Dark, you had sight, were familiar with that perspective, then lost
it.

The reason that this is different is that I can relate to the
guesswork thing as a blind person who never had sight. All the
mainstream games I've ever played involved some level of guesswork. I
remember playing dark forces, the star wars game. I could shoot storm
troopers and such, but I couldn't do more without a lot of painstaking
effort and some guesswork. I had to use the infinite ammo cheat so I
could shoot at walls with my gun like a sort of zappy sonar. I played
other games like that too, but I doubt anyone ever heard of take no
prisoners, even if it rocked.

I think that there are some experiences, backed up by physiology and
psychology that blind persons who have been blind from or from near
birth, will have differently than will their sighted counterparts. It
is documented fact that the auditory and visual cortecies in the brain
are similarly structured and proximal to one another. If the visual
cortex is unused, the auditory cortex will spread into it and use it
for extra processing power, and vice versa. Basically, I thought the
thing about blind people having better hearing and such was bull, but
then I learned that it isn't necessarily tripe after all, it just
depends on how plastic, that is how changeable, the brain is and in
what stage blindness occurs.

This doesn't mean that blind people can't unite in a common goal, or
that sighted and blind people will necessarily play their games
separately forever, but there is a difference in perspective. I'll use
the very gap-bridging game of Swamp, briefly.

I play like a typical blind person, because I am. I shoot from afar or
close up with sound. My wife tries to use both, and she usually
spazzes when a zombie is close up, and she's getting better,
therefore, at aiming by sound. My friend, however, uses his assault
rifle to attract a hoarde of zombies close enough to see, then blasts
them all with pinpoint accuracy because he can see. A very accessible
game, played with three different perspectives.

The fact is that we all bring different abilities and disabilities to
the table. My wife's spazzing at zombies is her disability. My
friend's inability to aim with sound is his. My blindness and lack of
quick visual accuracy is mine. That, in my oppinion, is the way life
works.

Signed:
Dakotah Rickard

On 7/25/12, dark  wrote:
> Hi Tom.
>
> both true, however one thing I want to avoid n any discussion with
> disability and effort is the idea of privelidged experience, that there is a
>
> "blind experience" of the world whicch nobody else can understand or
> participate in, even when that experience has nothing to do with blindness.
>
> i have for instance read papers by peoplke who claime that blind people,
> (and by their implication All! blind people), have an understanding and
> experience of music beyond everyone else. To me, this is exclusivist
> rubbish, sinse I've met some pretty tone deaf blind people and some amazing
>
> sighted musicians,, and just as we must acknolidge that sighted people can!
>
> play audio games, it is equally true that there are experiences which
> blindness doesn't affect.
>
> perhaps the example of text games was a bad one because of cost, but music,
>
> playing audio games, communicating in an auditory way, learning massage,
> would probably be different.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, July 25, 2012 9:01 PM
> Subject: Re: [Audyssey] working Holodeck game
>
>
>> Hi Dark,
>>
>> Sure. However, my basic point is that you have some vision therefore
>> simple 2d graphics vs 3d graphics makes a huge difference in how you
>> play said games. I have absolutely no site so the graphical
>> representation on the screen makes absolutely no difference to me. I
>> have to put the same effort into playing no matter what kind of
>> graphics are used because all I have is the audio output. If the audio
>> output is terrible I have no access at all and if

[Audyssey] Program Files Data going into Local Store

2012-08-04 Thread Dakotah Rickard
Hi all.

I'm running Windows 7, and I'm usually okay on the tech front, but
this eludes me. I've got the games Drive, Top Speed 3, and Kitchensinc
game menu installed. These three games all have sent saved files to a
folder under my user directory.
C:\Users\Username\AppData\Local\VirtualStore

Obviously, the programs are using this data, as they are seeing the
files, especially the Kitchensinc ones, but some functions aren't
working, and I couldn't find the files to view or edit them in the
program directory. Why is this happening? Can I stop it from happening
further? Should I cut or copy the files back into the main games'
directories?

Signed:
Dakotah Rickard

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Re: [Audyssey] working Holodeck game

2012-07-26 Thread Dakotah Rickard
I have come to an important conclusion.

I am not a moderator, not at all, but I strongly suggest we stop this
topic here. There's nothing more to say than we've already said. There
really isn't much more to say on holodecks, virtual reality, blindness
and its perspectives, savantism, or music.

I hope that everyone will raise their glass to a good, well-rounded,
huge topic that's about as off- as one can get.

Here's to a good discussion left to end gracefully.

Signed:
Dakotah Rickard

On 7/26/12, Yohandy  wrote:
> and of course, people keep missing the point. Dude, I'm blind as well. it's
>
> the reason I'm on this list. and I play piano. been playing for years. so
> I'm aware that blind people can play piano. Sheesh we aren't ignorant on
> here. I'm not referring to the playing itself as I've explained several
> times, I'm referring to the rest of the things that make him unique.
>
> - Original Message -
> From: "Dennis Towne" 
> To: "Gamers Discussion list" 
> Sent: Thursday, July 26, 2012 5:45 PM
> Subject: Re: [Audyssey] working Holodeck game
>
>
>> On Thu, Jul 26, 2012 at 4:40 PM, Yohandy  wrote:
>>
>> [snip]
>>
>>> ... I doubt it's as simple as just practice. there have to be other
>>> factors
>>> involved.
>>
>> I'm on the other side of that opinion, Yohandy.  I'm convinced its
>> just as simple as practice, and that there's not really any other
>> factors involved.  I too know a huge number of songs and can play in
>> the dark, even with my minimal training.  Being blind isn't really
>> much of a factor, as part of any good musician's training should be to
>> play in pitch black so that there's no need to look at the instrument.
>> Piano is one of the easier instruments for this, because the layout
>> of the keys guides your fingers.  I've had a lot more trouble playing
>> guitar and bass blind than piano.
>>
>> I have little doubt that most people could do everything he does, if
>> they dedicated their lives to it.  (Rare cases like my mother, where
>> there is an actual biological problem, are of course the exception.
>> She is completely, utterly tone deaf, and actually cannot tell the
>> difference between notes played up to two octaves apart.  The entire
>> remainder of my family, even my extended family, is fine.)
>>
>> Never underestimate the power of hard work and practice.  I don't do
>> what he does because I don't care that much; I like programming more.
>>
>> Dennis Towne
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
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Re: [Audyssey] working Holodeck game

2012-07-26 Thread Dakotah Rickard
The trouble, and this is way philosophical, has been touched on more
times than a ... well, let's just keep going... the real trouble is
when it's not virtual reality but different reality. Virtual reality
means a reality that is distinctly different from the, and here I
quote, "Real world." The thing about a direct neural stimulation is
that it's pretty much gonna be impossible to tell it apart from
reality, if that's what the person making the thing wants and if tht's
whaat the market demands.

I ask you, and yes this is related, what's the point of rendering
graphically every single blade of gras in a field. What is the point
in making blood splatters so realistic that they look identical to
real life? I don't know, but that's what the graphics enthusiasts
want. Environments that are entirely manipulatable, entirely
destructive, and entirely too real. I'm not just talking about the
nutballs who are unbalanced. I'm talking about pretty much anyone who
calls themself a gamer. There's no going back to the old days of crap
graphics. Eventually, our own high performance technology will be old
news, and the graphics might just look real enough that they jump out
and get you, but it's still just a picture on a screen, but what
happens when the graphics are generated by the world's most advanced,
most complicated, and most versitile computer, the human brain itself.

I'm not talking about something we have now, but isn't it possible
that the reality device we eventually construct can find the neurons
which contain the smell for, say, apple pie, and they trigger those
neurons. You don't think you smell apple pie or want to smell apple
pie, you actually smell it. At that point, if the person generates
their own reality, then that is their reality.

This is hugely philosophical and wildly off topic, especially
considering that the device that these university reserchers have made
is essentially a glorified body motion tracker, but it is worth
considering. We all assume that the person will be able to tell the
difference between reality and the game world, but when that
difference is more conceptual than psychological, who will want to
leave a world in which they and their friends are popular, important,
heroic, handsome, wealthy, powerful, and so forth. It's not a question
of being balanced or unbalanced. People respond to positive stimuli by
doing whatever it is that stimulates them more. Drugs, sex, rock and
roll, running, eating chocolate, what ever you want to point to, it's
all reinforced by reactions in the mind and in the brain, and the
impressive array of awesomeness which is a main character in a game
is, beyond question, a strong positive reinforcement. That's why games
are addictive. Sure, they're an escape, but they're only an escape
because they're so addictive. That's why more people ply games than
enter sensory deprivation tanks.

I hope you guys enjoyed this rambling wayword post.

Signed:
Dakotah Rickard

On 7/26/12, Thomas Ward  wrote:
> Hi Cara,
>
> Exactly my point. People seriously need to try enjoy the life they
> have, deal with their problems in a mature and meaningful manner, and
> not try and use games as a substitute for life. Games, although fun
> and entertaining, are only a temporary pass time and nothing more. No
> matter how addictive virtual reality gaming may be it is no more and
> no less than a temporary pass time and often a poor substitute for
> reality.
>
> For example, in theory someone could fill a giant pool or tub full of
> water, warm it to 75 degrees, put on a pair of V.R. goggles, and jump
> in. The V.R. goggles might give him/her the simulation of swimming in
> the ocean while the tub of water gives him/her the physical sensation
> of being underwater. However, realistic it might seem it still would
> be a fake. It would be far more rewarding in the long run to travel to
> the beach, rent a wetsuit and tanks, and go swimming in the ocean. The
> experience of seeing it firsthand really and truly blows away any
> virtual reality experience man could ever create.
>
> Like I said earlier the people who spend almost all their time playing
> games have no lives. They don't know how to enjoy the life they have.
> There are many things more satisfying such as hiking, swimming,
> playing a musical instrument, whatever that are more satisfying if you
> just do them rather than pretending to do them in a game world.
>
> I'm sure some virtual reality experiences have their place. A person
> might get on a treadmill and put on a V.R. helmet to simulate walking
> through the woods, mountains, etc while they walk the treadmill. Its
> alright, might help a person pass the time, but I'd prefer going to
> the location and walking it in reality than

Re: [Audyssey] working Holodeck game

2012-07-26 Thread Dakotah Rickard
Responding directly to the trans-cranial attachments, it would be
tremendously addictive. There's been more than a little speculative
fiction about virtual reality and its effect on human psychology. I
personally hope it doesn't come about for a long time, if ever, that
virtual gaming is that compelling. I've already heard of some cases
where people have been catheterized so that they can continue gaming
uninterrupted. Imagine, then, the disorders and disfunctions caused by
a perfect virtual simulation constructed and played out in your own
mind.

Returning slightly to a topic I touched on, I do think that there are
levels and levels of perspective, as I spoke about in my previous
post. It would be foolish to assume everyone's perspective is the
same. There is an argument that those who have been blind for the
duration of their lives have a different perspective on blindness than
do those who have gotten used to being blind. This is not to say that
either perspective is superior, just that they both exist, and it is
not an exclusively singular perspective we're dealing with. A person
who was taught to hate blindness and being blind will respond poorly
to it as compared with a person who was taught that blindness is like
godhood. I give ludicrous examples to make a point. The plain facts
are that our perspectives determine our reality. If that perspective
was molded through adolescence to be that of a sighted individual, and
if most sighted people feel that losing their sight would be worse
than losing any other sense, which tends to be the case, then a
sighted person going blind in later adolescence or beyond would feel
differently about the loss of their sight than a person would if they
lost it earlier in life.

There are many activities, whether they be games, fencing, building a
house, or cooking a meal, which consistently require the same effort
and the same modifications dependent on skill, ability, and
perception, and there are activities which require more effort for
those who lose their sight later on and activities which require more
effort when sight is lost early. This suggests differences in the
psychological makeup of the person, let alone possible physical brain
differences. There are also activities which the sighted person will
find easier to do or conceptualize than will blind individuals. In
some cases, this is because sighted persons make the majority of the
products and services in the world. In some other cases it is because
sight allows for obtainment of visual data and that the brain is more
properly equipped to make decisions based on visual data. I'm not
spouting nonsense. I'm putting forth fact.

But my basic point remains the same throughout. SOme people can do
some things better. Others do other things better. Hence diversity,
hence an interesting world.

Signed:
Dakotah Rickard

On 7/26/12, Cara Quinn  wrote:
> Actually this isn't at all theoretical. People have had a significant
> understanding of how to cause this phenomenon in non-savants for many years
> now, with transcranial magnetic stimulation.
>
> Not only that, but this technique is being explored for use in the military
> to drastically abbreviate the training necessary for people to become
> experts at identifying enemy targets from footage of areal drones.
>
> http://www.nytimes.com/2003/06/22/magazine/22SAVANT.html?pagewanted=all
>
> Now, to keep this relevant to this list, I hadn't thought about this before
> this topic came up, but I wonder if this technique could also have
> applications in virtual reality / gaming? Can you imagine how amazing it
> would be to be fully imersed in a virtual environment since it would be
> coming directly from your own brain? this would truly be even better than a
> holodeck experience as it would be absolutely real to you.
>
> Smiles,
>
> Cara :)
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Jul 26, 2012, at 4:43 AM, Yohandy wrote:
>
> This stuff's all theoretical. no one knows exactly how savantism occurs, but
> I certainly think autism has something to do with it, since most savants
> show autism tendencies, or are severely autistic. no it doesn't have to do
> with blindness, but there's clearly something there that enhances savant's
> ability to do these things. whatever it is, it is something the rest of us
> can't tap into. My point is that not every talented person is so due to just
> pure practice. sometimes there are certain circumstances involved.
>
>
>
>
> - Original Message - From: "dark" 
> To: "Gamers Discussion list" 
> Sent: Thursday, July 26, 2012 4:21 AM
> Subject: Re: [Audyssey] working Holodeck game
>
>
>> Hi 

Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-25 Thread Dakotah Rickard
It's also pretty easy to eliminate auto-sending of replies, so long as
you take the time... I'm not trying to accuse anyone by the way, I
just didn't know you guys even looked at messages that large or if
they got moved into a, go ahead and delete, folder or something. I
write most of my messages in a webmail application which gives me no
idea of the size of my messages, and that's primarily why I was
concerned. I hope that I didn't offend anyone by my concern.

Good luck.

Signed:
Dakotah Rickard

On 7/25/12, Nicol  wrote:
> I'd like to give some advice for those who use MSOffice outlook and jaws.
> Messages sent in plain text format  is much smaller than messages sent in
> html format.
> What I usually do if I write a message that's quite long.
> Step1: I save the message in my drafts folder.
> I hit control plus s and then hit escape to close the message.
> Step2: I go to my drafts folder.
> Step3: I highlight the message and hit alt enter. This will bring up the
> properties dialogue.
> Step4: I read the screen with the jaws cursor.
> So in this way I can see how many kb the message is.
> The message I sent to the list about the  keyboard crazy game was 34 kb
> because the message format is set on html. So  I went into the options
> dialogue in outlook  and changed the format to plain text and the size of
> my
> post dropped from 34 to 7 kb.
> I hope my advice helps.
>
>
>
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Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-24 Thread Dakotah Rickard
I do object, only because, as I said, a person may have a single long
idea which is valid. I've had to split up messages before, and it
isn't so bad, but one difficulty I've had is that sometimes I'll
exceed the size limit, but I lose my message, because it isn't
referenced or resent in the rejection. If it was resent, then I could
find a good place to split it up, or I could reread it to see if it
could be modified by me.

Signed:
Dakotah Rickard

On 7/24/12, kevin lyon  wrote:
> hi all, it's also to encourage people to think about what their posting and
> take responsibility for it.
>
> the rule's been there since the year dot, so people really should be aware
> of it by now.
> and i won't be removing the size limit on messages.
> so take responsibility for your posts because those that do exceed the size
> limit will be deleted and you'll only have to post your message again, thus
> creating more work for the moderators, and yourselves. :)
>
> it's not difficult to do really folks! :)
>
> kevin
> kr...@eklyon.co.uk
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Dennis Towne
> Sent: 25 July 2012 00:18
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Moderator reminder: Trimming messages
>
> I would prefer that the rule be kept.  While bandwidth and storage really
> isn't an issue anymore, trimming conversations is just plain polite, and
> keeping them trimmed helps keep conversations on track.
>
> Dennis Towne
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
>
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Re: [Audyssey] working Holodeck game

2012-07-24 Thread Dakotah Rickard
The equipment isn't really that bulky. There's a little headset thing,
a head tracker, and a little body monitor.

It reminds me of the project game Demor on Audiogames.net. I wish I
could have played that one. Music's good though. I use it in my own
roleplay projects from time to time.

Signed:
Dakotah Rickard

On 7/24/12, Allan Thompson  wrote:
> What?! I thought USA Games was already building a holodeck prototype! grin.
>
> I just love the idea of something like that. It wouldn't be for just games
> though. It could help in some situations dealing with mental stress like
> PTSD. I watched a show a while back that immersed  soldiers suffering from
> this  in a "holodeck" like simulation of combat. Apparently, being put into
> that situation again, and letting the soldiers respond in that simulation
> allowed them to get past the stress and anxiety, effectively curing them. So
> a holodeck like in Star trek could do wonders for people beyond
> games...although I would just love it for the games lol.
> al
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.
>   - Original Message
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Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-24 Thread Dakotah Rickard
I don't mind the idea, except I'm curious as to why there's a message
length restriction. If someone doesn't want to read the entire
message, they can either delete it then and there or move to the next
name in the thread, depending on their client and mail reading
preferences. What's more, most e-mail services give what is now an
incredible amount of e-mail storage. Trimming messages is no longer a
technical necessity.

On those grounds, I submit that the list itself offer complaints over
messages which are too long.

When I write a long message, I try to give people a heads up at the
beginning, and I also expect that plenty won't read it. I view long
messages as essential, however, as there are many instances where I
could break up a message into multiple parts, but what's the point if
I can write a single, flowing missive to the group.

I hope this is well-received.

Signed:
Dakotah Rickard

On 7/24/12, Damien C. Pendleton  wrote:
> Hey folks,
> I have just tended to all the moderated messages and have had to reject a
> rather large number of them due to excessive size. Please could I gently
> remind you all to trim your messages before sending them, unless it is under
> special circumstances and your message is consulted with and approved by the
> moderators.
> Cheers.
> Kind regards,
> Damien C. Pendleton,
> Co-Moderator of the Audyssey list.
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Re: [Audyssey] swamp trucksitting

2012-07-22 Thread Dakotah Rickard
Then people will start paying attention to who leads the mission. If
someone keeps getting kicked out of a mission led by Jeepers-Creepers,
then that person won't go with Jeepers-Creepers anymore. I think that
a solution depending on team leader choice would be very appropriate.
Frankly, We keep hearing about all these ways to kick someone out once
a mission has started. I say why not make that impossible and just
allow people to kick before it begins.

If you end up taking a dud, at least you know not to do it again. That
makes sense, especially considering that it's hard to tell a person
where a crate is without using a language, and it's hard, now, to know
what language or channel a person will be using.

Let me give an example of how frustratingly inadequate it can seem to
try to tell someone you can't talk with directly over chat where
something is. In this case, it is a person, not an object, and that
person was a character of mine. And this has happened several times
with several people.

I was on the second floor of the hospital and I broke my leg/twisted
my ankle/hatever. My character was limping about in need of healing. I
tried requesting a medic and for people to come here and greeting
people and all that with the voice prompts of my character. There were
no less than four other people on the floor, and three of them were
nearby. None of them came to help. None of them, I think, knew the
words my character was using in the voice prompts. That's not meant to
be insulting to the people, and there are other explanations for why
they didn't come to me, but depending on excellent communication on a
mission is tricky and not at all reasonable.

Frankly, it is an inelegant solution, at best, to have someone find a
crate and try to get someone else over there. The biggest problem
aside from communication is that it's hard to remember, unless you
have only a couple of people on the mission, who has and who has not
found a crate. Then you have to keep up with the time elapsed since
each person has found their last crate.

then there's the problem of escort duty. I've ran several missions in
which I assigned people to duties. One of those was escort duty, which
was a good idea, since the person looking for crates wasn't a terribly
good shot. They did, however, navigate well and could look for crates
extremely efficiently. That escort never found a crate, by
technicality, since they never picked one up, and they were, frankly,
not very good at looking for crates, but they could shoot well, and
they played a vital role in the mission. Why, then, should they be
punished for that role, simply because they aren't picking up crates.

I say that, because of all the difficulties facing anyone who would be
using the method you describe, that it is not viable.

I still suggest that something be done, and perhaps that something may
involve awaiting a time limit of some sort before the team leader can
kick a player, but if that time limit is dependent on a player finding
a crate, and if crates are so rare, and if there are several players
on the mission, the methodology for mission control is going to have
to be significantly different.

Yes, i understand that this may lead to discrimination by team
leaders. I know that this would be unfair, but the frank truth is that
discrimination is part of life, and there are plenty of people who
might take a person on missions, or they could go alone. If that isn't
viable either, then a minimum team requirement could be set in place
for certain missions. This would mean that people couldn't go certain
missions alone and would have to take people, and it would seem to
level the playing field a bit.

This message has been long, so I hope it goes through.

Signed:
Dakotah Rickard

On 7/21/12, Steady Goh  wrote:
> If a player in a team is trying and cannot find crates, others can always
> tell him where it is and let him go collect it. That way that player can
> also learn.
> I am not sure what is the problem about collecting crates too fast. If you
> can end the mission in less than 10 minutes, no 1 gets kick out. If you
> decide that others are not contributing and they should not share your rep
> and exp, wait for their time limit. I think this way every1 has a fair play
> ground.
> As for kicking players, we can forsee some of them doing that just because
> they doesn't like that person to be in no matter how much he contribute. If
> you look at the chat, it's obvious that many there are very bias towards
> certain groups. Say if a truck sitter leads a mission and a searcher joins,
> the searcher turn in most of the crates and get kick out just before the
> last crate.
>
> 锦发/Steady Goh
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Saturday, July 21, 2012 10:37 AM
> S

Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Dakotah Rickard
That's why  I want to see that /l or /local command that I think I
mentioned before.

Signed:
Dakotah Rickard

On 7/21/12, john  wrote:
> This was a great point, and well illustrated. I personally
> already have a hard time with the / commands, and have had
> several times decided simply not to use them because I'd have to
> go find a name and didn't have time. This ranges from where to
> whisper, the ladder can get really annoying.
>
> - Original Message -
> From: "Christopher Bartlett"  To: "'Gamers Discussion list'"  Date sent: Sat, 21 Jul 2012 17:28:58 -0400
> Subject: Re: [Audyssey] swamp trucksitting
>
> A note on the user interface for any truck sitting solution.  I
> cannot rely on having to type out user names as for many users,
> their names don't easily render across languages and it would be
> major league inconvenient to have to cut and paste names from the
> mission log etc.  This also makes it more difficult to recognize
> names of people you might want to keep or kick.  I've missioned
> with several of the "symbols" crowd who are really good partners
> and with some who were a waste of space and xp.
>
>
>
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Re: [Audyssey] swamp trucksitting

2012-07-20 Thread Dakotah Rickard
I would rather not see the missions become timed like that, because
there's only one crate at a time, as far as I know.

Signed:
Dakotah Rickard

On 7/20/12, Jeremy Kaldobsky  wrote:
> This idea was considered a while back, but we had the problem of players
> legitimately being unable to find crates in large teams.  I don't believe
> the idea ever got past the talking stage though, and I'd gladly give it a
> try if people think it's worth testing.
>
>> Hi Jeremy and other swamp players, A
>> suggestion to deal with truck sitters. How about making it
>> something like the lms mission where the player's mission
>> time count down? Start off with 10 minutes. That should be
>> more than enough to find at least 1 crate in any warehouse
>> mission. Each crate found adds 3 minutes to the clock with
>> no cap. Then all we have to do is to wait for them to run
>> out of time. And no, killing zombies doesn't add on time. we
>> don't need players who just keep shooting and saying they
>> are providing cover for others. Thanks but no thanks.
>> 锦发/Steady Goh
>
>
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[Audyssey] Road to Rage Server down?

2012-07-20 Thread Dakotah Rickard
The subject says it all. Is the TRTR server down?

Signed:
Dakotah Rickard

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Re: [Audyssey] swamp suggestion from steady

2012-07-20 Thread Dakotah Rickard
Good point, but there should be a confirmation screen to prevent
accidental kicking.

Signed:
Dakotah Rickard

On 7/20/12, Kai  wrote:
> Rather than have the code and server have to do parity checks to see who
> isn't doing their part, just let the mission leader kick people from the
> mission. Wouldn't even need a list, just use the player tracker. Executing
> the command would kick the person you're currently tracking. This would save
>
> having to design some kind of cumbersone UI for this one function, too.
>
> Kai
>
> - Original Message -
> From: "john" 
> To: "gamers" 
> Sent: Friday, July 20, 2012 5:57 AM
> Subject: Re: [Audyssey] swamp suggestion from steady
>
>
>> I'm not sure I like this, as it can take quite a while to find some
>> crates. Perhaps a modified version, if a player doesn't move around the
>> warehouse a bit (trucksitters usually stay in one area) then they have a
>> timer. If, however, a person runs around a lot and tries to find crates
>> (I've gone on missions where I can't find any crates just because people
>> are faster than me) then they shouldn't be booted. In short, my problem
>> with this is that if your trying you'll still get booted.
>>
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Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Dakotah Rickard
The way I see it, there's only two ways to make missioning viable with
over 1200 players and not all of them being able to communicate. The
20 slot losers.txt file is now basically a waste of time, no offense,
and despite its good intentions, the alert command can make truck
sitting very, very easy.

The only two ways I can see of fixing the problem are to allow leaders
to prescreen their mission companions or kick out unwanted ones. The
prescreening method would involve some sort of list with a checkbox
style system so the team leader could decide who should go and who
should stay. The other method is pretty simple, as well. It would
involve being able to access a list of those who have joined and
remove unwanted elements. in either method, there should be a way to
make a mission no longer joinable so that you don't get someone who
came aboard in the last second before launching.

As far as the Swamp game's realism, it would increase. It is
completely reasonable to say that a team leader would have the
discression to go out and trust their safety to whomever they would
like, whether it's a friend or just a good fighter.

And as one final comment, I would like to offer the suggestion that
the "Last Man Standing" and "Sniper Proving Grounds" missions, and any
similar missions, should be an exception to this methodology as the
gain in reputation should not be lessened and the competition should
not be shrunken simply because some person wants to exclude others.

In any case, I do agree that something should be done. I hope that I
and others do not seem pushy. It's just that the player base is so
large and diverse that some control over missions should be allowed.

Signed:
Dakotah Rickard

On 7/19/12, john  wrote:
> I'm currently in the middle of a stripmall mission, with two
> people sitting and two of us working. I'd love to know what's
> being done to help with a situation like this. I dont really like
> the prospect of getting half the rep/exp I should be.
>
> Any information is greatly apreciated,
> John.
>
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Re: [Audyssey] Road to rage

2012-07-19 Thread Dakotah Rickard
Right, but it was not announced on0list as a playable game, which is
the reason for the unpopularity. I'm not the best at keeping up with
my audyssey e-ails, but I know that I'd have jumped on the chance to
learn more about and play this game after hearing about it on the web
radio show where I first heard of it.

And as for comparing it to Swamp, it is hard not to do that. Right
now, it feels like there's tension between the control schemes in
place, sort of a "Try both" mind set, which is fine. It's a beta,
after all, and I'm sure that it'll be more smoothed out and detailed
once it's a full release.

If we're going to compare TRTR to Swamp, let's do it fairly. When
Swamp was in beta, there was no weapon specs documentation. People
complained endlessly about the radar. The control scheme for movement
stayed the same, but other stuff changed pretty regularly. There were
a lot of bugs to deal with. That sounds pretty similar to Road to Rage
at this point in development. And there's one more comparison I want
to make. The sounds for Swamp were not at all finalized, een in full
releases, so the fact that the ambience is loud or the different guns
or bleeps are odd to some people is just a signal to try new sounds.
That'll probably happen.

Comparison is good, if we keep everything in perspective. Don't be
afraid to make something better by standing it next to another thing.
Offense shouldn't be an issue, nor should pride, so long as we who
compare are neither offensive nor overly prideful in return.

Enjoy the games, both of them, and see their differences and
similarities. Don't expect The Road to Rage to be a PVP application of
the Swamp engine. Take it in on it's own merits, of which there are
plenty, and as I said before, enjoy the game.

Signed:
Dakotah Rickard

On 7/19/12, Ben  wrote:
> Oh Tom. How wrong you are about it not being playable before the request :d
> - I have been a tester for ages and months before I was playing the game
> absolutely fine.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: 18 July 2012 15:27
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Road to rage
>
> Hi Dakotah,
>
> I agree with you. The way this game has been marketed definitely
> accounts for lack of popularity. The first I heard of this game was
> Saturday or Sunday. Although I vaguely recall a request for voice
> actors, but I took that to assume the game wasn't playable and didn't
> bother checking it out until the author/developer made an
> announcement. Which brings us to the final issue. I generally respond
> to posts from game developers, and if someone says so and so has a
> game for download I often miss it because I don't necessarily read
> every post on list.
>
> Cheers!
>
> On 7/18/12, Dakotah Rickard  wrote:
>> The only reason I think that the game has been quietly present on list
>> is because of the way it was marketed. This does not reflect, in my
>> oppinion, poorly on the creator of the product. The trouble is that
>> the first we heard about the game was that he needed voice talent. At
>> that point, we only knew about the game in any more detail if we
>> happened to listen to a couple of podcasts about the game or, perhaps,
>> saw it on Audiogames.net, if it was posted there.
>>
>> The difference here, as I posted previously, is that Swamp was a
>> playable game, then we received a request for voice talent. It's basic
>> marketing that is actually quite odd that introducing a product with a
>> request is not as effective as offering the product then making
>> improvements based on requests for user contribution.
>>
>> Also, the game is still in beta, an alpha-ish beta, and I've only
>> known about it for three full days and a little bit of today. There's
>> not much to say about it because it is honestly a concept right now,
>> and any complaints have already been registered.
>>
>> As a final note, I would appreciate it if the developer or at least
>> someone associated with the developer would announce updates with a
>> link as does Aprone with his games, because it makes it convenient to
>> pull the game from the database.
>>
>> Other than that, I will make only one complaint. You start out with a
>> pretty decent weapon. While this prevents camping, which means waiting
>> at spawn points with a powerful gun to shoot people who arrive on-map
>> relatively unarmed, it doesn't follow pretty much any other game. The
>> MK14 is, I think, a battle rifle. It's got the third fastest rate of
>> fire with pistols and shotguns

Re: [Audyssey] Road to rage

2012-07-18 Thread Dakotah Rickard
The only reason I think that the game has been quietly present on list
is because of the way it was marketed. This does not reflect, in my
oppinion, poorly on the creator of the product. The trouble is that
the first we heard about the game was that he needed voice talent. At
that point, we only knew about the game in any more detail if we
happened to listen to a couple of podcasts about the game or, perhaps,
saw it on Audiogames.net, if it was posted there.

The difference here, as I posted previously, is that Swamp was a
playable game, then we received a request for voice talent. It's basic
marketing that is actually quite odd that introducing a product with a
request is not as effective as offering the product then making
improvements based on requests for user contribution.

Also, the game is still in beta, an alpha-ish beta, and I've only
known about it for three full days and a little bit of today. There's
not much to say about it because it is honestly a concept right now,
and any complaints have already been registered.

As a final note, I would appreciate it if the developer or at least
someone associated with the developer would announce updates with a
link as does Aprone with his games, because it makes it convenient to
pull the game from the database.

Other than that, I will make only one complaint. You start out with a
pretty decent weapon. While this prevents camping, which means waiting
at spawn points with a powerful gun to shoot people who arrive on-map
relatively unarmed, it doesn't follow pretty much any other game. The
MK14 is, I think, a battle rifle. It's got the third fastest rate of
fire with pistols and shotguns as the only weapons below it and
several above. I suggest that the player start out with either a
pistol or a shotgun and that they be able to find the mk14, but I also
know that ground-breaking ideas like starting out with a decent weapon
make the game more popular, it's just that there's no point in using a
pistol ever when you have a battle rifle and 20 clips of ammunition
for it.

As a wrap-up for the list, I say just talk about it. Get excited. The
Road to Rage is a good concept, and it's going to grow. Don't let it
leave you behind. Enjoy it.

Signed:
Dakotah Rickard

On 7/18/12, Tomasz Tworek  wrote:
> Huh crap, what a negative, absolutely it isn't
>
> I am a tester from the begnning of the project and right now is really
> playable. Bugs are there ofcourse, but these must be, it's a beta.
> I'm  more like it from swamp, cause it's PVP and it's much detailed for
> me. Personal opinion ofcourse.
>
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Re: [Audyssey] Road to Rage

2012-07-16 Thread Dakotah Rickard
You shouldn't have to enter connection details in single player. Just
run it and enter the map you want.

Signed:
Dakotah Rickard

On 7/16/12, Lori Duncan  wrote:
> Hi, I'm actually struggling with connecting to the game in single player
> mode, it just says error 1, even though it's got my port and server details.
>
> I'm also still having issues with my headset, this time it's deciding to
> play the game sounds through the headset and the sappi voice out of my
> laptop speakers, even though both are configured so I should hear everything
>
> from my headset.  How frustrating as I'm keen to get playing this one.
>
> ----------
> From: "Dakotah Rickard" 
> Sent: Monday, July 16, 2012 3:28 AM
> To: "Gamers Discussion list" 
> Subject: [Audyssey] Road to Rage
>
>> Hi all.
>>
>> I was thinking about something. Why is it that we didn't respond as
>> well to a  voice request for this Road to Rage game as we did to
>> Swamp? I finally figured it out. By the time Jeremy needed voices,
>> many of us had already payed Swamp. It was almost a household name, as
>> they say. Road to Rage is actually the first time I've heard a title
>> to the game. Other than now, this game was just listed as a game
>> that's in development. It sounded neat, and it is pretty cool, but
>> without that play experience, I am actually unsurprised at the limited
>> response to the voice acting request. I hope that, now the game is in
>> play, people respond to it better. It is simple, but it is also new,
>> and it has great potential.
>>
>> Good luck, and God's Speed:
>>
>> Signed:
>> Dakotah Rickard
>>
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[Audyssey] Road to Rage

2012-07-15 Thread Dakotah Rickard
Hi all.

I was thinking about something. Why is it that we didn't respond as
well to a  voice request for this Road to Rage game as we did to
Swamp? I finally figured it out. By the time Jeremy needed voices,
many of us had already payed Swamp. It was almost a household name, as
they say. Road to Rage is actually the first time I've heard a title
to the game. Other than now, this game was just listed as a game
that's in development. It sounded neat, and it is pretty cool, but
without that play experience, I am actually unsurprised at the limited
response to the voice acting request. I hope that, now the game is in
play, people respond to it better. It is simple, but it is also new,
and it has great potential.

Good luck, and God's Speed:

Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp: Map Conflicts

2012-07-14 Thread Dakotah Rickard
I suppose though that it is more elegant than a teleport. It keeps the
realism of the game up, which I admire.

Just to make sure, I'll summarize the zombie issue in my own words,
and you just tell me if I'm write or not:
The number and type of zombies is controlled server-side. Their
initial positions are also controlled by the server, but any
interactions that a player has with the client-side zombie control
systems may pull the zombie toward that player. The server, when it is
updated, sends the other clients a command to make that zombie walk
toward where it is most likely to be, given the interactions of the
player or players and their clients with the swamp world server.
Therefore, it is possible for a zozmbie not to have been updated on
one player's client, be shot by that player and disappear on the way
toward another player's client.

I wonder, does the serer send the zombie the message to begin moving
the zombie with the haste it should require to be at the disruptive
player's location? What I mean is that suppose Bob attracted a zombie,
but not in such a way that the zombie is pursuing Bob at full speed.
Sue's client may be sent the information by the server that the zombie
is walking at cruising speed toward Bob, who she just heard fire his
weapon. But Bob might do something else to attract the zombie in the
mean time, and Sue's client's zombie wouldn't get there as rapidly
anyway, so what if the server told Sue's client's zombie to walk fast
enough that it will be present at the location it should be at in time
to reach the next server update, rather like sending the zombies on
scavenger hunts. Go here at reasonable speed, then we'll tell you what
to do next. It does reduce the shamble a little, but it ups the chance
of having everyones' zombies at coinciding locations.

I know that last bit was confusing.

Signed:
Dakotah Rickard

On 7/14/12, Jeremy Kaldobsky  wrote:
> Well that's very interesting about the loot.  This is actually the first
> confirmed case where loot isn't in the correct spot between clients.
>
> When one loot was picked up, the other vanished because they were still the
> same piece of loot.  In that same way, killing a zombie would still cause it
> to die on the other clients regardless of them being in a slightly different
> location.  If a team mate begins being killed by a zombie you can't see, his
> version of the zombie got to him but yours might still be walking into the
> room.  If you shoot the zombie it will still save his life even though you
> shot at something which didn't seem to be attacking him.
>
>
>
> --- On Sat, 7/14/12, Dakotah Rickard  wrote:
>
>> From: Dakotah Rickard 
>> Subject: Re: [Audyssey] Swamp: Map Conflicts
>> To: "Gamers Discussion list" 
>> Date: Saturday, July 14, 2012, 2:39 PM
>> In fact, I've encountered that loot
>> bug in an open space, standing
>> right next to it, and having my friend run all around me
>> trying to get
>> it, in that same open space, so I wonder if there's
>> sufficient parity
>> between the server and the client.
>>
>> And I understand how a zombie might end up in two places at
>> once,
>> especially on a smaller map, and especially if someone
>> starts shooting
>> off an assault rifle all of a sudden.
>>
>> If the zombie does, in fact, go to two different players,
>> what happens
>> if both players make a kill shot on the same zombie? Do they
>> both get
>> the kill?
>>
>> And, as for the positioning bug, the experience I had was
>> with the
>> people using the same internet as me, and then the loot
>> being in
>> different places. One interesting experience I had that was
>> somewhat
>> different but relatively similar was going on a mission and
>> the crate
>> showing up in two spots but disappearing from one when the
>> other was
>> picked up. The two spots were in the first warehouse map,
>> one on the
>> second floor, the other in the crates on the main floor not
>> far from
>> that position. Anyway, I'm not spazzing about it or trying
>> to stress
>> you out. I'm largely just curious and i figured I might have
>> a clue to
>> why and how this happens.
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 7/14/12, Jeremy Kaldobsky 
>> wrote:
>> > Loot placement should always match up.  I've had
>> past reports of loot not
>> > showing up for people but so far it has always been a
>> case of something
>> > blocking the sound for one of the players while the
>> other player had a
>> > direct line of sight to it.
>&g

Re: [Audyssey] Swamp: Map Conflicts

2012-07-14 Thread Dakotah Rickard
In fact, I've encountered that loot bug in an open space, standing
right next to it, and having my friend run all around me trying to get
it, in that same open space, so I wonder if there's sufficient parity
between the server and the client.

And I understand how a zombie might end up in two places at once,
especially on a smaller map, and especially if someone starts shooting
off an assault rifle all of a sudden.

If the zombie does, in fact, go to two different players, what happens
if both players make a kill shot on the same zombie? Do they both get
the kill?

And, as for the positioning bug, the experience I had was with the
people using the same internet as me, and then the loot being in
different places. One interesting experience I had that was somewhat
different but relatively similar was going on a mission and the crate
showing up in two spots but disappearing from one when the other was
picked up. The two spots were in the first warehouse map, one on the
second floor, the other in the crates on the main floor not far from
that position. Anyway, I'm not spazzing about it or trying to stress
you out. I'm largely just curious and i figured I might have a clue to
why and how this happens.

Signed:
Dakotah Rickard

On 7/14/12, Jeremy Kaldobsky  wrote:
> Loot placement should always match up.  I've had past reports of loot not
> showing up for people but so far it has always been a case of something
> blocking the sound for one of the players while the other player had a
> direct line of sight to it.
>
> Zombies get a bit fuzzy since they are controlled a little by the server and
> also a little by the client.  Especially with players all around the globe,
> several seconds can pass between the server sending instructions to a zombie
> and that zombie getting the next update.  Many influences can affect where
> the zombie wants to run, and I wanted to avoid having the game magically
> teleport them around to fix any inconsistencies like how some other games
> handle it.  If a zombie is supposed to be a few tiles to the left, instead
> of jumping there instantly it is simply told to walk there.  Over time and
> with several clients each affecting the zombie AI in their own way, it is
> possible for zombies to get pulled in different directions and be in
> different locations to the various clients.
>
> If you need more info I can go in to a bit more detail.
>
> --- On Sat, 7/14/12, Dakotah Rickard  wrote:
>
>> From: Dakotah Rickard 
>> Subject: [Audyssey] Swamp: Map Conflicts
>> To: "Gamers Discussion list" 
>> Date: Saturday, July 14, 2012, 2:23 PM
>> Hello Jeremy and all.
>>
>> I'm writing this as a note and inquiry. I would be
>> interested in
>> understanding how the client and server communicate as
>> relates to the
>> map and zombie placement on maps.
>>
>> I ask this because I have observed several cases in which I
>> will be
>> sitting next to someone, both of us playing Swamp, and one
>> of us
>> doesn't see zombie or loot on the map that the other sees.
>> Sometimes
>> I've actually seen it that three people have different stuff
>> on the
>> map.
>>
>> That confuses me, because I thought the map was server
>> controlled. Is
>> that not the case? If it isn't, can you explain why? If it
>> is the
>> case, how do the maps not feature identical zombie and loot
>> placement?
>>
>> I'm not trying to be annoying, just to understand.
>>
>> Thanks in advance:
>> Dakotah Rickard
>>
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[Audyssey] Swamp: Map Conflicts

2012-07-14 Thread Dakotah Rickard
Hello Jeremy and all.

I'm writing this as a note and inquiry. I would be interested in
understanding how the client and server communicate as relates to the
map and zombie placement on maps.

I ask this because I have observed several cases in which I will be
sitting next to someone, both of us playing Swamp, and one of us
doesn't see zombie or loot on the map that the other sees. Sometimes
I've actually seen it that three people have different stuff on the
map.

That confuses me, because I thought the map was server controlled. Is
that not the case? If it isn't, can you explain why? If it is the
case, how do the maps not feature identical zombie and loot placement?

I'm not trying to be annoying, just to understand.

Thanks in advance:
Dakotah Rickard

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Re: [Audyssey] new swamp version

2012-07-09 Thread Dakotah Rickard
I am personally quite thrilled, and chilled, to see a flamer might go up.

I'm telling you, as awful as this sounds, if I had to pick the manner
of my death, via machinegun or flamethrower, machinegun any day. And
the weirdest part of all of this is that flame throwers are not at all
illegal in the U.S., and they're not even hard to build.

Frankly, I know it's a little weird, but I'd love to see a flamer as a
random loot in map 1, because they are so easy to build. I know that's
kind of crap, but honestly I'd like to see specialty stuff on any and
every map besides mission maps.

Signed:
Dakotah Rickard

On 7/9/12, john  wrote:
> They, and several others, are already in the swamp 2.6 folder.
>
>  - Original Message -
> From: "Johnny Tai"  To: "Gamers Discussion list"  Date sent: Sun, 8 Jul 2012 14:00:30 -0700
> Subject: Re: [Audyssey] new swamp version
>
> Just grabbed the patch- I don't see the new sound files for the
> two new weapons? lol
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Re: [Audyssey] new swamp version

2012-07-08 Thread Dakotah Rickard
They're already in the folder.

Signed:
Dakotah Rickard

On 7/8/12, Johnny Tai  wrote:
> Just grabbed the patch- I don't see the new sound files for the two new
> weapons? lol
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Re: [Audyssey] swamp weapons guide update

2012-07-06 Thread Dakotah Rickard
It'd be weird for an assault rifle to be louder than a machinegun, but hey.

Signed:
Dakotah Rickard

On 7/6/12, john  wrote:
> Hmm, I personally seem to get more with the browning than with
> the mp5 myself. I'd thought it was in this order:
> bow
> axe
> pistol
> mp5 or uzi
> repeater shotgun
> browning
> m40
> m60
> vulcan
> ar15
> chainsaw
> (the last two may be interchangeable)
>
>  - Original Message -
> From: "Steady Goh"  To: "Gamers Discussion list"  Date sent: Fri, 6 Jul 2012 10:14:13 +0800
> Subject: Re: [Audyssey] swamp weapons guide update
>
> Hi John, good job on the weapons guide. Just a note. when you
> fire the
> benelli, it sounds softer than the drowning, but it actually
> attracts much
> more zombies. it's almost equal to mp5. The best place to find
> out the noice
> level besides asking jeremy himself is fire at wilson bridge.
>
> 锦发/Steady Goh
> - Original Message -
> From: "john"  To: "gamers"  Sent: Friday, July 06, 2012 6:36 AM
> Subject: [Audyssey] swamp weapons guide update
>
>
>  Thanks to Jake, I have now added a section to the weapons guide
> about the
>  riot shield. The updated link is:
>  https://dl.dropbox.com/u/85682400/weapons%20guide.doc
>
>  Enjoy.
>
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[Audyssey] Swamp Music Request

2012-07-05 Thread Dakotah Rickard
Ok Jeremy, and everyoe else,

The subject line is a little misleading. I don't actually want to
request other music for Swamp, but I would like to request a volume
function. i can't seem to find one.

Actually, while I'm no the subject, a loot volume wouldn't be amiss in
my opinion.

I like the music, but I don't turn it on because it's loud.

Signed:
Dakotah Rickard

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Re: [Audyssey] could this ever be workable in swamp?

2012-07-05 Thread Dakotah Rickard
So basically you want to see people able to fix up cars, bikes, etc.
if they find tools?

Signed:
Dakotah Rickard

On 7/4/12, simon dowling  wrote:
> hi list, today i was extoling the virtues of swamp to a sighted friend
> today, and he told me about a mod for a game called armoured2 called
> dayz, it has the same kind of play as swamp, but of course for the
> sighted folks out there. a while back i wrote about having helecopters
> or motor bikes to come and heal you if you are low on health, but how
> about this, you can if you have the correct tools and man power to
> actually find say a chopper and make it air worthy again? or a bus or
> a humvi to take out zombies? ok this one you can take out other
> players and you can loot them when they die, i know jeremy didnt want
> to go down the road where players can kill other players but my friend
> was so  disappointed he couldn't play the game he was on about because
> his pc is that old, i suggested he takes a look at swamp. there is a
> youtube link below, but beware it contains very strong language, click
> on it at your own risk if your easily offended its a film with a bunch
> of guys playing this mod.
> http://www.youtube.com/watch?v=k3vtup6Fh_s
>
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Re: [Audyssey] First Natural-Sounding Synthesized Voice in theWorld'

2012-07-05 Thread Dakotah Rickard
Android is already in many, many devices. Google was once a user
oriented company. Now it is not so much, because the behemoth is too
large.

Signed:
Dakotah Rickard

On 7/4/12, shaun everiss  wrote:
> well phill android needs to compete with apple really.
>
> At 09:28 a.m. 4/07/2012 -0400, you wrote:
>>HiWill,
>>You could have googled to heare the voice,
>>Here is a comparison with Siri, but there is also advertising before the
>> demo.
>>http://www.youtube.com/watch?v=kDsOtdRtG0Q
>>
>>- Original Message - From: "william lomas"
>> 
>>To: "Gamers Discussion list" 
>>Sent: Wednesday, July 04, 2012 9:04 AM
>>Subject: Re: [Audyssey] First Natural-Sounding Synthesized Voice in
>> theWorld'
>>
>>
>>>shame no sample of this supposed voice all hype to be honest by the
>>>sound of it
>>
>>
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Re: [Audyssey] First Natural-Sounding Synthesized Voice in theWorld'

2012-07-04 Thread Dakotah Rickard
My difficulty with this whole voice thing is not that they might have
made a good voice, because they did make a different sort of more
conversational voice. My difficulty comes in the use and applicability
of this voice to everyday situations for us. The IOs devices' voices
are much more clear and powerful and can be understood rather easily
in a less quiet environment. I'm not sure that GOogle's voice has the
carrying power. It's fine for a quiet walk or maybe a drive, but how
is it going to be at reading stuff? And they admitted that it wouldn't
be as powerful. They wanted it to be a conversational voice. That
review is funny to me, because it was pretty much about speed for that
person. The IOs voice assistant asked a lot more questions, which the
full version of Jelly Bean might do, but it also pronounced the name
of the basketball player more effectively. I wonder if Android is
going to try to make the assistant voice more and if the IOs devices
mmay not be alone in considering accessibility.

I do like the voice, but I think it's a gimmick, not really something
that's going to be as useful to us as blind or visually impaired
people.

Still, it's pretty neat.

Signed:
Dakotah Rickard

On 7/4/12, Phil Vlasak  wrote:
> HiWill,
> You could have googled to heare the voice,
> Here is a comparison with Siri, but there is also advertising before the
> demo.
> http://www.youtube.com/watch?v=kDsOtdRtG0Q
>
> - Original Message -
> From: "william lomas" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, July 04, 2012 9:04 AM
> Subject: Re: [Audyssey] First Natural-Sounding Synthesized Voice in
> theWorld'
>
>
>> shame no sample of this supposed voice all hype to be honest by the sound
>>
>> of it
>
>
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Re: [Audyssey] swamp mouse bug?

2012-07-03 Thread Dakotah Rickard
My computer does it because I'm actually using a touchpad and some
sort of weird dialogue opens up. Unfortunately, if this happens to
you, you just have to hope it stops happening, because I haven't
figured out a way to prevent it.

Signed:
Dakotah Rickard

On 7/1/12, john  wrote:
> That's odd seeing as my machine shows well under 10% processer
> usage most of the time, but I'll just have to keep a better eye
> on it.
>
> Thanks for the help,
> John.
>
>  - Original Message -
> From: Jeremy Kaldobsky  To: Gamers Discussion list  Date sent: Sun, 1 Jul 2012 15:17:19 -0700 (PDT)
> Subject: Re: [Audyssey] swamp mouse bug?
>
> Who knows, it could be any number of things actually.  Perhaps
> your computer's antivirus is updating itself in the background,
> another program was taking up extra system resources, or Swamp
> had a bunch of zombies to calculate that were out of range for
> you to hear.  It's hard to nail down what could have caused it,
> but I'm quite certain low system resources was the cause of the
> mouse losing focus.  :)
>
>  Hmmm, that's probably what happened
>  earlier, but I just loaded the mall map and blasted away for
>  more than ten minutes at the barricade and never lost focus
>  once (map had 300 zombies, no loot). It's also happened to
>  me in multiplayer, even if there's only one or two zombies.
>
>
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[Audyssey] Pistol and Silencer Bug in Swamp

2012-06-28 Thread Dakotah Rickard
Hi Jeremy and List.

I was playing Swamp when my Glock 19 broke. I had had a small
silencer. When I found a new Glock 19, it seemed to erase or destroy
my silencer. This was odd, because the Glock 17 that I had also had
the silencer right up until I found the new one. Weird? Does the
pistol reset the silencer status? I mean, it was only 100 rep, but
still.

Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp XP Question

2012-06-24 Thread Dakotah Rickard
The shotguns are all pretty powerful. Yeah, the Browning does take a
little skill to use in a swarm environment, but if you're only being
chased by a couple of dead heads, it's not a big deal. The chainsaw
is, in my oppinion, actually the hardest to use, because it has that
constant sound of the idling engine when it's ready to use, and it's
really hard to judge just when to swing so you aren't just sitting
there wasting fuel. Plus, it's not stealthy at all like the axe is.

Signed:
Dakotah Rickard

On 6/24/12, Scott Chesworth  wrote:
> Oh I dunno, the browning set to scatter isn't all that tough to use is
> it? Scatter is the key to it being worth using though IMHO.
>
> For me, the most worthy points would come from axing something big,
> with a little bonus if you were under let's say 25% health at the
> time. Since it's quite tricky to axe something to death without taking
> any punishment whatsoever, if you're doing so whilst on low health
> you're either insane enough to try it or you've run out of ammo,
> either way if you make it back to the SZ alive then you'd likely get
> props for it if the Swamp environment were real.
>
> Scott
>
> On 6/24/12, Johnny Tai  wrote:
>> Heh, to me the one that should give the most xp should be the browning
>> satori- it takes so much skill to pull off properly without dying lol.
>> I can't think of another weapon that's as hard to muster as that one-
>> loud,
>>
>> needs contant reload, short range, and not overly damaging.
>>
>>
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Re: [Audyssey] Swamp XP Question

2012-06-24 Thread Dakotah Rickard
I get that, because it's more reputable to off a zombie with something
crap rather than, say, a minigun. However, it seems still a little odd
that there isn't some sort of experience bonus for a closerange kill
or a skill in the skill tree which allows you to get some percentage
mroe xp for each kill.

Signed:
Dakotah Rickard

On 6/20/12, john  wrote:
> You get reputation based on weapon, and exp based on type of
> zombie.
>
>  - Original Message -
> From: Dakotah Rickard  To: Gamers Discussion list  Date sent: Wed, 20 Jun 2012 21:13:33 -0400
> Subject: [Audyssey] Swamp XP Question
>
> Hi Jeremy and all,
>
> What determines how much experience you get from a zombie kill? I
> thought it was weapon used, meaning that there was some sort of
> modifier placed on xp based on your weapon choice, but that
> doesn't
> seem to be the case, or at least maybe the modifier doesn't make
> sense. The reason I open so boldly is because I am playing a
> largely
> melee character. I think that the character should get more xp
> for
> killing a zombie with an axe or chainsaw rather than a pistol or
> shotgun, but that doesn't seem to be the case. Shouldn't a player
> get
> more xp for killing a zombie with a more difficult weapon? I
> don't
> know what the modifier should be. Not range, because the pistol
> is
> shortrange, as are axe and chainsaw, but the shotgun is also
> short
> range, and it is devastating. The sniper rifle is very long
> range, but
> it is very hard to hit zombies with that gun.
>
> Perhaps there should just be a modifier of personal choice.
> Jeremy,
> you decide how hard it is to use a weapon and modify xp on that
> basis.
>
> I just don't think it makes much sense to gain the same
> experience no
> matter how you kill zombies. Reputation, sure, keep that the same
> if
> you want, but xp is the key.
>
> Signed:
> Dakotah Rickard
>
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Re: [Audyssey] Realism in military stratogy games

2012-06-24 Thread Dakotah Rickard
I think that it could become part of the game, but frankly it's not
easy in that particular game to monitor the entire map like that, so
you have the commputer with a tremendous advantage. In another game,
it makes a little more sense, but in that game, specifically, it does
not. Also, that is the kind of thing I've had to work hard to deal
with effective, which is the difference between a game and a
simulation.

I wou;d like to see supplies as an issue in some games, but I think
that a game is still effective at showing tactics even if it doesn't
have these features.

The truth is that supply is an interesting and deanding job, but from
the outside it isn't that interesting to the average person, including
gamers. If a game becomes too complicated, as all of you know without
me saying anything, it isn't really much fun anymore.

That's why I would like to see a game integrate that feature, but I
don't really see it being a viable part of Time of Conflict, SoundRTS,
Castaways, or the like. The game I think that could easily portray
supplies the best is Galaxy Rangers, but that game doesn't seem to
receive much in the way of public attention anymore.

Signed:
Dakotah Rickard

On 6/21/12, Thomas Ward  wrote:
> Hi Dark,
>
> Exactly. Every successful campaign has to have good supply lines. Cut
> off those supply lines and no matter who the enemy is they will grow
> hungry, run out of ammunition, run low on fuel, etc and either have to
> conserve their supplies weakening their effectiveness or withdrawl.
>
> For example, one of the most well known battles of World War II, the
> Battle of the Buldge, really came down to an issue of supplies. Early
> in the battle the Natzis were kicking the allies collective rear ends.
> However, the allies won that battle because the Natzi tanks and trucks
> ran out of fuel and the Natzi infantry ran out of supplies. In short,
> the Natzis didn't have enough supplies to sustain their combat
> effectiveness and lost the battle. had the Natzis remained supplied
> they would have cleaned our clock.
>
> I think any game like Time of Conflict should include a certain level
> of supply lines because while sacking a village or town for food,
> ammunition, etc is feasible in the short term there always should be a
> steady flow of supplies from the home cities. Cutting off a convoy of
> fuel trucks required for a heavily armed tank brigade would be a
> damaging blow to the tank brigade because they won't be able to
> refuel. Bombing trucks full of food bound for a large infantry would
> probably cause some infantry to die of starvation or become weak.
> Basically, anything you can do to disrupt the enemy supply lines will
> give you an edge in weakening their effectiveness later on.
>
> Cheers!
>
>
> On 6/21/12, dark  wrote:
>> I'm afraid I don't agree decota.
>>
>> A unit of scouts or foot soldiers may be able to carry enough food and
>> use
>> forage, meaning they can be away in the field for extended periods, while
>> the protection of supply trains plays an extremely large part in
>> campaignes,  after all remember Wellington's famous saying that an
>> army
>>
>> marches on it's stomach.
>>
>> this is just as true now, even though the methods of supply are trucks
>> rather than ox carts, - indeed gorilla opperations in many modern
>> wars
>> involve either putting supply trucks out of action or making the roads
>> impassable to such trucks, thus leaving soldiers without food and
>> amunition.
>>
>> As I said, I think resources or food as a unit should really be part of
>> military stratogy games to replicate this, even as a simplified system,
>> sinse traditionally it plays as large a part in war as formation,
>> weaponry,
>>
>> terrain or any other factors.
>>
>> Beware the Grue!
>>
>> Dark.
>
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Re: [Audyssey] Realism in military stratogy games

2012-06-21 Thread Dakotah Rickard
I think that formation is important. As for the rest, I think it has a
place in some games, but that Time of Conflict is, I think, not the
game. Many games replicate the difficulty of supply by forcing units
to return to base. That is one option.

Signed:
Dakotah Rickard

On 6/20/12, dark  wrote:
> Hi Milo.
>
> That is a good point, though I confess this isn't someone I've heard of in
> military terms.
>
> however I'm not sure about the replication of the mechanic as a simple
> cumulative chance, sinse it's equally possible for an army unit to be sat
> around with nobody to fight and no new orders for so long that their drill
> becomes stale and they become less! effective, ven if they aren't foraging
> on the land. Plus, from a game balance point of view if a unit can become
> better and better by doing nothing, this isn't much insentive to the player
>
> to use that unit.
>
> I'd probably suggest that rest be replicated as it in in a mud, where for a
>
> certain amount of actions the unit will be fine, however after a given point
>
> of moving, fighting, deploying or other actions the effectiveness of the
> unit decreases until it spends a turn doing nothing, ie, the prolonged
> forced activity has tired out the soldiers.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Milos Przic" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, June 20, 2012 8:48 PM
> Subject: Re: [Audyssey] Realism in military stratogy games
>
>
>> Hi Dark,
>> Good point. I would add one more thing to make things ever more realistic.
>>
>> In the military academies all over the World a strategy of vojvojda
>> Zivojin Misic is being studied. The duke (vojvoda) was the leader of the
>> first army during the World War I, and the army faught the austro
>> hungarians at the river of Kolubara near valjevo, Serbia. Without going
>> into many details, he simply let the soldiers to rest enough, and the
>> trupes of the Austro Hungarians were defeeted. So,in the terms of gaming,
>>
>> and let's take TOC as an example again, the more soldiers march, the less
>>
>> possible is for them to win in a turn of the battle. The more turns they
>> rest, the bigger possibility to win a turn...
>> Your thaughts?
>>  Milos Przic
>> msn: milos.pr...@gmail.com
>> skype: Milosh-hs
>> - Original Message -
>> From: "dark" 
>> To: 
>> Sent: Wednesday, June 20, 2012 11:32 AM
>> Subject: [Audyssey] Realism in military stratogy games
>>
>>
>>> Hi.
>>>
>>> At the moment I've just started reading the sharpe series of books by
>>> Bernard cornwell, a set of books about a British rifleman set before and
>>>
>>> during the early 1800's, who starts off as a private and rises to become
>>>
>>> an officer, fighting first in the battles in India then in the napoleonic
>>>
>>> wars in flanders, spain and france, (I've read some of these before and
>>> seen the tv series with sean been, but I'd not read the ones set early in
>>>
>>> Sharpe's life in India).
>>>
>>> Cornwell is very historically accurate with the events, tactics and
>>> technology of the time, and indeed even when he takes poetic license he
>>> explains exactly what license he has taken in historical notes, so as
>>> well as being pretty good stories in their own right, the sharpe books
>>> give a real idea of how battles were fought at that time in history,
>>> (cornwell has also written similar books set in other historical periods,
>>>
>>> but the sharpe series are his most famous).
>>>
>>> The one thing however that really strikes me reading these books from a
>>> gaming perspective, is just how inadequate so many games are in
>>> portraying the situation, supplies, and tactics required by a miliary
>>> force.
>>>
>>> Even in time of conflict for instance, you don't have even an
>>> approximation of the sort of situations and decisions that make up a
>>> ilitary campaigne.
>>>
>>> To illustrate in the book I'm reading now, Sharpe's Triump
>>> (chronologicaly second in the series), two, a battle is taking place
>>> betwene a very large army formed of a confederation of the Mahrata indian
>>>
>>> princes, and two much smaller forces under the joint command of Sir
>>> arthur wellsley, later known as the duke of wellington.
>>>
>>> The indian force is ten times the s

[Audyssey] Swamp XP Question

2012-06-20 Thread Dakotah Rickard
Hi Jeremy and all,

What determines how much experience you get from a zombie kill? I
thought it was weapon used, meaning that there was some sort of
modifier placed on xp based on your weapon choice, but that doesn't
seem to be the case, or at least maybe the modifier doesn't make
sense. The reason I open so boldly is because I am playing a largely
melee character. I think that the character should get more xp for
killing a zombie with an axe or chainsaw rather than a pistol or
shotgun, but that doesn't seem to be the case. Shouldn't a player get
more xp for killing a zombie with a more difficult weapon? I don't
know what the modifier should be. Not range, because the pistol is
shortrange, as are axe and chainsaw, but the shotgun is also short
range, and it is devastating. The sniper rifle is very long range, but
it is very hard to hit zombies with that gun.

Perhaps there should just be a modifier of personal choice. Jeremy,
you decide how hard it is to use a weapon and modify xp on that basis.

I just don't think it makes much sense to gain the same experience no
matter how you kill zombies. Reputation, sure, keep that the same if
you want, but xp is the key.

Signed:
Dakotah Rickard

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Re: [Audyssey] Redistributing RPG Source Books

2012-06-20 Thread Dakotah Rickard
Nothing like a bit of culture clash, but i suggest that we Americans
learn U.K. English, as most of the world is taught that, with the o-u
in colour and everything, silly Brits. Hee hee.

Signed:
Dakotah Rickard

On 6/20/12, dark  wrote:
> Hi
>
> Just to give a rather amusing postscript to this conversation, based on
> something else we've discussed on list before, the differences betwene Uk
> and american English, there's a hilarious scene in the Anubis gates by Tim
> powers that revolves around the number of the beast, in which Brendon Doyle,
>
> a modern day American has gone back in time to the 19th century.
>
> After suffering a whack on the head, he wakes up in a rather delierious
> state in the middle of a gipsy camp and asks for Mr. Darro, the person
> responsable for him going back in time.
>
> The jispy replies.
>
> "What manner of demon be he!"
>
> "doyle.
>
> "he's just the director of the company,  you can call him up, --- his
> numbers in the book"
>
> To which the jipsy replies in most irritated tone
>
> "Aye! the number of the beast may be in the book, but we're calling up no
> devils for yee!"
>
> I found this particularly amusing not just because the gypsy obviously
> didn't know doyle was talking about the phone book, but also because the
> American phrase to "call someone up" which is not one that is really used in
>
> Britain could very much be taken the wrong way! :D.
>
> Actually if anyone can find the anubis gates I'd really recommend it, magic,
>
> science, time travel, body swapping, crazy 19th century poets and lots of
> egyptian mythology, plus huge amounts of explosions, pyrotechnics and a very
>
> convoluted plot, it's awesome!
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] Redistributing RPG Source Books

2012-06-20 Thread Dakotah Rickard
Roleplay is easy over a distance now. SKype, Teamtalk/Teamspeak etc. are useful.

On 6/20/12, bpeterson2...@cableone.net  wrote:
> Reminds me of all the times my brother would get together with friends to
> play D&D.
>
>
>
> Life, don't talk to me about life.
> -Original Message-
> From: Thomas Ward
> Sent: Wednesday, June 20, 2012 12:56 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Redistributing RPG Source Books
>
> Hi Dakotah,
>
> Well, my thinking on this is simple. The people who don't roll play
> probably don't have a very good imagination so don't realise how fun
> it can be just spending an hour or two sitting around a table
> pretending that they are someone else living in a totally different
> world. Obviously, taking it too seriously is unhealthy, but so is any
> other game experience where the people can't draw a line between
> reality and fantasy. Which is really the problem here.
>
> For instance, I knew some people who didn't like any kind of science
> fiction or fantasy shows. When I asked them why they didn't like
> science fiction or fantasy they replied that it was all fake, all made
> up, and wouldn't happen. In other words they didn't like it because
> they felt it was unreal so couldn't get into it. To this day I don't
> understand their thinking, but the same sort of attitude could be
> applied to roll playing.
>
> People who have an active imagination are more likely to be drawn to
> roll playing than someone who doesn't. I've always liked playing games
> of any kind, love to write short stories, and love to just make up
> things as I go along. Roll playing is right up my alley because I can
> create a totally new world, new character, and play around in it for a
> while. Someone who doesn't have a very active imagination might not
> like it that well.
>
> Cheers!
>
>
> On 6/20/12, Dakotah Rickard  wrote:
>> The difficult thing for roleplayers compared to others is that we, if
>> we have even a basic imagination, can come up with and play in a world
>> with a vastly different religion than we believe in. I've seen
>> devoutly faithful of several religions play happily in a world with
>> god upon god upon god which interacted daily with their characters.
>> I've seen atheists play characters who are so faithful it makes one
>> wonder.
>>
>> The thing is that people who don't roleplay just can't seem to
>> understand the ones who do. I was once asked how I could read about or
>> play games in worlds with such odd religions. My answer was simple. I
>> imagine, for a while, that the world is that way, and I have a good
>> time. There are people who really do take it too seriously. There are
>> people who get so into character that they seem to forget themselves
>> and become that character. This is just as unhealthy as any other
>> mental abaration. It just gets noticed more, because normal people
>> kill each other with guns, not swords and such, so when a nerd or
>> gamer or whatever spazzes and offs someone with a sword, everyone
>> spazzes right back.
>>
>> As for religious conviction in the real world, I don't blame people
>> for sticking to their arguments. I prefer people to listen, but I find
>> myself daily admiring the faith of people who believe sometimes
>> directly in spite of the evidence they are given. It is easy to
>> believe in something proven. It is hard to believe despite contrary
>> evidence.
>> It all is tied together though, because roleplay is the great
>> equalizer. If people give it a chance, roleplay could end war. Why
>> fight when you could roleplay your fight instead. I'm sure that there
>> are plenty of people who would think it's a better system.
>> But screw the silly impractical stuff. Roleplay is great because it
>> builds oneself. How better to explore an aspect of your personality
>> than to put that aspect into a character, fill it out a little, and
>> see what happens. I'm a lot more patient, because I play a patient
>> character and find the virtue within myself.
>>
>> Happy Gaming.
>>
>> Signed:
>> Dakotah Rickard
>
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Re: [Audyssey] sappi problem

2012-06-20 Thread Dakotah Rickard
Honestly though, I found that Mary was a good voice for cutting
through Audio Game sounds. I love it with Swamp and AudioQuake.
Anna just doesn't have the presence. I haven't really looked at
Windows 8, but I'm glad to see that the new voices are better.

Signed:
Dakotah Rickard

On 6/20/12, Lori Duncan  wrote:
>
> I'm glad about that, it didn't get very good ratings from the blind
> community and people I spoke too.
>
> --
> From: "Thomas Ward" 
> Sent: Wednesday, June 20, 2012 7:29 PM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] sappi problem
>
>> Hi Lori,
>>
>> Obviously not. Windows Vista is no longer shipping on new computers
>> and I'm not even sure the boxed Retail upgrade is for sale any more
>> either. Now that Windows 7 is out, is the current version, that is the
>> only version of Windows most computer resellers sell. I suppose
>> someone could get an unopened boxed copy on Ebay or something like
>> that, but for all practical reasons you couldn't get Vista if you
>> wanted it.
>>
>> Cheers!
>>
>>
>> On 6/20/12, Lori Duncan  wrote:
>>> Yaye Thomas, I wonder if they use Sam for delivering government speachs,
>>>
>>> or
>>>
>>> even as a form of torture :)  I'm not sure what my next windows upgrade
>>> will
>>>
>>> be, only that it won't be vista.
>>>
>>
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Re: [Audyssey] Redistributing RPG Source Books

2012-06-20 Thread Dakotah Rickard
Oh yes. I am quite familiar with bio-psychology. Apparently, according
to that one, thoughts and consciousness are merely the brains way of
letting the world know that it is working. There is some sort of study
that shows how thoughts can come at least 300 milliseconds after
actions. My personal feeling on that one is that it's basically the
religion of human animalism, and I treat it as such.

As for the view of science and religion as opposite sides, as though
there is some great game of discovery and each force, science and
religion, are teams in that match, how can we be surprised? Humanity
is quite good at making such dycotomies. I mean, tying this back to
the original topic, look at people's reactions to roleplay. Either
it's good or it's bad. Either it increases imagination, allows healthy
expression of emotions, is a great source of fun, etc., or it is a
form of escapism for the deluded, a waste of time, morrally or
religiously reprehensible, etc. I honestly think that it is just a
human thing to operate in black and white terms, reguardless of
culture, creed, or custom. I mean, even look at a good bit of the
books, television programs, and movies out there, from all sorts of
places around the world. There is definitely a protagonist and
definitely an antagonist. Whether either is morrally correct is
questionable, but the protagonist tends to be more so and the
antagonist tends to be less so.

Science and religion can coexist on the same planet, in the same
discussion, and within one individual. I will never understand those
who claim it cannot be so.

Signed:
Dakotah Rickard

On 6/20/12, dark  wrote:
> Hi decota.
>
> One interesting thing, is that the more you learn about science and the
> scientific process, the more you realize that it is just as much a matter of
>
> supposition, speculation and opinion based on pre existing conceptions of
> the world as any other belief system, and people like Richard dorkins who
> seem to think that it's any sort of method of discovering universal truth
> are completely and utterly on the wrong track.
>
> This isn't to say everyone is right, or that we should accept any view
> unchallenged, only that the belief, originally started in the later part of
>
> the enlightenment and then carried on by movements like logical positivism,
>
> that on the one hand there is rational, cold and objective science, and on
> the other there is irrational immotive religion is utterly unfounded.
>
> indeed, when I was doing my A levels in psychology, biology and religious
> ethics, it always amused me that in the ethics and psychology we'd get view
>
> of people who said "no, it's all just neural chemistry, there is no
> unphysical mind" then in biology when actually studdying! neuro chemistry,
> it would be "well this is sort of slightly how we perhaps might think a
> reflex might sort of work!"
>
> My own religious belief I do not call faith, sinse it is based on direct
> experience, thus it would be irrational! or at the least inconsistant with a
>
> belief in the reliability of my own perceptions of the world to disbelieve
> those experiences, albeit that these days I am somewhat less certain as to
> whether God actually cares about anyone on a personal level or is in any
> sense active.
>
> My own religious beliefs aside though, I suggest you look into the practice
>
> of philosophy of science, more specifically Hume's outline of the problem of
>
> induction, Kuhn's arguements of paradigm shift, and Paul ffiaabent's
> arguement from experimental regress.
>
> All are very well outlined in an introductory book called what is this thing
>
> called science, edited by A.J. chambers. it was one of my text books when I
>
> studdied philosophy of science during my degree, but was one of the best
> written and most interesting to read, and I'd highly suggest anyone
> interested in this topic have a look at it.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Suggestion for swamp

2012-06-19 Thread Dakotah Rickard
Not bad. Not bad at all.

I especially like the motorbike thing. Pretty neat.

Signed:
Dakotah Rickard

On 6/19/12, simon dowling  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  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 > To: Gamers Discussion list > 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  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 
>> 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&

Re: [Audyssey] Redistributing RPG Source Books

2012-06-19 Thread Dakotah Rickard
When I was little, I was friends with a lot of more extreme
Christians, and they had such an influence that i refused to write the
number 666 as an answer to a test. I knew the answer, the teacher
asked me why I got only that question wrong, and I remember clearly
thinking that there was something unhappy inside me for having to get
that answer incorrect because of a number, but as I said in another
post, it is hard not to admire the faith of people in this age in
which faith is sort of a dying art. I don't like some of the things
done in the name of faith, but I love faith itself.

Signed:
Dakotah Rickard

On 6/19/12, dark  wrote:
> That's a good idea Jim. maybe next time Tom runs into his relatives he could
>
> ask for a fallen angel egg! :D.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Jim Kitchen" 
> To: "Thomas Ward" 
> Sent: Tuesday, June 19, 2012 10:23 AM
> Subject: Re: [Audyssey] Redistributing RPG Source Books
>
>
>> Hi Thomas,
>>
>> A former neighbor insisted that she made angel eggs for the pot luck not
>> deviled eggs.  She may have even left off the red paprika.  I say former
>> neighbor as she was evicted for constantly arguing with another neighbor
>> over religious believes.  Both Christians, but different extreme views.
>>
>> BFN
>>
>> Jim
>>
>> People who want to share their religious views with you almost never want
>>
>> you to share yours with them.
>>
>> j...@kitchensinc.net
>> http://www.kitchensinc.net
>> (440) 286-6920
>> Chardon Ohio USA
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Re: [Audyssey] going to miss those good older speach files.

2012-06-19 Thread Dakotah Rickard
All our base are belong to anna.

Signed:
Dakotah Rickard

On 6/19/12, Ron Kolesar  wrote:
> It's a shame that the older sapi speech engines won't work in the 64 bit
> world.
> I'd love to have something else besides Anna.
> But at least I do have her.
>
>
> Ron and current Leader Dog boz who states
> "that a service dog beats a cane paws down any day of the week."
>
>
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Re: [Audyssey] sappi problem

2012-06-19 Thread Dakotah Rickard
Which would be ok, but they don't appear to have put out anymore 5.5
or 5.4 voices. If they had, it'd be ok, but Anna isn't my favorite,
not at all.

Signed:
Dakotah Rickard

On 6/19/12, Lori Duncan  wrote:
>
> Yaye Thomas, no more ms sam, you've just given me back my reason for living
>
> lol.
>
> --
> From: "Thomas Ward" 
> Sent: Wednesday, June 20, 2012 12:04 AM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] sappi problem
>
>> Hi Nicol,
>>
>> Sorry, to say there is no fix for this issue. Microsoft's Mike, Mary,
>> and Sam voices are no longer supported on Windows 7. For one reason
>> they are not 64-bit voices, and for another they are Sapi 5.1 voices.
>> Windows 7 comes with Sapi 5.4, and by installing the 5.1 voices you
>> may have unintentionally overwritten Sapi 5.4 with Sapi5.1 which will
>> break Sapi support on Windows7. So stay away from Microsoft Sapi 5.1
>> if you are running Windows 7.
>>
>> Cheers!
>>
>>
>> On 6/19/12, Nicol  wrote:
>>> HI list
>>>
>>> My previous laptop died so I have a new laptop with windows 7 home
>>> basic.
>>>
>>> I wish to play jim's games using the mike and mary voices.
>>>
>>> I downloaded the mike and mary voices from jim's site.
>>>
>>> I installed the voices successfully.
>>>
>>> I installed jim's  game menu together with the life game.
>>>
>>> I launched the game menu and I selected the life game.
>>>
>>> Anna asks me do you wish to use this voice?
>>>
>>> I press n for no.
>>>
>>> Then there is silence.
>>>
>>> I press n  again  and there is still no voice talking.
>>>
>>> I again press n for no and anna talks again.
>>>
>>> I went into the text to speech utility in control panel, but there only
>>> 1
>>> voice is showing, anna.
>>>
>>> Any help how to fix this is much appreciated.
>>>
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Re: [Audyssey] the board game go?

2012-06-19 Thread Dakotah Rickard
Actually, Go is Chinese. Shogi is a Japanese game which is fairly
similar to Go. As far as I know, neither one has an accessible
counterpart, which kind of sucks. Still, I could be wrong.

signed:
Dakotah Rickard

On 6/19/12, Charles Rivard  wrote:
> This sounds like the game Othello to me, rather than "Go".  If you place a
> chip of your color at the end of a row of your opponent's colored chips and
>
> there is one of your chips at the other end of that row, you flip all the
> string of your opponent's chips over to match your own.  In the tactile
> version that I have, the board is magnetic.  It has 64 ridged squares.  Each
>
> chip is smooth on one side and ringed on the opposite side.  You take turns
>
> placing chips until no more plays can be made, then count the chips.  The
> player with the most chips having his or her color or side showing is the
> winner.
>
> ---
> Shepherds are the best beasts, but Labs are a close second.
> - Original Message -
> From: "Dean Masters" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, June 19, 2012 12:07 PM
> Subject: Re: [Audyssey] the board game go?
>
>
>> one of my favorite board games growing up was Flip Flop Go. It sounds
>> familiar to these other games but you kept score of each piece you turned
>>
>> over. You had to put your piece where one of your pieces was on the other
>>
>> end and flip all those between. then you got a point for each one you
>> flipped. But you also have two that said stop on them which meant your
>> oppponent could not flip any in the row with that chip on it. The board
>> had a counter for each of the two players to keep score.
>>
>> Dean
>>
>>
>> -Original Message-
>> From: Jen
>> Sent: Tuesday, June 19, 2012 7:38 AM
>> To: gamers audyssey list
>> Subject: [Audyssey] the board game go?
>>
>> Hi,
>> is there an accessible version of the japanese board game go?
>> Thanks,
>> Jen
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Re: [Audyssey] Redistributing RPG Source Books

2012-06-19 Thread Dakotah Rickard
The difficult thing for roleplayers compared to others is that we, if
we have even a basic imagination, can come up with and play in a world
with a vastly different religion than we believe in. I've seen
devoutly faithful of several religions play happily in a world with
god upon god upon god which interacted daily with their characters.
I've seen atheists play characters who are so faithful it makes one wonder.

The thing is that people who don't roleplay just can't seem to
understand the ones who do. I was once asked how I could read about or
play games in worlds with such odd religions. My answer was simple. I
imagine, for a while, that the world is that way, and I have a good
time. There are people who really do take it too seriously. There are
people who get so into character that they seem to forget themselves
and become that character. This is just as unhealthy as any other
mental abaration. It just gets noticed more, because normal people
kill each other with guns, not swords and such, so when a nerd or
gamer or whatever spazzes and offs someone with a sword, everyone
spazzes right back.

As for religious conviction in the real world, I don't blame people
for sticking to their arguments. I prefer people to listen, but I find
myself daily admiring the faith of people who believe sometimes
directly in spite of the evidence they are given. It is easy to
believe in something proven. It is hard to believe despite contrary
evidence.
It all is tied together though, because roleplay is the great
equalizer. If people give it a chance, roleplay could end war. Why
fight when you could roleplay your fight instead. I'm sure that there
are plenty of people who would think it's a better system.
But screw the silly impractical stuff. Roleplay is great because it
builds oneself. How better to explore an aspect of your personality
than to put that aspect into a character, fill it out a little, and
see what happens. I'm a lot more patient, because I play a patient
character and find the virtue within myself.

Happy Gaming.

Signed:
Dakotah Rickard

On 6/19/12, Thomas Ward  wrote:
> Hi Dark,
>
> Yeah, let's not go there. Besides being completely off topic for the
> list if we start down the road of debating religion and ethics we will
> be here until doom's day discussing it. Like it or not everyone has an
> an opinion, right or wrong, and its amazing how drastically different
> those opinions can be in scope. Especially, when a lot of the opinions
> aren't based on rational observation and good old logic and reasoning.
>
> For example, a year or two back a couple of Jehovah Witnesses knocked
> on my door, and I let them in. They started in on their religious song
> and dance, and happened to mention they were raising money on some
> program to teach school age children about the Biblical Creation and
> what a lie Evolution was. Unfortunately, for them they chose the wrong
> guy to get into a debate with over Creationism vs Evolution. I'm a
> pretty science oriented kind of guy, and I find the religious creation
> stories rather dubious anyway. I've read a lot of the Creationism
> arguments before, and they are scientifically weak, usually are based
> on   spurious information that is untrue, and try to defeat Evolution
> by stating that creation is an all or nothing process. However, that's
> beside the point here.
>
> I asked them if they honestly thought the universe was only 6,000
> years old. They told me that the bible says it is only 6,000 years
> old, the earth was created in six days, etc. Well, I told them to
> point me to the verse or verses that states how old the earth is. They
> could not do that, because apparently its based on going throughout
> the various genealogies given in Matthew, Luke, Genesis, etc and
> coming up with some round about figure when the earth could have been
> created, but nowhere does the bible actually say the actual age of the
> earth and universe. What makes their argument even weaker if someone
> studies the first chapter of Genesis the word translated as day in
> English is misleading. In Hebrew the word could mean a day, a week, a
> month, an eon depending on how you choose to interpret it.Point being
> here that the bible doesn't actually say it was created in six literal
> days, but that's just how Jews and Christians chose to interpret it
> until science came along and proved that interpretation as impossible.
> Since the word for day in Hebrew is so vague it may very well mean
> millions and billions of years if a person is of a mind to interpret
> it that way. Naturally, they didn't like the fact I could so readily
> dismember their argument using the bible itself and we hadn't even
> gotten to the scientific arguments.
>
> I asked them about rad

Re: [Audyssey] Fw: Video game lets players immerse themselves inworldof the blind

2012-06-19 Thread Dakotah Rickard
I doubt that we could actually play it so well. I mean, the article
itself says that the game is meant to share a bit of the blind
perspective, not be a game for the blind.
Still, it seems pretty neat.

Still, it'd be neat to watch someone play it.

Signed:
Dakotah Rickard

On 6/19/12, Ron Kolesar  wrote:
> Hey stranger. GRIN.
> I have a now old gray to white lab that states that labs no matter what
> color they are are better. GRIN.
> Have a good one my friend.
>
>
>
> Ron and current Leader Dog boz who states
> "that a service dog beats a cane paws down any day of the week."
> -Original Message-
> From: Charles Rivard
> Sent: Tuesday, June 19, 2012 7:00 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Fw: Video game lets players immerse themselves
> inworldof the blind
>
> Hmm.  I wonder if we could play this game well?
>
> ---
> Shepherds are the best beasts, but Labs are a close second.
> - Original Message -
> From: "Jacob Kruger" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, June 19, 2012 5:26 AM
> Subject: [Audyssey] Fw: Video game lets players immerse themselves in
> worldof the blind
>
>
> - Original Message -
> The Globe and Mail, Canada
> Video game lets players immerse themselves in world of the blind
> MARSHA LEDERMAN
> VANCOUVER — The Globe and Mail
> Published Friday, Jun. 08 2012, 4:30 PM EDT
>
> For a grad project, it had an ambitious premise: a video game in which a
> blind girl goes on a quest
> through a creepy, darkened world, trying to find her brother who has
> disappeared.
> Pulse is meant to give some insight into what it’s like to be blind – and
> also speaks to the ongoing
> evolution of gaming from a shoot-’em-up good time to a mind-opening
> experience with broad appeal.
> Unveiled last week at Vancouver Film School’s industry-attended Pitch &
> Play
> session to a whole lot
> of wowed reaction, the game was once reckoned too ambitious for a student
> project.
> “I really thought it was going to be difficult to pull off what they were
> trying to achieve, because
> it was just such a different idea of: How do you portray a blind person’s
> world in a game
> experience?” says industry veteran Dave Warfield, head of Game Design at
> VFS. “We weren’t sure how
> they were going to do it, or whether they would be able to achieve what
> they
> wanted,” he says of the
> five-student team behind Pulse. “But very early on, they put together a
> prototype that actually kind
> of blew all our minds.”
> In the game, Eva, 13, has lost her sight – and with it, the rightful place
> in her tribe to complete
> a rite-of-passage pilgrimage to a shrine in the forest. Her younger brother
> Tahu is sent instead –
> and disappears. She sets out to find him, throwing little babbling
> creatures
> called Mokos to light
> the way, and fighting off a beast who is also blind.
> With its darkened – but still visually dynamic – game environment, Pulse
> relies heavily on sound
> design, with a protagonist who essentially sees through sound. “I’m not
> sure
> if we had the idea of
> specifically a blind protagonist at the beginning,” says Maxwell Hannaman,
> a
> 22-year-old native of
> Colorado. “It was more: Oh, let’s use the idea of sound and echolocation to
> create some kind of
> interesting game mechanic.”
> A Little Red Riding Hood for the digital age, the crimson-cloaked Eva
> travels cautiously,
> accompanied by an ominous soundtrack. If she tosses a Moko, it makes more
> sound, which helps her
> interpret her environment. “They reflect a little bit of the emotion of
> what’s
> going on in the
> world,” says student Richard Harrison, 24. “So when they’re scared, it kind
> of implies that you
> should be scared as well.”
> An early inspiration for the students was the animated short Out of Sight,
> about a blind girl who
> loses her dog in the city. The students walked blindfolded around
> Harrisons’
> apartment. They also
> spoke with blind people, extensively with one man in particular – not just
> to discover how he
> navigates through the world, but also to get his take on their idea. “He
> was
> totally okay with it,”
> says Hannaman. “He basically understood this is not a game meant for blind
> people; it’s a game more
> about an interpretation of the blind experience.”
> Working 12 hours a day, six days a week, for more than three months, the
> team created an
> accomplished first level – up to about 45 minutes of play time. If they can
> secure the time and
> resources, they would like to complete more levels.
> While an impressive technical feat, Pulse also speaks to a continued gaming
> tre

Re: [Audyssey] Redistributing RPG Source Books

2012-06-17 Thread Dakotah Rickard
This is a huge topic, and I'm skipping a lot of messages. I want to
admit that and apologize.

First, people are greedy, and the more they get, the greedier they
get. It's a version of the old saying: "Power corrupts, and absolute
power corrupts absolutely." That's why these distributors make money,
and want to keep making money, off the work of creative persons.

As for roleplaying, there's all sorts. A pen-and-paper roleplay is
what led to muds today. Essentially, the game or dungeon master is the
server and the players are clients. The clients tell the server what
they want to happen with their character, and the server tells the
client what happens or that what they want to happen is invalid. it's
a good bit more flexible though, because the only timing you have to
worry about is the patience of your friends as you figure out what to
do, for the most part. It's also pretty cheap and requires very little
in the way of stuff to roleplay.

I've done a bit of live roleplay when it comes to combat, and by that
I mean acting it out. It feels a lot different to hold a sword, metal
or wood, either works, in your hand and lock blades, even slowly, with
an enemy rather than to say "I want to swing my sword at them." but
that's mostly for modeling purposes. I've never costumed up. still,
I've heard it can be fun.

As for the legality of distributing these books, I say this: If you
distribute them for free, you are actually being illegal. If you
distribute for proffit, you are being super illegal. If you distribute
them for free but with a password, it doesn't really cover your butt
any, because it's just making the illegality exclusive and if you get
into trouble, the powers that be know exactly who should get into
trouble alongside of you rather than just assuming that anyone and
everyone downloaded them. If you want the rats to go down with the
ship, put a password on it. Otherwise, let it be. However, one legal
way of distributing the books is to force everyone to buy the books.
Hell, just get them from a used book agent like a local shop or
amazon. Then once the person has the books, they can e-mail you, Tom,
and say they have them and you can give them the archive. What they do
with it from there is their own concern.

Summary. The user buys the books somewhere cheap. They give Tom the
info saying they bought the books. Tom gives them the archive as a
backup. Legal, completely fine, and no issue. If you don't care to do
all that, just distribute them. If it doesn't look suspicious, it
won't get noticed.
That's my two cents.

Signed:
Dakotah Rickard

On 6/17/12, Thomas Ward  wrote:
> Hi Dark,
>
> Right. The dice are basically there to enhance  the plot of the game
> and to put in some realistic skill checks so your character can and
> can't do certain things. Even the most powerful characters have to
> have limitations and/or run into a bit of bad luck sometimes. The dice
> can help determine how successful a certain task is.
>
> For example, let's imagine a battle between Master Yoda and the
> Emperor like in Revenge of the Sith. In the movie Palpatine bests
> Yoda, but that was only because Lucas had to be in keeping with the
> plot of the original series. However, in reality both Palpatine and
> Yoda are probably equally matched both being masters of the force and
> if memory serves me the skill sets are about the same as far as the
> roll playing games are concerned.
>
> In any case there is a scene in the movie where Palpatine catches Yoda
> off guard, hits him with a lightning bolt, and Yoda is knocked clear
> across the room like a rag doll. In an a roll playing game the
> gamemaster who is probably controlling Palpatine might roll the dice
> to see how successful his lightning attack is and the player playing
> Yoda can throw a saving roll to minimize the damage or deflect the
> attack altogether. He might block the lightning bolt with his light
> saber, use the force to create a barrier between himself and the
> lightning, or try to hurl an object such as a statue in the
> lightning's path deflecting it. If he uses an object like a statue it
> might block the lightning but a good gm might say the statue explodes
> and Yoda ends up taking some damage from getting hit by pieces of the
> statue when it explodes. Therefore the dice only partly determines
> what does and does not happen, but the gm really has the final say
> what actually happens between rolls.
>
> Cheers@!
>
>
> On 6/17/12, dark  wrote:
>> To be honest I'd see the diceas simply a way of limiting your characters'
>> abilities, and also adding an element of chance into the game.
>>
>> To take tom's glider example. If your character was a barbarian from the
>> frozen wastes

Re: [Audyssey] Suggestion for swamp

2012-06-17 Thread Dakotah Rickard
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  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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Re: [Audyssey] Swamp with a laptop mouse pad.

2012-05-17 Thread Dakotah Rickard
If your touchpad is on, you should be able to use it right away by
setting up your account, opening multiplayer gently sliding your
finger left and right to turn your character, and clicking the left
button to fire or the right one to walk forward. The most essential
facet of this is the ability to turn your character. If your touchpad
is off, you won't be able to turn them. If there are no navigation
cues in the area such as people or ambient sounds, you can check
whether they turn by pressing w to announce your current heading,
sliding your finger along the touchpad, and pressing w again to get a
new announcement. Since it is unlikely that you can turn completely
around with one swipe, the messages should be different. If they are
not, then your touchpad is off, and you will need to read your
laptop's instruction manual to find out how to turn it on again,
though it may be possible to do so through the mouse settings function
of your control panel.

Signed:
Dakotah Rickard

On 5/15/12, lindsay_cow...@btinternet.com  wrote:
> Hi all,
>
> How do I use the laptop mouse pad to play swamp, please can someone give me
> instructions?
>
> Lindsay Cowell.
>
>
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Re: [Audyssey] to dakotah, swamp fanfiction entry?

2012-05-17 Thread Dakotah Rickard
I'm really sorry. My wife and I are both pretty much stalled out on
that front. She wasn't able to submit hers, because she hadn't written
enough yet. I just got done with exams, am in the middle of trying to
find a new place to live, and am awaiting the delivery (in July) of
our fourth baby. She's my wife, and she's in school too, so pretty
much the same story for her as for me.

Still, maybe your request will cause both of us to act. I hope she
will write her story and send it to anyone who wants it, because it
explains her character Mimi, and I think you'll all like it.

As for me, I've only written two chapters since the submission, and
one of those is crap, so I'll be redoing it, maybe. I wrote all that
in less than a week, and I wrote most of that in a period of less than
twenty0four hours. Also, I've been battling minor ear issues like
congestion, so I've not been playing Swamp as much. Therefore, I've
not written because I haven't been in the environment.

This long, long e-mail is basically a big fat excuse letting anyone
who cares know that I'm not doing a bloody thing, but maybe I will
now. Thanks for the encouragement.

Signed:
Dakotah Rickard

On 5/14/12, john  wrote:
> Dakotah and all,
>   As I don't have your email I thought I'd post here. Is there
> any chance of you being able to finish your entry for the swamp
> competition? I'm certainly left hanging.
>
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Re: [Audyssey] Swamp Rumor control

2012-05-17 Thread Dakotah Rickard
History and modern science are filled with definite proof that
perception affects reality. By that, I mean that people see and feel
what they think to be true. Psychology is my bag, as it were, and I
want to offer an example from my field.

There was once a school with about six hundred students in attendance.
One day, about three quarters of the population of the school,
including some teachers and other staff, simply did not show up to
work. In fact, they all called in sick. They all had fevers from about
100 to 101 degrees fahrenheit. When the sickness was further
investigated, medical experts, fearing some sort of local plague,
found no evidence of sickness. What had happened was this:
One of the teachers had voiced a fear to another that they would
become ill, because it was "that time of year." Some students
overheard this and thought they would become ill, because "maybe there
is a sickness going around." They told others, and eventually,
students and staff convinced themselves that they were sick. They had
symptoms. They weren't faking it. The power of the mind is that great.

Not only are stories like this littered throughout history, other
stories are true, as well. Some people experience paralysis in a limb
because they used that limb to commit a crime or do something against
conscience. Others gain the strength to lift a car because their
friend or themselves are in danger. Some people say "Mind over
matter." The truth is, it's pretty much right.

Signed:
Dakotah Rickard

On 5/17/12, Dennis Towne  wrote:
> You have no idea how big a problem this is, Dallas.  Rumors that don't
> even make sense can be hugely damaging to a game, and for the life of
> me I don't understand why players do it.  Sometimes rumors start for
> things that are clearly impossible to anyone with more than three
> brain cells, and circulate for months.  It doesn't have to make sense
> as long as it makes a good soundbite.
>
> I wish Jeremy the best in dealing with it, and can only offer the
> advice to shut it down hard and early, and don't be afraid to kick or
> ban persistent rumor mongers that won't listen.
>
> Dennis Towne
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
>
> On Thu, May 17, 2012 at 7:50 AM, Dallas O'Brien
>  wrote:
>> i agree, its wierd how people seem to think the missions are harder.
>> they do not seem to be to me. lol.
>> think peoples own minds play a huge part in all this. in how they
>> perceive things.
>> dallas
>>
>>
>> On 17/05/2012, dark  wrote:
>>> As long as I can do the voice of the Grue :D. (actually I have a
>>> distinct
>>> idea in my head about what one would sound like, which I know is freaky,
>>> but
>>>
>>> most of the things that go on in my head are).
>>>
>>> Beware the Grue!
>>>
>>> Dark.
>>> - Original Message -
>>> From: "Ken" 
>>> To: "Gamers Discussion list" 
>>> Sent: Thursday, May 17, 2012 4:42 AM
>>> Subject: Re: [Audyssey] Swamp Rumor control
>>>
>>>
>>>> While you're at it, why not ask him to include a grue? Attacks quietly
>>>> when the lights are out, simply stands around a growls when they are
>>>> on.
>>>> Hard to kill, easy to miss.
>>>> - Original Message -
>>>> From: "dark" 
>>>> To: "Gamers Discussion list" 
>>>> Sent: Wednesday, May 16, 2012 2:10 PM
>>>> Subject: Re: [Audyssey] Swamp Rumor control
>>>>
>>>>
>>>>> Wow, what a game of chinese whispers.
>>>>>
>>>>> I'm glad however growling will be back, I've been having a bit of
>>>>> trouble
>>>>>
>>>>> with wasting amo due to distance or mistaking whether zombies are in
>>>>> front or behind, and growling will help a lot with both of those
>>>>> things.
>>>>>
>>>>> As to slow zombies, you should create a new type, the sloth! super
>>>>> slow,
>>>>>
>>>>> but always changing in form as it oves sinse it's a huge pulsating
>>>>> mass
>>>>> of flesh that nobody can quite agree on what it looks or sounds like
>>>>> or
>>>>> even what it is :D.
>>>>>
>>>>> Beware the Grue!
>>>>>
>>>>> Dark.
>>>>>
>>>>> ---
>>>>> Gamers mailing list __ Gamers@audyssey.org
>>>>> If you want to leave the list, send E-mail to
>>>>>

Re: [Audyssey] Swamp, a growing problem

2012-05-12 Thread Dakotah Rickard
Thanks, hackers, for ruining the world. Stop being stupid and start
playing the game the way the rest of the people do, by shooting
zombies, rather than trying to type fast enough to outrace the guy who
made this whole thing possible.

To Jeremy, I honestly don't kno0w what the people who are hacking can
do to your stuff or to others' accounts, but unless and until people
can interact more personally, it may be best to let them get bored
rather than getting stressed out. If they can't do anything but make
themselves look cool in a sad attempt to add meaning to their pathetic
lives through cheating, maybe it's not worth fighting them, if it's
going to stress you out, Jeremy.

Signed:
Dakotah Rickard

On 5/12/12, john  wrote:
> Wow. I didn't know it had gotten that bad. I just hope the new
> measures are able to deal with the problem. Honestly, it's not
> like you need to cheat in this.
>
>  - Original Message -
> From: "Christopher Bartlett"  To: "'Gamers Discussion list'"  Date sent: Sat, 12 May 2012 16:26:38 -0400
> Subject: [Audyssey] Swamp, a growing problem
>
> Those of you who have not been following the discussion on
> audiogames.net
> may be unaware that Jeremy/Aprone has had to devote increasing
> time to
> anti-hacking measures for Swamp.  This has been escalating for
> the last two
> weeks and has substantially delayed new releases with more maps,
> guns and
> perhaps mission types.  On AG, he expressed a completely
> understandable
> frustration that this is happening.  He hasn't said he'll stop
> developing
> the game or for the community, but he has expressed understanding
> for those
> who would.
>
>
>
> Now you know I'm an Aprone fan-boy, but honestly this is becoming
> a serious
> problem.  A few bad actors are threatening access to the current
> leader in
> game popularity for reasons best known only to themselves.  The
> best way we
> can minimize the problem is with information.  I'm asking on
> behalf of the
> entire Swamp community that if you have information on persons
> deliberately
> seeking to cheat, hack or otherwise interfere with the proper
> functioning of
> the Swamp game, please contact Aprone and give him information.
> The sad
> truth is that in the arms race between offense and defense in
> this arena,
> the hacker always has the initiative, so software solutions
> aren't likely to
> be the way to solve this problem, but if we can bring social
> pressure by
> publicly outing the offenders, banning them from our communities,
> shunning
> them personally and otherwise isolating them and removing any
> support they
> have, it may become more trouble than it's worth to them to
> continue their
> bad behavior.
>
>
>
> It's said that sunshine is the most effective way to kill
> mold/mildew.
> Information and public knowledge may well serve the same purpose
> in this
> situation.
>
>
>
> And if any people engaged in this behavior are reading this,
> please know
> that you have engaged the anger of an actual witch and magical
> warrior.
> Your belief is in what I say is immaterial, just know that
> misfortune is
> headed your way.
>
>
>
> Christopher Bartlett, AKA the Mad Violinist
>
>
>
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Re: [Audyssey] zomby bug is still there in swamp 2.03

2012-05-10 Thread Dakotah Rickard
Don't worry. Most of us would die pretty quickly. Anyone who says
different isn't really thinking very well.

Signed:
Dakotah Rickard

On 5/8/12, shaun everiss  wrote:
> Thanks sherminator, yeah this tells you I am as green as they come.
> Gees I hope a senario like swamp doesn't happen in real life I'd be
> frecking useless.
>
> At 10:39 a.m. 6/05/2012 -0600, you wrote:
>>Hi Shaun,
>>
>>Put my remarks below your comments and concerns.
>>  begin quote.
>>
>>Yeah I have noted that zombies slip past the guards some time.
>>   which is the point.
>>I think aprone should feed the guards to the fricking zombie but they
>>haven't fired at any zombie well they did once while I was online.
>>But obviously something is broken.
>>
>>end quote.
>>
>>The guard on map 1 works just like it is supposed to. However, the guard
>> on
>>map 2 seems to disappear occasionally. Usually right after coming back
>> from
>>a mission. Then all of a sudden it will start working and speaking.
>>
>>begin quote.
>>
>>I have also seen zombies at the entrance  or close to in safe zones
>>kept at bay by the players online.
>>
>>end quote.
>>
>>The reason there are usually a few zombies by the entrance to the safe
>> zone
>>is that so many make a lot of noise there. Zombies are attracted to the
>>noise, so it only makes sense. Many times I have popped my head out of the
>>safe zone, shot those close enough I could hear then, and then back into
>> the
>>safe zone to save my stats.
>>
>>begin quote.
>>
>>I think even in custom mode there should be a guard clearing zombies
>>from the doors of safe zones as a piston doesn't cut it.
>>and even if you can get out and arm your vulcan its just a pain to
>>even clear it all before starting besides everyone in the place knows
>>you are existing.
>>I didn't want to mention the bug but since someone has I'll just blow
>>my trumpet at it.
>>
>>end quote.
>>
>>If you are having trouble with zombies right outside the safe zone on map
>> 1
>>in multi-player mode, then of course let Aprone know about it. If it is in
>>the custom maps, then as it has been said there is no guard there. Just
>> load
>>your mp5 , put on the silencer, and walk out immediately and clear it out
>>before they can walk in. Don't like the mp5, then load your m60. It loads
>>faster plus you can move with it. Unlike the mini which takes longer to
>> load
>>and you barely can move while using it.
>>
>>Or, you can reduce the number of zombies. The online game has 150 at any
>>time, So practice with that many then.
>>
>>A guard on custom maps is totally unnecessary. The custom maps are for
>>practice, so practice there. You die, so what. You lose absolutely
>> nothing.
>>Just reload the map and do it again.
>>
>>HTH.
>>
>>Shermanator
>>
>>
>>---
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>
>
>
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Re: [Audyssey] Ambience in Swamp

2012-05-10 Thread Dakotah Rickard
I think that any sounds that directly impact atmospheric stuff:
weather, day/night, etc. are a bad idea, unless they will be updated
to reflect the various conditions. That could be fun. As far as
doorway aids, what about the fact that the doors are probably broken,
swinging, etc. That's a possibility, if its necessary to use sounds
for navigation, that's an option. Frankly, I understand that I am an
odd duck, but I rarely use coordinates or beacons and I navigate fine.
It's just memorizing the maps.

Signed:
Dakotah Rickard

On 5/8/12, Lori Duncan  wrote:
>
> What about some soft rain sounds, like in gtc but softer.
>
> --
> From: "Christopher Bartlett" 
> Sent: Tuesday, May 08, 2012 8:45 PM
> To: "'Gamers Discussion list'" 
> Subject: Re: [Audyssey] Ambience in Swamp
>
>> There are areas that would make sense to have a swamp ambience, northern
>> and
>> western ends of map 1 and south side east of broadway, and the
>> northeastern
>> part of map 2.  I'm not sure how much help this would be as the ambient
>> noise should be the sort of non-specific insect/bird/wind noise that
>> wouldn't act as much of a navigation aid.  I'm not against the idea, I
>> think
>> it would add some atmosphere and not really negatively impact combat
>> except
>> perhaps at long range.
>>
>> Christopher Bartlett
>>
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Lori Duncan
>> Sent: Monday, May 07, 2012 3:04 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Ambience in Swamp
>>
>> It makes sense being as Swamp is an audio game to have different sounds,
>> and
>> for people who wouldn't want background ambience, it could always be
>> muted
>> like the music.  I don't want to cause Aprone or Kai any trouble or extra
>> work load, I was just suggesting it as an easier way to navigate for us
>> people who use sound orrintation.
>>
>> --
>> From: "lenron brown" 
>> Sent: Monday, May 07, 2012 7:57 PM
>> To: "Gamers Discussion list" 
>> Subject: Re: [Audyssey] Ambience in Swamp
>>
>>> agreed i could find the elavator easier if i could here it only got to
>>> it once
>>>
>>>
>>> On 5/7/12, Lori Duncan  wrote:
>>>>
>>>> I'd rather navigate by sound in a game than by always looking at
>>>> numbers, you can respond quicker to sound rather than numbers.
>>>>
>>>> --
>>>> From: "Tomasz Tworek" 
>>>> Sent: Monday, May 07, 2012 5:48 PM
>>>> To: "Gamers Discussion list" 
>>>> Subject: Re: [Audyssey] Ambience in Swamp
>>>>
>>>>> Or for sure not, for me navigaing on the maps using only coordinates
>>>>> is the most stupid  idea, but really popular in audio games sadly. I
>>>>> listed this one on AG.net's thread but ofcurse as always, evryone
>>>>> drop it down, good to see someone si thinking in the same way, cause
>>>>> audio game without
>>>>>
>>>>> great sound surrounding is really, really not exact audio game for me.
>>>>>
>>>>>
>>>>> Cheers
>>>>>
>>>>> ---
>>>>> Gamers mailing list __ Gamers@audyssey.org If you want to leave the
>>>>> list, send E-mail to gamers-unsubscr...@audyssey.org.
>>>>> You can make changes or update your subscription via the web, at
>>>>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>>> All messages are archived and can be searched and read at
>>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>>> If you have any questions or concerns regarding the management of
>>>>> the list, please send E-mail to gamers-ow...@audyssey.org.
>>>>>
>>>>
>>>> ---
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>>>> All messages are archived and can be searched and read at
>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>> I

Re: [Audyssey] Problem with buildings in swamp

2012-05-10 Thread Dakotah Rickard
What about a way to raise and lower the different sound effect
volumes, rather than through keys but through the menus. That way, you
could raise and lower the different footstep sounds, raise and lower
the weapon volume sounds, raise and lower voice file sounds, music
tracks, and even radar sounds. That would free up keyboard spaces, and
it would make the options more customizable.

Signed:
Dakotah Rickard

On 5/8/12, Scott Chesworth  wrote:
> Out of interest Chris, would the standard sounds serve you any better
> if they were a little quieter? Something about the radar was bugging
> me, so I tried lowering the volume of it a touch and it got a lot less
> intrusive.
>
> Just throwing it out there... might not be the solution for you.
>
> Scott
>
> On 5/8/12, Christopher Bartlett  wrote:
>> I would like to suggest an alternate radar sound.  I find the current one
>> a
>> bit intrusive.  I liked the general sound in Austen's mod, but the sound
>> for
>> half walls was very loud and got in the way of using them.  His clear and
>> barrier sounds were less obtrusive, though it also sounded like you only
>> got
>> three chirps per pass some of the time.
>>
>> I'd like beeps that are quiet and only change in pitch to indicate clear
>> vs.
>> barrier vs. half wall.
>>
>>  Chris Bartlett
>>
>>
>>
>> ---
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>
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Re: [Audyssey] Keyboard Alternative to swamp.

2012-05-10 Thread Dakotah Rickard
That does sort of fix the issue, doesn't it.

Signed:
Dakotah Rickard

On 5/10/12, Ken  wrote:
> Good point there, that's true.  Also, a third mouse button for a trackpad
> would be nice.  What I did to solve that was to completely reconfigure the
> key assignments.
> Forward = up, backward = dwn, step left and right are alt left and right,
> just like in quake.  Shoot is space bar, silence radars is s.  Short range
> radars are control plus rrow, long range is still shift plus arrows. Nav
> prompt is f, vocal prompt is alt v.  (By the way, I now have to straif left
>
> and right to get the yes sir/no sir prompt instead of hitting a and d, but
> oh well.)
> ----- Original Message -
> From: "Dakotah Rickard" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, May 09, 2012 7:44 PM
> Subject: Re: [Audyssey] Keyboard Alternative to swamp.
>
>
>> I've used two different track pads, and I've used the cheapest of
>> cheap mice. My only complaint so far about track pads is that
>> sometimes they don't like for you to run and shoot at the same time.
>> My netbook let you do that, and I love it, but my new laptop, which
>> actually runs better on the game, doesn't allow you to run and shoot.
>> It's caused me more problems than I'd like to count.
>>
>> As far as the track pad, make sure it's turned on, try to turn
>> tap-to-click off, and you'll be fine. IF you need specific help with
>> that, please contact me or your laptop vender or both or ... whatever
>> you like...
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 5/9/12, Ken  wrote:
>>> I'm running an Asus netbook, and the trackpad never gives me problems. I
>>> have to turn the sensativity to lowest though, or I turn 360's by one
>>> swipe
>>>
>>> of my finger across it.  Definitely something I wish was portable.
>>> - Original Message -
>>> From: "Scott Chesworth" 
>>> To: "Gamers Discussion list" 
>>> Sent: Tuesday, May 08, 2012 8:08 AM
>>> Subject: Re: [Audyssey] Keyboard Alternative to swamp.
>>>
>>>
>>>> Maybe Shaun's onto something. My comparrison was probably unfair,
>>>> seeing as A) I'm judging a Macbook trackpad with plenty of surface
>>>> area and a really nice finish to the touch against the cheapest of
>>>> cheapo mice and B) I'm a sucker for not having extra devices whenever
>>>> possible. I'd love to give a good gaming mouse a go though.
>>>>
>>>> Scott
>>>>
>>>> On 5/8/12, shaun everiss  wrote:
>>>>> I must say though aprone I had to get a gaming mouse in order to get
>>>>> the feel my cheap 20 buck genius mouse did not move that fast.
>>>>>
>>>>> At 12:23 a.m. 8/05/2012 -0700, you wrote:
>>>>>>It's definitely user preference because it is the exact opposite for
>>>>>>me.  Using a mouse is fast and smooth and I feel awkward and clunky
>>>>>>when I use my laptop's track pad.
>>>>>>
>>>>>> > I plaed with a mouse on my son's
>>>>>> > computer a few times and honestly, it's much clunkier than
>>>>>> > the track pad.  I really want to buy a trak pad for my
>>>>>> > big computer--wish they sold them.
>>>>>>
>>>>>>
>>>>>>---
>>>>>>Gamers mailing list __ Gamers@audyssey.org
>>>>>>If you want to leave the list, send E-mail to
>>>>>> gamers-unsubscr...@audyssey.org.
>>>>>>You can make changes or update your subscription via the web, at
>>>>>>http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>>>>All messages are archived and can be searched and read at
>>>>>>http://www.mail-archive.com/gamers@audyssey.org.
>>>>>>If you have any questions or concerns regarding the management of the
>>>>>> list,
>>>>>>please send E-mail to gamers-ow...@audyssey.org.
>>>>>
>>>>>
>>>>>
>>>>> ---
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>>&g

Re: [Audyssey] Swamp Pistols

2012-05-09 Thread Dakotah Rickard
Exactly. It was nice. I was shocked.

Signed:
Dakotah Rickard

On 5/9/12, john  wrote:
> Just thought I'd say this, it was that way briefly last version
> when the new weapons were added. The two pistols had different
> draw sounds, and were changed to the current (duplicate) setup. I
> admit to having liked it that way myself as well.
>
>  - Original Message -
> From: Dakotah Rickard  To: Gamers Discussion list  Date sent: Wed, 9 May 2012 19:51:53 -0400
> Subject: Re: [Audyssey] Swamp Pistols
>
> Listen. I'm not trying to be rude, but I'm concerned with the
> primary
> sounds of Swamp, non-modded. Mods are fine, but the trouble with
> mods
> is that it's kind of like playing a different game, really, from
> other
> people. I play unaltered Swamp for now, and I'd really like to
> talk
> about that.
>
> Just to recap the topic, why is it that the Glocks sound the same
> when
> drawing them and reloading them? The SMG sounds and bow sounds
> are the
> same, as well, for drawing. I think it might be wise to change
> this,
> though I am neither the game designer nor any other official
> person of
> that type. I think that the change should be made to allow for
> quick
> differential between these weapons.
>
> Thanks in advance.
>
> Signed:
> Dakotah Rickard
>
> On 5/8/12, Ben  wrote:
>  You can, there are a couple of little additions of my own as
> well.  But
>  here
>  it is:
>  http://dl.dropbox.com/u/1891978/sounds.7z
>  I think the mod should just work fine if you install it (just
> copy and
>  replace your sounds folder) any problems just contact me
>
>  -Original Message-
>  From: gamers-boun...@audyssey.org
> [mailto:gamers-boun...@audyssey.org] On
>  Behalf Of shaun everiss
>  Sent: 08 May 2012 11:59
>  To: Gamers Discussion list
>  Subject: Re: [Audyssey] Swamp Pistols
>
>  what?
>  did locutus do a mod, can I have a link?
>  I havn't actually touched the mod attack thread for ages.
>  I still play the sod mod version2 that still rocks.
>
>  At 11:32 a.m. 8/05/2012 +0100, you wrote:
> I'm using the locutus weapons pack with a couple of additions,
> thus making
> the sounds very different, apart from the bows. I might do those
> after my
> exams. :d
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org
> [mailto:gamers-boun...@audyssey.org] On
> Behalf Of shaun everiss
> Sent: 08 May 2012 11:26
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Swamp Pistols
>
> well I don't know why we used the old silenced sounds for the
> standard glock 19 and reloading sounds from 1.9x.
> we have the sfx so why not.
>
> At 11:03 p.m. 6/05/2012 -0400, you wrote:
> Hi all. I understand that we're going for similarity in the
> categories, and a Glock 17 and a Glock 19 aren't really that
> different. I do ask, however, why the sounds are so similar in
> all
> things. The firing sounds are different, but all the other ones
> are
> the same. I ask that the draw and reload sounds be somewhat
> different,
> not only for making gameplay easier but for telling people what's
> going on around them in the environment. I would also ask, in the
> same
> vain, if it would be possible to make a slight difference between
> the
> Uzi and MP5 draw sounds, and the two bow's draw sounds?
> Everything
> else is awesome.
>
> Yeah, I know I could mod it, but I don't really like to do that,
> as I
> like to have relatively the same game as everyone else.
>
> Hope this finds you all well.
>
> Signed:
> Dakotah Rickard
>
> ---
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>
> -

Re: [Audyssey] Swamp Pistols

2012-05-09 Thread Dakotah Rickard
Listen. I'm not trying to be rude, but I'm concerned with the primary
sounds of Swamp, non-modded. Mods are fine, but the trouble with mods
is that it's kind of like playing a different game, really, from other
people. I play unaltered Swamp for now, and I'd really like to talk
about that.

Just to recap the topic, why is it that the Glocks sound the same when
drawing them and reloading them? The SMG sounds and bow sounds are the
same, as well, for drawing. I think it might be wise to change this,
though I am neither the game designer nor any other official person of
that type. I think that the change should be made to allow for quick
differential between these weapons.

Thanks in advance.

Signed:
Dakotah Rickard

On 5/8/12, Ben  wrote:
> You can, there are a couple of little additions of my own as well.  But
> here
> it is:
> http://dl.dropbox.com/u/1891978/sounds.7z
> I think the mod should just work fine if you install it (just copy and
> replace your sounds folder) any problems just contact me
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of shaun everiss
> Sent: 08 May 2012 11:59
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Swamp Pistols
>
> what?
> did locutus do a mod, can I have a link?
> I havn't actually touched the mod attack thread for ages.
> I still play the sod mod version2 that still rocks.
>
> At 11:32 a.m. 8/05/2012 +0100, you wrote:
>>I'm using the locutus weapons pack with a couple of additions, thus making
>>the sounds very different, apart from the bows. I might do those after my
>>exams. :d
>>
>>
>>-Original Message-
>>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>>Behalf Of shaun everiss
>>Sent: 08 May 2012 11:26
>>To: Gamers Discussion list
>>Subject: Re: [Audyssey] Swamp Pistols
>>
>>well I don't know why we used the old silenced sounds for the
>>standard glock 19 and reloading sounds from 1.9x.
>>we have the sfx so why not.
>>
>>At 11:03 p.m. 6/05/2012 -0400, you wrote:
>> >Hi all. I understand that we're going for similarity in the
>> >categories, and a Glock 17 and a Glock 19 aren't really that
>> >different. I do ask, however, why the sounds are so similar in all
>> >things. The firing sounds are different, but all the other ones are
>> >the same. I ask that the draw and reload sounds be somewhat different,
>> >not only for making gameplay easier but for telling people what's
>> >going on around them in the environment. I would also ask, in the same
>> >vain, if it would be possible to make a slight difference between the
>> >Uzi and MP5 draw sounds, and the two bow's draw sounds? Everything
>> >else is awesome.
>> >
>> >Yeah, I know I could mod it, but I don't really like to do that, as I
>> >like to have relatively the same game as everyone else.
>> >
>> >Hope this finds you all well.
>> >
>> >Signed:
>> >Dakotah Rickard
>> >
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Re: [Audyssey] Keyboard Alternative to swamp.

2012-05-09 Thread Dakotah Rickard
I've used two different track pads, and I've used the cheapest of
cheap mice. My only complaint so far about track pads is that
sometimes they don't like for you to run and shoot at the same time.
My netbook let you do that, and I love it, but my new laptop, which
actually runs better on the game, doesn't allow you to run and shoot.
It's caused me more problems than I'd like to count.

As far as the track pad, make sure it's turned on, try to turn
tap-to-click off, and you'll be fine. IF you need specific help with
that, please contact me or your laptop vender or both or ... whatever
you like...

Signed:
Dakotah Rickard

On 5/9/12, Ken  wrote:
> I'm running an Asus netbook, and the trackpad never gives me problems. I
> have to turn the sensativity to lowest though, or I turn 360's by one swipe
>
> of my finger across it.  Definitely something I wish was portable.
> - Original Message -
> From: "Scott Chesworth" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, May 08, 2012 8:08 AM
> Subject: Re: [Audyssey] Keyboard Alternative to swamp.
>
>
>> Maybe Shaun's onto something. My comparrison was probably unfair,
>> seeing as A) I'm judging a Macbook trackpad with plenty of surface
>> area and a really nice finish to the touch against the cheapest of
>> cheapo mice and B) I'm a sucker for not having extra devices whenever
>> possible. I'd love to give a good gaming mouse a go though.
>>
>> Scott
>>
>> On 5/8/12, shaun everiss  wrote:
>>> I must say though aprone I had to get a gaming mouse in order to get
>>> the feel my cheap 20 buck genius mouse did not move that fast.
>>>
>>> At 12:23 a.m. 8/05/2012 -0700, you wrote:
>>>>It's definitely user preference because it is the exact opposite for
>>>>me.  Using a mouse is fast and smooth and I feel awkward and clunky
>>>>when I use my laptop's track pad.
>>>>
>>>> > I plaed with a mouse on my son's
>>>> > computer a few times and honestly, it's much clunkier than
>>>> > the track pad.  I really want to buy a trak pad for my
>>>> > big computer--wish they sold them.
>>>>
>>>>
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Re: [Audyssey] swamp 2.2 thoughts

2012-05-06 Thread Dakotah Rickard
I hope that the barrier idea actually looks like a serious
consideration. It would be foolish to shoot by it, as in my idea, if
hte bullet hits it it'll break, and the zombies which go into attack
mode will definitely be able to just brush it aside like cheap plastic
sheeting and such, which it basically would be.

Signed:
Dakotah Rickard

On 5/6/12, Ben  wrote:
> Yeh, that's a better idea
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Phil Vlasak
> Sent: 06 May 2012 13:30
> To: Gamers Discussion list
> Subject: Re: [Audyssey] swamp 2.2 thoughts
>
> Hi Ben,
> Okay, how about perfect camouflage?
> I know the military is working on a cloaking device sort of like stealth
> armor for people and tanks that would detect light around an object and
> project it on the other side making the object invisible.
>
> - Original Message -
> From: "Ben" 
> To: "'Gamers Discussion list'" 
> Sent: Sunday, May 06, 2012 5:22 AM
> Subject: Re: [Audyssey] swamp 2.2 thoughts
>
>
>> Great idea... isn't the cloak a little harry potter though? lol
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Phil Vlasak
>> Sent: 06 May 2012 10:09
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] swamp 2.2 thoughts
>>
>> Hi
>> For pausing the game you could find invisibility cloaks that you can
>> throw
>> over yourself with a key hit.
>> Then you can answer the phone or door or take a bathroom break.
>> But when you take it off the rustling sound will attract the zombies.
>>
>> Or, in a building you could use a batman sky hook the shoots spikes into
>> the
>>
>> ceiling and the motor drive winches you up in the air so they don't see
>> you.
>> Of course the winch sound will attract the zombies to your location.
>>
>>
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Re: [Audyssey] a bug in Swamp

2012-05-06 Thread Dakotah Rickard
That bug is still coming up, yeah. I wonder what it is, and why it's
still happening.

Still, all in all, it isn't killer, just weird.

Signed:
Dakotah Rickard

On 5/6/12, Kevin Andrews  wrote:
> Hi Jeremy and all,
>
> I'd just like to confirm what some others have reported with Swamp.
> There seems to be an issue with the growling of zombies and panning. For
> example, I'll hear a growl say, for the sake of this example, 45 degrees
> off to my right. If I turn 45 degrees to my right, I sometimes still
> hear it in the same position, as if I hadn't turned at all in the first
> place.
>
> Hope I am making sense here.
>
> Thanks for such a cool game! Keep up the great work!
>
> --
> Kevin J. Andrews
> Email: kevin.andrew...@gmail.com
>
>
> "A man who never made a mistake never tried anything new."-Albert Einstein
>
>
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[Audyssey] Swamp Pistols

2012-05-06 Thread Dakotah Rickard
Hi all. I understand that we're going for similarity in the
categories, and a Glock 17 and a Glock 19 aren't really that
different. I do ask, however, why the sounds are so similar in all
things. The firing sounds are different, but all the other ones are
the same. I ask that the draw and reload sounds be somewhat different,
not only for making gameplay easier but for telling people what's
going on around them in the environment. I would also ask, in the same
vain, if it would be possible to make a slight difference between the
Uzi and MP5 draw sounds, and the two bow's draw sounds? Everything
else is awesome.

Yeah, I know I could mod it, but I don't really like to do that, as I
like to have relatively the same game as everyone else.

Hope this finds you all well.

Signed:
Dakotah Rickard

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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Dakotah Rickard
Also, Lorie, one thign to keep in mind is that a building's
coordinates on the beacons system is the front door of that building.
If you're inside that building, you're contending with walls and
zombies, and that beacon isn't going to be very helpful except in that
it gives you a general cue to which way that building's door is. If
you're not in the area of the door, it won't be more helpful.

The part of Swamp that I like the best is its general subtlety toward
items and obstacles. Items make a sound, if you're line of sight
includes them, for the most part. I don't think it would make the game
enjoyable to increase that area, so it's just a matter of memorizing
the buildings and paying attention. Also, retracing your steps can be
important sometimes, so try and remember where you've been.

Signed:
Dakotah Rickard

On 5/6/12, Scott Chesworth  wrote:
> Aha, that'd explain it, seems we're using totally different methods to
> do our shopping!
>
> Thanks man, I'll look forward to trying them out. Hopefully there'll
> be a solution that'll mean people can use both systems simultaniously
> if they need too.
>
> Scott
>
> On 5/7/12, Kai  wrote:
>> Greetings Scott.
>>
>> I personally never use the radars because I find them too distracting
>> with
>> their beep patterns. I've always just used the building helper to guide
>> me
>> to exits out of rooms, since its subtle and less distracting. That being
>> said, I can see if I can find some more distinct sounds for the helper to
>> let you guys try on a trial basis to gauge its utility.
>>
>> Kai
>>
>> - Original Message -
>> From: "Scott Chesworth" 
>> To: "Gamers Discussion list" 
>> Sent: Sunday, May 06, 2012 5:44 PM
>> Subject: Re: [Audyssey] Problem with buildings in swamp
>>
>>
>>> Hey Kai,
>>>
>>> Interesting that you'd find beeps too distracting. I've always thought
>>> of the building helper as being a navigation tool. Going along those
>>> lines, sounds that worked alongside the existing radar chirps wouldn't
>>> seem out of place.
>>>
>>> Scott
>>>
>>> On 5/7/12, Kai  wrote:
>>>> Greetings Scott.
>>>>
>>>> It's a struggle between a subtle sound that relays the information and
>>>> a
>>>> distinct sound which might be distracting or sound unnatural.
>>>>
>>>> The heart beats have always worked for me, and this is possibly because
>>>> of
>>>> my familiarity with them, but if I were to switch to something else,
>>>> they'd
>>>>
>>>> also have to be just as subtle so as to not distract the player from
>>>> his
>>>> surroundings. I'm not sure what a suitable replacement would consist
>>>> of,
>>>>
>>>> as
>>>>
>>>> breaths would be too long, and beeps would be too distracting.
>>>>
>>>> Kai
>>>>
>>>> - Original Message -
>>>> From: "Scott Chesworth" 
>>>> To: "Gamers Discussion list" 
>>>> Sent: Sunday, May 06, 2012 2:57 PM
>>>> Subject: Re: [Audyssey] Problem with buildings in swamp
>>>>
>>>>
>>>>> Lori's post does raise an interesting point about the building helper
>>>>> though. I've just had a tinker with it in buildings I'm not
>>>>> particularly familiar with yet on map 2, and with the current sounds
>>>>> being so subtle, I'm not surprised that she's not picking up on them.
>>>>>
>>>>> Kai, any mileage in the idea of updating In.wav and Out.wav to
>>>>> something less subtle? I've done no research at all to support this,
>>>>> but would guess that most of the people using the building helper are
>>>>> going to be new players, so something easier to distinguish from
>>>>> background ambience and zombie footsteps in the distance would
>>>>> probably be a big help to them.
>>>>>
>>>>> Scott
>>>>>
>>>>> On 5/6/12, Scott Chesworth  wrote:
>>>>>> Hey Lori,
>>>>>>
>>>>>> Dunno if you've seen them yet, but Shermanator and I both wrote
>>>>>> replies for you earlier on today. If you work your way through both
>>>>>> of
>>>>>> our posts, practicing one tip at 

[Audyssey] Swamp bug and request

2012-05-05 Thread Dakotah Rickard
Hello list and Jeremy.

I am writing, as my subject line indicates, about a bug and a request in Swamp.

The bug is this, and honestly I'm not sure if it is a bug, but it
might be. When you use a weapon that can burst fire three bullets, and
you don't have three bullets left in the magazine, it seems that the
number of bullets you do have left is wasted. For example, the Uzi has
a magazine size of 40 rounds. The burst mode fires three at a time, so
you fire 39 with no problem, but that last one isn't enough to allow
for a burst. When you fire in burst mode, it simply clicks, and the
bullet disappears from your magazine. Is the bullet wasted? If so,
could the gun switch from burst to single shot for that last bullet or
the last two, if there are either one or two left? I'm not sure what
is up, or if that is possible.

Now for the true request, because the previous one was part of the bug
report. Can there be one or two voice files which can be used to
attract zombies. Maybe the battlecry file and/or the Come Here file. I
don't like having to waste ammo just to get zombies' attention.

Thanks for reading, and have a good evening.
Signed:
Dakoath Rickard

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Re: [Audyssey] slight bug in swamp

2012-05-05 Thread Dakotah Rickard
Originally, med kits only effected the person who used them, but it
came out later that med kits were an area of effect device, so players
could heal other players. It makes the world a little more
interactive, and it gives people a way to do more than just look out
for themselves, like real people in that kind of situation would
hopefully do.

Signed:
Dakotah Rickard

On 5/5/12, Michael Taboada  wrote:
> Hi,
> Wait so you mean when someone uses a med kit about 45 degrees off to my
> left, and maybe (I have no idea what the distance would be) but maybe 10
> feet away it heals me? That seems quite odd rofl.
> -Michael.
>
>
> -Original Message-
> From: Dakotah Rickard
> Sent: Saturday, May 05, 2012 7:30 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] slight bug in swamp
>
> It's not a bug. When someone uses a medkit, it heals you. Your health
> is being affected by a med kit, so it announces it.
>
> Signed:
> Dakotah RIckard
>
> On 5/5/12, Michael Taboada  wrote:
>> Hi,
>> I think I’ve noticed a slight bug in swamp. When someone else uses a med
>> kit
>> near you, it says your health as many times as they used the med kit. For
>> example if someone near me used two med kits, then it would say my health
>> twice. I would expect it should only say your health when you use a med
>> kit
>> on yourself, so I decided I’d throw this out there.
>> Thanks,
>> -Michael.
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Re: [Audyssey] swamp 2.2 thoughts

2012-05-05 Thread Dakotah Rickard
I'm not really sure what the answer is. Everyone has good points.

It would be nice not to lose all of your stuff just because you had to
attend to a real-life thing, big or small, but on the other hand, it
would take down some of the risk of the game, and risk is probably the
most attractive thing about the game.

What about a compromise? What about a way to set up a temporary door
to a room or structure, like a barricade. Zombies could break it down
to come to you, and other people could do the same, but you could set
it up, given you had one in your inventory, and you would at least be
a little safer. I'll put an example up. Say you go into a train car in
Map 2. The majority of the middle of that car is filled with
impassable stuff, boxes I guess. So your back is safe. You go in, set
up this one-time-use thing, like a plastic half wall or something. An
axe or gunfire at close range would take the barricade down, and
zombies could knock it down if they tried, but if you are still and
quiet, they won't know you're there, unless they followed you.

That way, it wouldn't be a get out of jail free card, and you couldn't
make a little room of them to stay safe and shoot zombies, but you
could use one, if you had one, to make a temporarily safe alcove.
Safe, in this case, would mean that you're just that little bit less
likely to get attacked, because the zombie won't just randomly stagger
through.

Maybe that's a good middle ground.

Signed:
Dakotah Rickard

On 5/5/12, enes  wrote:
> hi,
> I had the same thing
> when I hit escape and went to answer the phone I thought the game had
> paused
> when I returned I was dead
>
> --
> From: "john" 
> Sent: Friday, May 04, 2012 11:44 PM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] swamp 2.2 thoughts
>
>> Instant attention like somebody knocking on the door or the phone
>> ringing?
>>
>> - Original Message -
>> From: "Ken" > To: "Gamers Discussion list" > Date sent: Fri, 4 May 2012 15:49:01 -0400
>> Subject: Re: [Audyssey] swamp 2.2 thoughts
>>
>> If something needs my attention, I simply park my character in a safe
>> place.
>> There are several besides the safe zone, none totaly safe--but safe
>> enough.
>> I personally like the system the way it is now.  No pausing means that
>> menu
>> mode can be entered during missions again too, which is nice.
>> - Original Message -
>> From: "Jeremy Kaldobsky" > To: "Johnny Tai" ; "Gamers Discussion list"
>> > Sent: Wednesday, May 02, 2012 1:16 PM
>> Subject: Re: [Audyssey] swamp 2.2 thoughts
>>
>>
>> I'll give this some thought and see what I come up with.
>>
>> On a side note you are definitely correct that games are primarily for
>> fun.  The other thing to consider is that any time a game is multiplayer
>> you are accepting responsibilities that wouldn't exist in a single player
>> game.  This even translates into real life.  If playing a game of chess
>> against yourself for practice, you might just walk away and come back an
>> hour later.  When playing with another person you have a responsibility
>> to
>> them which keeps you from doing that same thing.  While the
>> responsibilities are different depending on the game, I do believe every
>> game becomes driven by more than simply "fun" once other people are
>> involved.  This wasn't meant to dismiss your ideas Johnny, I still plan
>> to
>> give this some thought to see if I can come up with a solution that fits
>> with my design but also makes people happy.
>>
>> Speaking purely from a gamer point of
>> view, I think that the point of a game is, well, for fun,
>> and thus, when real life suddenly demands your attention, it
>> should be reasonable to be able to pause that "fun" while
>> you run like mad to the washroom...just for
>> example...without, as someone pointed out, losing a week, or
>> even month, worth of careful playing and saving up items.
>> Otherwise, without such option, many of us probably wouldn't
>> play swamp at all unless we know we are sure to have a few
>> hours of uninterupted play-time at least, which in my
>> case/life style, is pretty much impossible.
>> Granted you can go to the safe zone and idle there, but if
>> I'm on the other side of town, I don't have the time to run
>> to safe zone without missing say, that important phone call
>> from a client.
>> If pause is too abuseable, then at least give an instant
>> recall to safe z

Re: [Audyssey] zomby bug is still there in swamp 2.03

2012-05-05 Thread Dakotah Rickard
If the zombies are in the zone, then it's maybe a holdover from the
older bug of this type, but that'd be in Multiplayer only. If they're
in the zone in single-player, there's nothing to prevent them from
being there. Since you can't actually crash into a zombie and be
stopped from running, just run out of the zone. That works in single
or multiplayer, by the way, just run away and eal with being a little
lower than perfect health. Maybe once you're out of the zone, you can
shoot into it and kill the zombie. Just because you can't shoot in the
zone doesn't mean you can't shoot into the zone.

Also, the beginning of this thread was a refusal to play until the bug
is fixed. That's a personal choice, but frankly it's kind of a whiny
attitude to take with a developer who is probably one of the top five
and is spending his time on these games for no cash reward. Refuse to
play, if you wish, but don't expect that your boycott will effect
Jeremy to speed up his efforts.

Signed:
Dakotah Rickard

On 5/5/12, Lori Duncan  wrote:
>
> Hi Aprone, could you not add something like fists to be used in safe zone,
> or maybe some form of smoke weapon which blinds the zombies long enough for
>
> you to run outside, then when they can see again, they'll leave the zone.
> Just a suggestion.
>
> --
> From: "Jeremy Kaldobsky" 
> Sent: Sunday, May 06, 2012 12:18 AM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] zomby bug is still there in swamp 2.03
>
>> Wait a minute, I think I've misunderstood what was said earlier.  Stephen
>>
>> are you reporting that zombies can enter the safe zone in single player?
>> When I read your earlier post I thought you were referring to multiplayer.
>>
>> In single player you are just testing the maps so there is nothing to stop
>>
>> zombies from entering the safe zone.  This is not a bug, it's just the
>> nature of testing a map and setting it to randomly place zombies around
>> the map.  If you are considering the single player practice mode as
>> anything besides practice, then you're looking at it the wrong way.  The
>> game itself is multiplayer only.
>>
>> If you actually are reporting that in multiplayer zombies are still
>> attacking you in the safe zone then please let me know.
>>
>>> nine times out of ten when I am
>>> playing in offline mode the zombies
>>> enter the safe zone and I cannot possibly play the game when
>>> that
>>> happens, because it won't let me attack anything in the safe
>>>
>>> zone.  It's not like I'm trying to be nasty and mean
>>> about it or
>>> anything, it is just not possible to play the game as things
>>>
>>> stand.  Stop all the personal attacks.
>>
>>
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Re: [Audyssey] slight bug in swamp

2012-05-05 Thread Dakotah Rickard
It's not a bug. When someone uses a medkit, it heals you. Your health
is being affected by a med kit, so it announces it.

Signed:
Dakotah RIckard

On 5/5/12, Michael Taboada  wrote:
> Hi,
> I think I’ve noticed a slight bug in swamp. When someone else uses a med kit
> near you, it says your health as many times as they used the med kit. For
> example if someone near me used two med kits, then it would say my health
> twice. I would expect it should only say your health when you use a med kit
> on yourself, so I decided I’d throw this out there.
> Thanks,
> -Michael.
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[Audyssey] Swamp: Glock 17. No really.

2012-05-02 Thread Dakotah Rickard
This guy is the real deal, folks. I subscribe to his channel, because
he knows what he's doing. Check out this video for some awesome Glock
17 modification. Also, this mod doesn't really take much effort. I see
possible mods like this in Swamp in future? Maybe? Hmmm?

This is the line that is drawn between pistol and SMG. Enjoy.

www.youtube.com/watch?v=FbsgHbXubGU

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Re: [Audyssey] swamp 2.2 thoughts

2012-05-02 Thread Dakotah Rickard
I agree that the contention with school thing is stupid. I go to
college, have three kids and a wife, and am consitantly able to find a
few minutes here and there to play Swamp.

I suggest that it be very expensive but that some sort of transit to
the closest safe zone be possible. Say a thousand rep. That way if you
can risk it or if it's cheaper to just disconnect, you can do that,
but if you just found literally every weapon and a pile of ammo, it's
worth it. Maybe a thousand is huge, so five hundred, but I think it
should really hurt to have instant safety.

I also think that cheaters ruin their own fun. i don't mean that
Jeremy shouldn't care about the problem, just that a cheater gets
bored and moves on. As long as the server isn't being attacked,
cheaters are just making the game boring for themselves. Why should
they continue if therre's no challenge. Reason I'm saying this is
because I think that implementing too many anti-cheating features,
since there isn't really a way for one player to impact another
directly yet, is a sweaty mess that seems to be more stress than its
worth.

Anything that Jeremy does is probably going to kick butt, and the
pause thing isn't worth a major wrinkle. I do have to say though that
Swamp is quite a unique game, all things considered, and that
uniqueness comes with a slight price. We players can't have the same
expectations as we would with other games, and Jeremy can't quite look
at it as just another FPS. It just doesn't fit.

I hope this finds you all well.

Signed:
Dakotah Rickard

On 5/2/12, john  wrote:
> Oh yea. Now I don't have to worry about getting attacked while
> I'm off the program. I still think we should be able to pause for
> a phone/person talking to you/person knocking on the door though.
>
>  - Original Message -
> From: "Kai"  To: "Gamers Discussion list"  Date sent: Wed, 2 May 2012 14:00:07 -0700
> Subject: Re: [Audyssey] swamp 2.2 thoughts
>
> Ben Said:
> "But what if, like me, you don't have 200 rep... did you think of
> that?
> That's kinda inconsiderate to players like myself who have school
> to contend
> with ..."
> I might argue that Aprone works nights and that it's
> inconsiderate of you to
> be so rude simply because he won't jump on the bandwagon and
> implement a
> feature specifically for you right away. I honestly found this a
> fairly rude
> comment, and were I in the position to do so, I'd be even more
> compelled to
> just leave things be on simple merrit of subpar decorum.
>
> John and Johnny:
> You can now hit escape and exit the game from almost anywhere,
> without the
> necessity to forcibly disconnect / terminate the client. Yes,
> this means you
> lose whatever you gained since you last logged on, but if you are
> just on
> for the fun of shooting zombies anyway, that shouldn't matter too
> much.
> There's so many ways I could think of a pausing system (in fact,
> they were
> being abused before when you could pause swamp), that I doubt the
> extra
> effort to contend with such tactics codewise would be worth it.
> I'd much
> rather Jeremy do some bug fixing and new feature implementation
> than to add
> things which themselves might cause him to have to lock himself
> in a rat
> race with people intent on cheating the system.
>
> Kai
>
>
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Re: [Audyssey] Sony PSP & Ipad

2012-05-02 Thread Dakotah Rickard
The thing about the Nintendo Wii is that it offers several titles
which can be enjoyed, not only Wii Sports and the sequal Wii Sports
Resort (which offers many more interesting games), but most of the
party games as well.

Also, with that console, even if your child is not playing the game at
the same level as a sighted friend, they are still able to enjoy them.

There are certainly several mainstream games which can be played,
given time and patience. And if you are going to help him, the list
increases. I sometimes just sist back and direct my wife to play
through a game with me which would otherwise be inaccessible, and that
experience works fine.

It would be very helpful to me, from a recommendation standpoint, to
know what sort of games, books, or pretend play your child enjoys.
Shaun recommended in his first message an enormous list of games and
developers. Certainly every developer and game is worth playing about
with, and those developers are for strictly accessible games, but it
would shorten the list to know what your child enjoys.

I suggest, though, that you do start out with these games, as they are
designed for blind persons to enjoy. I think that even the die-hard
console gamers will agree with me that there is a certain level of
frustration in learning a console that is not present in learning most
audio games.

I would also like to offer a cautionery word. Learning how to use
mainstream devices is both easier and more rewarding than it was.
Apple does a fantastic job of making their IPad, IPod, and IPhone
accessible to the blind.d Other companies lag behind, but many are
moving slowly in that direction. However, there are still many
devices, gaming consoles among them, which are not designed for blind
individuals to use. We use them, because we try very hard and are
prepared for huge setbacks. Still, I urge you to be very careful in
providing your child with only these devices and not investigating the
audio games which are currently available. I do not mean that you are
failing your child in any respect, and I see that you have said your
son plays games on a notetaker, so it is clear that you are aware and
willing to obtain these devices. I only urge caution and careful
consideration when purchasing a new device which is not blind
friendly, because it can either be tremendously rewarding and last in
his mind as a treasured memory, or it can be frustrating and end up
collecting dust in a closet.

still, I also urge you to experiment and have fun. That is probably
the best path to discovery.

Signed:
Dakotah Rickard

On 5/2/12, shaun everiss  wrote:
> I must say on the subject of the psp that each games has an os update.
> ie if you don't have the requirements it asks you to install them and does
> so.
> I have not seen this on any other gaming units.
> quite good.
> Each time you buy a new game you may get a new os upgrade which just rocks.
>
> At 11:39 a.m. 1/05/2012 -0700, you wrote:
>>I have a PSP and unfortunately the only real accessible games for
>>blind folks- without sighted help, are the verses fighting games
>>like streetfighter, tekken, etc.
>>But there are plentty of those for the PSP, so long as you help your
>>kid memorize the layout of the main menu, and how to get to the
>>games, etc, there shouldn't be any issue.
>>
>>
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Re: [Audyssey] swamp 2.2 thoughts

2012-05-02 Thread Dakotah Rickard
The trouble when comparing Swamp with other multi-player shoot-'em-ups
is that Swamp is a continuous Swamp has an on-going world structure.
Other shooters' multi-players are rather like Swamp's missions. Those
can't be paused, but there isn't a main map where people can run
around and collect stuff. Most games simply have you spending money
you get from missions for better stuff on other missions, if you have
to spend anything at all. Swamp isn''t that type of game. You
literally can't make enough from missions to keep yourself supplied
for missions. That is why I do not think it would be completely
unreasonable to have some sort of pause feature, or even a temporary
disconnect that costs some reputation but keeps your character intact.

I have three kids, one on the way, and I'm telling you right now that
having a pause feature would be awesome, at least in the main map.

Please keep in mind the differences between Swamp and most other
similar mainstream games, because they are neat ones fun ones, but
they also may allow for a different level of consideration.

Signed:
Dakotah Rickard

On 5/2/12, shaun everiss  wrote:
> why not just load a wiki on the server?
> I know they exist, never used one but there are some opensource ones.
> At 05:57 p.m. 1/05/2012 -0700, you wrote:
>>Good idea!  Does anyone have any experience adding actual wikipedia
>>pages?  I see no reason we couldn't set up a Swamp one.
>>
>> > why not do a swamp wiki for weapons
>> > and zombies? this way you can continue updating it as you go
>> > without having to do a txt everytime.
>>
>>
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Re: [Audyssey] Swamp version 2.2

2012-05-01 Thread Dakotah Rickard
Is the main download updated yet?


On 5/1/12, Lori Duncan  wrote:
> Ouch Scott, and I thought going to the Dentist was bad lol.  It is tough
> when you need the small amount of reputation you have to buy ammo, but for
> some reason it didn't seem to happen in the last release I had.  Losing
> almost 300 though...  If you see any brains in the swamp they are mine :)
> From Lori.
>
> --
> From: "Scott Chesworth" 
> Sent: Tuesday, May 01, 2012 8:55 PM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] Swamp version 2.2
>
>> Hey Lori,
>>
>> There's a rep bug that Jeremy is trying to iron out. It hits pretty
>> hard when you're just starting out, so let's hope he gets it sorted
>> soon eh. For what it's worth I just lost 300 rep by going into a menu,
>> so it's nothing you're doing wrong.
>>
>> Scott
>>
>> On 5/1/12, Lori Duncan  wrote:
>>> Hi, I'm still having problems with my reputation in Swamp, I'm still
>>> losing
>>>
>>> about 5 reputation whenever I try doing something in the safezone, is
>>> this
>>> happening to anyon e else?  Thank goodness for offline mode, this way no
>>>
>>> one
>>>
>>> knows just how terrible I actually am at this game.
>>>
>>> Also I was wondering how do I reach map 2 in the online version, do I
>>> have
>>> to be a higher level?  Thanks from Lori.
>>>
>>> --
>>> From: "Jeremy Kaldobsky" 
>>> Sent: Tuesday, May 01, 2012 6:14 PM
>>> To: "audyssey" 
>>> Subject: [Audyssey] Swamp version 2.2
>>>
 OK guys, in my rush to toss out 2.1 before work, there were a few
 overlooked bugs.  Not big deal of course, but still some of them needed

 to

 be fixed quickly.  The funniest problem was that I accidentally tossed
 old

 sounds into the update!  Oops!

 The main 2.2 download file won't be finished uploading for a few hours
 at

 least.  That will contain the proper sounds.  In the mean time though I
 have posted the very small 2.2 patch that will update your 2.1 version
 to

 2.2.  I'll have a hundred people confused about this I'm sure, but to
 solve some bugs I am switching things over to 2.2 even though the main
 download file isn't ready.  There is an annoying bug with the long bow
 that needed to be fixed but more important than anything, there is a
 bug
 with the elevator that needed to be fixed as soon as possible.

 www.kaldobsky.com/audiogames/SwampPatch.zip

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Re: [Audyssey] Swamp version 2.1 is here!

2012-04-30 Thread Dakotah Rickard
I am downloading, but from what I hear, this is going to be very
awesome. Oh my gosh this is going to rock!

Signed:
Dakotah Rickard

On 4/30/12, ryan chou  wrote:
> holey! this is huge! ^^ downloading right now
>
> On 4/30/12, Stephen  wrote:
>> Hi there.  Can I play swamp offline yet?
>> Thanks.
>>
>>
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Re: [Audyssey] Swamp 2.0 accuracy stats bug

2012-04-30 Thread Dakotah Rickard
Curses, foiled again. I'm struggling to keep Liberty above 80%. It's
kind of a pride thing.

On 4/30/12, Scott Chesworth  wrote:
> Ah, that explains it! Cheers.
>
> On 4/30/12, Jeremy Kaldobsky  wrote:
>> Scott, you are able to go above 100% because some of the higher powered
>> guns
>> and shotguns can travel through one zombies to kill more behind it.  The
>> shotgun is a prime example since on burst mode you might be able to kill
>> several dogs in a single shot.
>>
>>> Just been doing a bit of hunting
>>> practice offline with different
>>> weapons. I noticed that over time, I was able to push my
>>> accuracy to
>>> above 100%? Dunno how far this will stretch, I got to 120%
>>> and thought
>>> I'd better report it.
>>>
>>> Scott
>>
>>
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Re: [Audyssey] swamp 2 bug

2012-04-30 Thread Dakotah Rickard
2.1! 2.1! Yeah yeah yeah!

On 4/30/12, Jeremy Kaldobsky  wrote:
> This was a small bug that caused the client to think it had a few more
> reputation than it actually did.  Signing out or interacting with the safe
> zone would update the client with the correct amount from the server, so
> you'd notice a small drop.  I've got this fixed in the upcoming 2.1 update.
>
>> Hey.
>>
>> This one has probably been reported 15 or 16 billion times,
>> but I've been unable to pay much attention to swamp  or
>> this list for 17 or 18 billion years, so 19 billion
>> apologies if this is duplicate bug report number
>> 161. Ok, enough with numbers. Well maybe not since
>> that's the bug in question. With swamp 2.0 I seem to always
>> lose reputation when closing the game and coming back. I
>> think I lose around 3 to 10 reputation.
>>
>> -- Sent with Thunderbird 3.1.20 portable.
>
>
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[Audyssey] Swamp Weapon Bug

2012-04-30 Thread Dakotah Rickard
Hello List. Hello Jeremy.

I seem to have found a bug in Swamp. I don't know if it's been
reported yet, but just in case it's not, here it is.

When you find a weapon out in the world, it's fully loaded, with the
notable and understandable exception of the minigun, which has half
ammo. Now, if you go into the safe zone, unload the weapon, and donate
it, you should theoretically be able to pick up another weapon, just
like the first, full of ammo. In fact, this is not the case. Say you
want to donate a winchester. Well, you unload it, gaining 5 5.56mm
ammo. Then you donate it. Well, later you come across another rifle.
Well, you'd think that this winchester would be loaded with 5 5.56mm
ammo, just like the first. It isn't. It's empty.

THe thing is, if you close the game after you donate and then reopen
it, this doesn't happen. It seems that the weapon's ammo counter isn't
resetting to null after you donate the weapon, so if you find another
one, you're basically getting your old one back, not a fresh one. This
holds true of scopes on winchesters as well, and it might for
silencers and suppressors on mp5 and pistol, until you hit t in any
case. Again, basically, it seems that the weapon configuration setting
or settings, whatever and however they may be arranged, aren't getting
reset when you donate a weapon. Since this happens when you close and
reopen the game, it seems to me that it's a bug.

Happy squashing, if it is, indeed, a problem.

Signed:
Dakotah Rickard

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Re: [Audyssey] Last day for the Swamp fan fiction competition!

2012-04-22 Thread Dakotah Rickard
I understand that. I hope I can bring them either to a good stopping
point or to a horrifying cliffhanger. I have to do schoolwork, write,
and monitor kids, so I'm kind of spazzing. It's good to know that
there's still hope, at least.

Signed:
Dakotah RIckard

On 4/22/12, Jeremy Kaldobsky  wrote:
> Dakotah I've actually been getting requests for extensions and sadly I've
> had to turn them down.  Just as finished reading an email from Omar I saw
> yours pop up.  I guess people are all starting to panic about time running
> out, hehe.  Anyway I wanted to, in return, beg you not to abandon your 37
> chapters!  Even if you aren't finished, turn in what you do have done!  The
> community will vote on the unfinished story but if it is well written then
> people will still like it even if it isn't truly complete.  You can then
> finish it up after just so that people can know how it ends.  The ending
> wouldn't have been in the voting but it would still be fun to see the whole
> thing once you'd had time to finish it.
>
> People who have been individually messaging me will notice that half of this
> response is an exact copy of what I told them.  It is cheating but I've just
> started using cut and paste to reply to a lot of things people ask me now.
> :)  It saves me time.
>
>> Is there any way to beg, borrow,
>> steal, or plead for an extension? I'm
>> not done yet, and it would suck for these thirty-seven
>> chapters to be
>> written in vain.
>>
>> My wife is also writing, and she's not done yet either.
>>
>> If no extension is available, I guess we will either make it
>> or not.
>>
>> Signed:
>> Dakotah Rickard
>
>
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Re: [Audyssey] Last day for the Swamp fan fiction competition!

2012-04-22 Thread Dakotah Rickard
Is there any way to beg, borrow, steal, or plead for an extension? I'm
not done yet, and it would suck for these thirty-seven chapters to be
written in vain.

My wife is also writing, and she's not done yet either.

If no extension is available, I guess we will either make it or not.

Signed:
Dakotah Rickard

On 4/22/12, Jeremy Kaldobsky  wrote:
> As a reminder to all, today is the last day of the Swamp fan fiction
> competition.  All stories must be submitted to me before midnight tonight,
> Eastern standard time.
>
> Submissions can either be emailed to me or they can be posted in the Swamp
> fan fiction thread on audiogames.net.  I want to thank all of the
> participants in advance and I will try to get the stories posted for
> everyone to vote on as soon as possible.
>
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Re: [Audyssey] Swamp missions.

2012-04-22 Thread Dakotah Rickard
Except that they look like people, but they're rotten. They want to
eat you, but maybe they're wearing a suit and tie. I hope I finish my
Swamp story, because it's enormous and it deals with the scary bits.
If I don't I'll still probably put it up somewhere, just so you guys
can read it. I'm on Chapter 37 now, and I don't know if I'll be done
by midnight E.S.T.

Signed:
Dakotah Rickard

On 4/21/12, shaun everiss  wrote:
> I cam imagine that.
> Going to the shop, to get some supplies or the paper.
> Shooting a few zombies along the way, getting the paper, killing another
> few.
> coming home, and either being owned by them or killing more.
> Then coming home  with more cash than you started going out with.
> At 02:21 p.m. 20/04/2012 -0400, you wrote:
>>Imagine people running around, hiding from zombies, and still trying
>>to get what they want.
>>
>>Then you won't be so confused.
>>
>>Signed:
>>Dakotah Rickard
>>
>>On 4/12/12, Ken  wrote:
>> > Once I found a bag of salt i one of the stalls of the men's restroom.
>> > We
>> > have weirdos looting places
>> > - Original Message -
>> > From: "Jeremy Kaldobsky" 
>> > To: "Gamers Discussion list" 
>> > Sent: Wednesday, April 11, 2012 5:07 PM
>> > Subject: Re: [Audyssey] Swamp missions.
>> >
>> >
>> >> The location of the item is always random and it isn't always in the
>> >> part
>> >> of the store that you might expect.  Because the stores were all
>> >> looted,
>> >> items are thrown around everywhere and you might find things in a
>> >> totally
>> >> strange place inside of the store.  The clues only give you hints about
>> >> which store to search, but once you are inside you will have to look
>> >> just
>> >> about everywhere.
>> >>
>> >>> Hi Aprone,
>> >>>
>> >>> I was just wondering about the missions.. I have such a hard
>> >>> time finding things, one time I'll get a mission to find a
>> >>> toy, and I find it in the Kai mart, or another time I'll
>> >>> need oil for the trucks, and I go to the fluid isle in the
>> >>> auto mart store, and I can't find anything. Sometimes things
>> >>> are there, and sometimes they're not, is this done
>> >>> intentionally? Every time you get a mission, is the location
>> >>> of the object you need always randomized?
>> >>
>> >>
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Re: [Audyssey] Swamp missions.

2012-04-20 Thread Dakotah Rickard
Imagine people running around, hiding from zombies, and still trying
to get what they want.

Then you won't be so confused.

Signed:
Dakotah Rickard

On 4/12/12, Ken  wrote:
> Once I found a bag of salt i one of the stalls of the men's restroom.  We
> have weirdos looting places
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, April 11, 2012 5:07 PM
> Subject: Re: [Audyssey] Swamp missions.
>
>
>> The location of the item is always random and it isn't always in the part
>> of the store that you might expect.  Because the stores were all looted,
>> items are thrown around everywhere and you might find things in a totally
>> strange place inside of the store.  The clues only give you hints about
>> which store to search, but once you are inside you will have to look just
>> about everywhere.
>>
>>> Hi Aprone,
>>>
>>> I was just wondering about the missions.. I have such a hard
>>> time finding things, one time I'll get a mission to find a
>>> toy, and I find it in the Kai mart, or another time I'll
>>> need oil for the trucks, and I go to the fluid isle in the
>>> auto mart store, and I can't find anything. Sometimes things
>>> are there, and sometimes they're not, is this done
>>> intentionally? Every time you get a mission, is the location
>>> of the object you need always randomized?
>>
>>
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Re: [Audyssey] Swamp fan-fiction competition.

2012-04-11 Thread Dakotah Rickard
Well, since I haven't received anything else to the contrary, I'll
just put my disclaimer at the top and hope nobody is too offended.

THanks for the go ahead, Jeremy. I'll try not to make it too bad.

Signed:
Dakotah RIckard

On 4/10/12, Clement Chou  wrote:
> Thanks Jeremy! Much appreciated!
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, April 10, 2012 2:34 AM
> Subject: Re: [Audyssey] Swamp fan-fiction competition.
>
>
> Clement, probably the easiest way is to give you the link to the thread on
> audiogames.net.  Not only does it explain the contest on the first post but
> you will also find several people's stories posted there as well.  Some are
> short, some are long, but definitely there are some gems in there already.
> http://forum.audiogames.net/viewtopic.php?id=7744
>
>
>> Well, some reshared info about the
>> competition would be good... as I'm
>> somewhat curious and may try my own hand at it.
>
>
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Re: [Audyssey] Swamp: The killer of games

2012-04-10 Thread Dakotah Rickard
I am sincerely impressed with that funny piece of work. That's great,
and Jeremy as the overlord is a great hit.

As for zombie poop, what do you guys think the rotting flesh gets
replaced with. They alwasy seem to be dripping something.

Signed:
Dakotah Rickard

On 4/10/12, Che  wrote:
>Ha Phil, 'tis true, 'tis true.
>I've actually had to force myself to quit playing swamp so I could
> get work done on my own games.
>I used to be a huge FPS fan, when I first got Doom way back when, I
> sat down to play it and didn't stop playing until it was done, albeit on
> an easy difficulty level.
>Since losing my sight, no other game has come closer than swamp to
> that experience for me, and to say it can be addictive is an understatement.
>Zombie thought for the day: do zombies poop? If not, where do all the
> flesh and brains go?
>Che
>
>
> On 4/10/2012 6:36 AM, Phil Vlasak wrote:
>> Swamp: The killer of games
>> by Phil Vlasak.
>> Aprone sat in his castle thinking about how to kill off all the other
>> game companies.
>> He knew that soon Phillip would be coming out with his Ponderous Farts
>> game that would be a big seller. Even old David was working on his
>> multi-person Shades of Gloom game.
>> Then there was Phil and his Sarah Good and the Castle designed to keep
>> Rowling from suing him game that was reported to be coming out with an
>> update.
>> What he needed to do was to create the perfect time waster, a game no
>> one could resist, including other game developers.
>> He had a brilliant idea. He would start simple and he could lull them
>> into submission with great sound effects and hundreds of updates so they
>> would be so busy playing his game to come up with anything on their own.
>>
>> Aprone spent all his time on the Swamp game killer project. Working on a
>> laptop he could take it anywhere and fiddle with the code hundreds of
>> times a day. Checking a syntax error between bites of a sandwich,
>> writing an if then loop while standing over the toilet.
>> Eventually he posted the first beta and instantly got several other game
>> developers hooked.
>> Little did the public know that he had convinced all the other game
>> developers to participate in Swamp as zombies.
>> Aprone sent them secret keys to become the enemy in the game. While the
>> general gaming public was learning how to play the game becoming
>> fighters and practicing getting out of the safe house, the other game
>> developers were having fun walking around grunting and having a good old
>> time.
>> Che and Ken were truly hooked, each spawning themselves so that they
>> played dozens of zombies.
>> Even Jeremy took part in the game, soon becoming the top tyrant zombie.
>> His plan was totally successful. All the other game companies closed up
>> and stopped working on new games. The developers played Swamp until
>> their fingers bled.
>> Aprone smiled from his castle as he was now planning to do even more and
>> take over the Audio game forum. His Swamp fan fiction contest would
>> bring them down in no time.
>>
>>
>>
>>
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Re: [Audyssey] Swamp fan-fiction competition.

2012-04-10 Thread Dakotah Rickard
Basically, I'm not done yet, and I'm not entirely sure what might come
up, but how about I just put up a list of stuff that might, and we
work from there.

Feel free to object, but Jeremy has final say, I think.

Profanity (cursing and swearing)
Violence (people fighting zombies, people fighting people, zombies
fighting people, zombies eating)
sex (intercourse between people)
death (people dying as a result of above-mentioned violence)
Questions of morality (what is ok now because the world is screwed)
Emotionally charged writing (I'm not trying to brag, but my goal is to
pull you into the story. I won't stop doing that, but I can limit the
situations where you might identify with someone doing bad stuff)

I think that's everything.

Signed:
Dakotah Rickard

On 4/10/12, john  wrote:
> You might want to explain a bit what that means, it appears a
> little vague to me. Adult could mean anything that children
> aren't usually exposed to. It seems to be a rather blanket
> statement.
>
>  - Original Message -
> From: Dakotah Rickard  To: Gamers Discussion list  Date sent: Tue, 10 Apr 2012 11:26:17 -0400
> Subject: Re: [Audyssey] Swamp fan-fiction competition.
>
> Also, how should I proceed with writing this, given that at least
> one
> of my characters is rather profane. I don't want to dumb down the
> character just to make the story people-friendly, so is a rating
> at
> the beginning insurance enough?
>
> I was thinking something like:
>
> This story contains graphic violence, course language, and adult
> situations.
>
> Is that enough?
>
> Signed:
> Dakotah Rickard
>
> On 4/10/12, Dakotah Rickard  wrote:
>  Also, a novel does not mean that I'll be seeing the zombies
> taken care
>  of, only that my human interactions will have closure. In fact,
> I
>  rather intend it to be more like an intro with a little
> playthrough or
>  something like that.
>
>  On 4/10/12, Dakotah Rickard  wrote:
>  Ok. Well, since I don't have info, I'm writing a novel in a
> series of
>  chapters from First-Person perspectives. I will be including at
> least
>  one character into the story, who is played by my wife. Perhaps
> I will
>  include others. I sincerely hope that this is ok, because I'm on
>  chapter 15.
>
>  Signed:
>  Dakotah Rickard
>
>  On 4/9/12, Dakotah Rickard  wrote:
>  Jeremy and others. I play several characters in Swamp. I want to
> be
>  clear on that, because I will most likely write a unified story
> for
>  all of them, rather than individual stories for each of them,
> unless
>  this is vetoed.
>
>  Also, I want to know if it's ok to include other characters in
> your
>  story, with their consent.
>
>  Finally, I'd like to know, personally, whether you all feel that
> I
>  should write the story from a shifting first-person point of
> view,
>  like snippets from three diaries, or if I should write it in
> limited
>  third-person, like chapters of a novel, with details overlapping
> and a
>  conclusion tying it together.
>
>  Essentially, overlapping diary entries or a novel style?
>
>  Signed:
>  Dakotah Rickard
>
>  On 4/9/12, dark  wrote:
>  Well it's clearly set somewhere in America if nothing else,
> since the
>  shops
>  such as wall mart and K mart, guns etc and the language of the
> game are
>  american.
>
>  Not a cryticism, just trying to help on location.
>
>  Beware the grue!
>
>  Dark.
>
>
>  ---
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>
>
>
>
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> You 

Re: [Audyssey] Swamp fan-fiction competition.

2012-04-10 Thread Dakotah Rickard
Also, how should I proceed with writing this, given that at least one
of my characters is rather profane. I don't want to dumb down the
character just to make the story people-friendly, so is a rating at
the beginning insurance enough?

I was thinking something like:

This story contains graphic violence, course language, and adult situations.

Is that enough?

Signed:
Dakotah Rickard

On 4/10/12, Dakotah Rickard  wrote:
> Also, a novel does not mean that I'll be seeing the zombies taken care
> of, only that my human interactions will have closure. In fact, I
> rather intend it to be more like an intro with a little playthrough or
> something like that.
>
> On 4/10/12, Dakotah Rickard  wrote:
>> Ok. Well, since I don't have info, I'm writing a novel in a series of
>> chapters from First-Person perspectives. I will be including at least
>> one character into the story, who is played by my wife. Perhaps I will
>> include others. I sincerely hope that this is ok, because I'm on
>> chapter 15.
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 4/9/12, Dakotah Rickard  wrote:
>>> Jeremy and others. I play several characters in Swamp. I want to be
>>> clear on that, because I will most likely write a unified story for
>>> all of them, rather than individual stories for each of them, unless
>>> this is vetoed.
>>>
>>> Also, I want to know if it's ok to include other characters in your
>>> story, with their consent.
>>>
>>> Finally, I'd like to know, personally, whether you all feel that I
>>> should write the story from a shifting first-person point of view,
>>> like snippets from three diaries, or if I should write it in limited
>>> third-person, like chapters of a novel, with details overlapping and a
>>> conclusion tying it together.
>>>
>>> Essentially, overlapping diary entries or a novel style?
>>>
>>> Signed:
>>> Dakotah Rickard
>>>
>>> On 4/9/12, dark  wrote:
>>>> Well it's clearly set somewhere in America if nothing else, since the
>>>> shops
>>>> such as wall mart and K mart, guns etc and the language of the game are
>>>> american.
>>>>
>>>> Not a cryticism, just trying to help on location.
>>>>
>>>> Beware the grue!
>>>>
>>>> Dark.
>>>>
>>>>
>>>> ---
>>>> Gamers mailing list __ Gamers@audyssey.org
>>>> If you want to leave the list, send E-mail to
>>>> gamers-unsubscr...@audyssey.org.
>>>> You can make changes or update your subscription via the web, at
>>>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>> If you have any questions or concerns regarding the management of the
>>>> list,
>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>
>>>
>>
>

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Re: [Audyssey] Swamp fan-fiction competition.

2012-04-10 Thread Dakotah Rickard
Also, a novel does not mean that I'll be seeing the zombies taken care
of, only that my human interactions will have closure. In fact, I
rather intend it to be more like an intro with a little playthrough or
something like that.

On 4/10/12, Dakotah Rickard  wrote:
> Ok. Well, since I don't have info, I'm writing a novel in a series of
> chapters from First-Person perspectives. I will be including at least
> one character into the story, who is played by my wife. Perhaps I will
> include others. I sincerely hope that this is ok, because I'm on
> chapter 15.
>
> Signed:
> Dakotah Rickard
>
> On 4/9/12, Dakotah Rickard  wrote:
>> Jeremy and others. I play several characters in Swamp. I want to be
>> clear on that, because I will most likely write a unified story for
>> all of them, rather than individual stories for each of them, unless
>> this is vetoed.
>>
>> Also, I want to know if it's ok to include other characters in your
>> story, with their consent.
>>
>> Finally, I'd like to know, personally, whether you all feel that I
>> should write the story from a shifting first-person point of view,
>> like snippets from three diaries, or if I should write it in limited
>> third-person, like chapters of a novel, with details overlapping and a
>> conclusion tying it together.
>>
>> Essentially, overlapping diary entries or a novel style?
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 4/9/12, dark  wrote:
>>> Well it's clearly set somewhere in America if nothing else, since the
>>> shops
>>> such as wall mart and K mart, guns etc and the language of the game are
>>> american.
>>>
>>> Not a cryticism, just trying to help on location.
>>>
>>> Beware the grue!
>>>
>>> Dark.
>>>
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>

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Re: [Audyssey] Swamp fan-fiction competition.

2012-04-09 Thread Dakotah Rickard
Ok. Well, since I don't have info, I'm writing a novel in a series of
chapters from First-Person perspectives. I will be including at least
one character into the story, who is played by my wife. Perhaps I will
include others. I sincerely hope that this is ok, because I'm on
chapter 15.

Signed:
Dakotah Rickard

On 4/9/12, Dakotah Rickard  wrote:
> Jeremy and others. I play several characters in Swamp. I want to be
> clear on that, because I will most likely write a unified story for
> all of them, rather than individual stories for each of them, unless
> this is vetoed.
>
> Also, I want to know if it's ok to include other characters in your
> story, with their consent.
>
> Finally, I'd like to know, personally, whether you all feel that I
> should write the story from a shifting first-person point of view,
> like snippets from three diaries, or if I should write it in limited
> third-person, like chapters of a novel, with details overlapping and a
> conclusion tying it together.
>
> Essentially, overlapping diary entries or a novel style?
>
> Signed:
> Dakotah Rickard
>
> On 4/9/12, dark  wrote:
>> Well it's clearly set somewhere in America if nothing else, since the
>> shops
>> such as wall mart and K mart, guns etc and the language of the game are
>> american.
>>
>> Not a cryticism, just trying to help on location.
>>
>> Beware the grue!
>>
>> Dark.
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> gamers-unsubscr...@audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>

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Re: [Audyssey] Swamp fan-fiction competition.

2012-04-09 Thread Dakotah Rickard
Jeremy and others. I play several characters in Swamp. I want to be
clear on that, because I will most likely write a unified story for
all of them, rather than individual stories for each of them, unless
this is vetoed.

Also, I want to know if it's ok to include other characters in your
story, with their consent.

Finally, I'd like to know, personally, whether you all feel that I
should write the story from a shifting first-person point of view,
like snippets from three diaries, or if I should write it in limited
third-person, like chapters of a novel, with details overlapping and a
conclusion tying it together.

Essentially, overlapping diary entries or a novel style?

Signed:
Dakotah Rickard

On 4/9/12, dark  wrote:
> Well it's clearly set somewhere in America if nothing else, since the shops
> such as wall mart and K mart, guns etc and the language of the game are
> american.
>
> Not a cryticism, just trying to help on location.
>
> Beware the grue!
>
> Dark.
>
>
> ---
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Re: [Audyssey] swamp, giving items to other players

2012-04-09 Thread Dakotah Rickard
I figure that no rep limits abuse. If there's no reward, why bother,
if you aren't wanting to be generous. It only really applies to the
folks that have thousands and thousands of rep, and more, but the fact
that a person can gain a couple hundred points or gain a buddy seems
fair. I think that it makes people limit themselves, because the
generous aren't rich, and the rich aren't generous.

On 4/9/12, john  wrote:
> My reasoning for saying no rep was exactly that. Not only can
> this be a trading system (though I deliberately didn't mention it
> in my message due to the fact that it's cheatable), but it's goal
> is to be able to give items to somebody who needs them more or
> can utilize them better than you, not because you want rep, but
> because you want to give them
> something. This is particularly apt in the case of fuel. It was
> never intended to be a way to give somebody an easy start (and I
> personally would discourage that), but more to offer a little
> help to somebody who just lost a weeks worth of work to get them
> back on their feet, or to get a mission because you aren't high
> enough level to lead yet.
>
>
>  - Original Message -
> From: "Ken"  To: "Gamers Discussion list"  Date sent: Mon, 9 Apr 2012 13:58:25 -0400
> Subject: Re: [Audyssey] swamp, giving items to other players
>
> Well personally, if I'm helping out a lot of newbies I'd expect
> to see my
> rep go up some.  If I'm helping someone who already has rep, say
> over 1K or
> over level 8, then the game could assume I'm trading.
>  - Original Message -
> From: "john"  To: "gamers"  Sent: Monday, April 09, 2012 12:25 PM
> Subject: [Audyssey] swamp, giving items to other players
>
>
>  We reallly need this feature. I've outlined one way it might
> work:
>  Players can only trade/give items in the safe zone. If you want
> to give an
>  item to a player, go to the safe zone and open the menu. One of
> the
>  options would be send equipment. From here, you can send
> equipment to any
>  player in the same safe zone as you. This will ensure that
> people don't
>  have to look through a massive list of players. When you select
> send
>  equipment, a list of players in the safe zone comes up. You can
> select the
>  player you wish to send equipment to. Players an send all
> equipment with
>  the following exceptions:
>
>  Axe,
>  glok pistol,
>  their last 60 9 mm ammo,
>  field kit,
>  their last two med kits,
>  Reputation and experience.
>
>  This should prevent people from endlessly dying and trading eq
> as they
>  can't give away the starting equipment.
>
>  Note: If possible, I would prefer to see players be able to send
> exact
>  numbers of amunition/fuel/gas to players rather than the
> traditional
>  clips. While I can see several of the list members already
> unhappy with
>  the unrealism of this, if you just donated your rifle and can't
> scrounge
>  together a full clip you have something to do with it. Also,
> this should
>  help out with the after-death regrowth period if players are
> willing to
>  help each other out. Also note that there is *no* reward for
> giving
>  equipment to other players; it's entirely because you want to
> help
>  somebody or want to give the equipment to somebody who can
> actually use
>  it.
>
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Re: [Audyssey] Swamp Weapons Thoughts

2012-04-02 Thread Dakotah Rickard
The Glock 19 can also be converted, paralegally, into an autofiring
weapon by filing down the trigger break. I don't know how to do it,
but I think it's funny, in a sort of scary way.

As for the weapons stuff, what I essentially invisioned in my post was.

1: melee weapons
2: Pistols
3: Shotguns
4: Scoped Rifles
5: Submachineguns (essentially somewhere between a pistol and an
automatic rifle, usually not held one handed but can be in a pinch,
carbine length or shorter, 6: battle rifles/assault rifles (the
difference being the size of bullet fired as both are automatic), 7:
flamethrower (although I suggest that as a precaution against poluting
the environment even further with fire and toxins, the benzine be
removed from the fuel, essentially making the device a gasoline
shooting, flame on, water gun), 8: Chainsaw, 9 or 0: Light Machineguns
(machineguns are light, medium, or heavy, and this applies not only to
weight but to size of ammunition and amount carried, with light
usually carried by specially trained infantry), 0 or hyphen: minigun
(Actually, the minigun is probably a medium machinegun, meaning it
could be carried in emergencies but is probably best used in
emplacements. Occasionally, mediums are vehicle mounted.)

Actually, if we were going to follow my idea, I suggest strongly that
the minigun, for several reasons listed below, be changed to fire .45
ammo, which should I think be the same price as 9mm, because both are
very popular and quite old. The .45 ACP cartridge fires the largest
bullet in swamp so far, which would make it perfect for a medium
machinegun. Also, because the 7.62, if we followed my idea, would be
used by the M-40 sniper rifle in Option 4, AK-47/M-14 battle rifle in
secondary option 6, the M-60 in option 9 or 0, and the minigun in
option 0 or hyphen. That makes four users of 7.62MM, the most
expensive bullet in the game at four reputation a bullet to purchase.
Since the minigun fires an ungodly number of these little guys, it's
about 1200 rep to fill it up. If .45 ACP was used, and if it was the
same price as 9MM is now, which I think is 24 reputation, the minigun
could be filled for I think about 620, about half the price.

I'll end on this note. I don't know what Kai is doing right now. I
know that, so far, Kai and Jeremy have been a great team, and I hope
that my occasional criticisms haven't made either one sore at me. If
what's happened so far is any indication, there's a lot of good stuff
to look forward to.

SIgned:
Dakotah Rickard

On 4/2/12, Ken  wrote:
> Yes, I'd love to see the Mac 10.  This handgun can, though illlegally, be
> converted into a fully automatic weapon which fires, I kid you not, 32.5
> rounds per second.  That would put t on a par with the minigun!
> - Original Message -
> From: "Dakotah Rickard" 
> To: "Gamers Discussion list" 
> Sent: Monday, April 02, 2012 1:02 PM
> Subject: [Audyssey] Swamp Weapons Thoughts
>
>
>> Hello Gamers, and Jeremy Kaldobsky in particular.
>>
>> I was thinking about some things, having played Swamp 1.9 for a little
>> while. We are now at the point where many weapons options are
>> possible. What I mean by that is that, for example, we could have
>> pistol options.
>>
>> We now have nothing that uses .45 ACP, so it has been removed from
>> play. However, there are weapons ranging from the standard m-1911
>> pistol to the Mac-10 and similar submachineguns that could use .45
>> ACp.
>>
>> But we already have the Glock 19 and the MP5, or so you might say.
>> However, we could still bring this into play, without limiting
>> functionality. It would involve rearranging some things and changing
>> another, but I get the inspiration from the way things were once in
>> Swamp anyway, so it shouldn't be a surprise to any but the newest
>> players.
>>
>> When Jeremy first provided the silencer option for the pistol, it was
>> accessed by pressing the number 2 twice. It, in effect, loaded another
>> weapon file into play, the file for the silenced pistol. I suggest
>> that we could have multiple options under a category by this method,
>> so we could have the Glock 19, which uses 9MM and the, I think it's
>> Springfield m-1911 or anything else that uses .45 ACP. You could
>> access the Glock 19 by pressing the number 2 one time, and the
>> Springfield by pressing it again, or if switching from another weapon,
>> by pressing it twice. Also, I'm sure it would be possible to do that
>> if the character only had one of those pistols, pressing the number 2
>> would go straight to it, no matter whether it was the Glock or the
>> Springfield.
>>
>> Brief list of rearrangements and additions:
>> Press 1:
>> Axe 

Re: [Audyssey] Swamp 1.9 updated language file

2012-04-02 Thread Dakotah Rickard
Yeah, since the sounds are .wav, and since the language file is
available, you could turn it into anything, from alien invasion to
putting condoments on runaway hamburgers and hotdogs.

Still, keep in mind that too heavily mod the game and you'll run
around like a crazy, doing random weird stuff... Actually, never mind.
That'd be amusing.

Player under star wars mod: Take out those wookies at the command base!

Swamp Player: What the heck are you talking about! Zombies are about
to overrun me!

Star Wars Player: Zombies? Get off this channel. This is a rebel
alliance frequency!

Signed:
Dakotah Rickard

On 4/2/12, Ben  wrote:
> Thanks, very usefull... not only for doing that, but for modding the game:
> heheh... just a thought.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Jeremy Kaldobsky
> Sent: 02 April 2012 17:00
> To: audyssey
> Subject: [Audyssey] Swamp 1.9 updated language file
>
> I think I forgot to mention on here that Swamp was updated to version 1.9 on
> the main server.  For that you have my apologies.  :)
>
> For anyone interested, I've just assembled the newly updated language file
> that will allow Swamp 1.9 to be translated in to any other ANSI languages.
> I've also seen people use this file to create screen reader dictionary files
> thus allowing Swamp to be translated in to Unicode languages as well.
>
> www.kaldobsky.com/audiogames/Swamplanguagefile.zip
>
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>
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[Audyssey] Swamp Weapons Thoughts

2012-04-02 Thread Dakotah Rickard
Hello Gamers, and Jeremy Kaldobsky in particular.

I was thinking about some things, having played Swamp 1.9 for a little
while. We are now at the point where many weapons options are
possible. What I mean by that is that, for example, we could have
pistol options.

We now have nothing that uses .45 ACP, so it has been removed from
play. However, there are weapons ranging from the standard m-1911
pistol to the Mac-10 and similar submachineguns that could use .45
ACp.

But we already have the Glock 19 and the MP5, or so you might say.
However, we could still bring this into play, without limiting
functionality. It would involve rearranging some things and changing
another, but I get the inspiration from the way things were once in
Swamp anyway, so it shouldn't be a surprise to any but the newest
players.

When Jeremy first provided the silencer option for the pistol, it was
accessed by pressing the number 2 twice. It, in effect, loaded another
weapon file into play, the file for the silenced pistol. I suggest
that we could have multiple options under a category by this method,
so we could have the Glock 19, which uses 9MM and the, I think it's
Springfield m-1911 or anything else that uses .45 ACP. You could
access the Glock 19 by pressing the number 2 one time, and the
Springfield by pressing it again, or if switching from another weapon,
by pressing it twice. Also, I'm sure it would be possible to do that
if the character only had one of those pistols, pressing the number 2
would go straight to it, no matter whether it was the Glock or the
Springfield.

Brief list of rearrangements and additions:
Press 1:
Axe or Machete. Machete has a faster rate but less overall damage)

Press 2:
Glock 19 using 9MM or Springfield M-1911 which uses .45 ACP. There's
no reason that both couldn't be suppressed, although they'd require
different suppressors. The .45 should, I feel, have less range, be
louder, and do more damage.

Press 3:
Browning Citori or Benelli, both using shotgun shells.

Press 4:
Winchester using 5.56 MM or M40 using 7.62MM.

Press 5:
MP5 using 9MM or Mac-10 using .45 ACP. I suggest that they could also
be suppressed, but Mac-10 has shorter range and is louder.

Press 6:
AR-15 using 5.56 or AK (47 or otherwise) which uses 7.62. Someone has
already done what appears to be an outstanding job of making an AK-47
sounding rifle in one of the weapons mods in the Swamp shared Dropbox
folder under the weapons.zip "Assault" folder. Alternatively, the m14
Battle Rifle could be used.

Press 7:
Flamethrower, would use fuel and would be so awesome. Zombie
Survivors' Guide says no, but I say barbecued dead-head. Military
flamethrowers could be called the M-2, but flamethrowers are
surprisingly, and scarily, easy to build at home. I could build one,
and I know very little about pipes and such.

Press 8:
Chainsaw which uses fuel.

Press 9:
I can't think of anything, although we could just move the next
category back one.

Press 0:
M60 which uses 7.62MM or M-249, I think it is, SAW (Squad Automatic
Weapon) which uses 5.56MM.

Press Hyphen:
Vulcan Minigun which uses 7.62MM like a beast.

I have recommended that the Winchester and m-40 be combined here,
rather than separated as they were, both to save space on the number
row for future weapons and because their functions are similar.
Also, be aware that 9MM and 5.56MM are both used thrice, with .45 ACP,
shotgun shells, and fuel being used twice.

This is another one of my trademark long e-mails, so I beg pardon and
hope you all made it through.

Happy Killin'.

Signed:
Dakotah Rickard

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