yes!! totally agreed there kai!
- Original Message -
From: "Kai"
To: "Gamers Discussion list"
Sent: Wednesday, November 23, 2011 3:48 AM
Subject: Re: [Audyssey] Swamp reflections.
I'm personally against the perfect targeting beeps. You're basically the
Remember, there are some like me to whom, aiming by centering the sound's
just not possible- with one ear and all.
So yes, I don't want this to be...too easy by having a beep for perfect aim,
but we do need some sort of aiming solution to make it not just a case of
"firing everywhere and hope we
From: "Ron Schamerhorn"
To: "Gamers Discussion list"
Sent: Tuesday, November 22, 2011 8:22 PM
Subject: Re: [Audyssey] Swamp reflections.
I agree some indication of range is needed. Ideally I think the best idea
would be and perhaps this is currently how it works, but all d
to
playing Shades of doom with its automatic target acquisition system.
Kai
- Original Message - From: "Christopher Bartlett"
To: "'Gamers Discussion list'"
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.
I don'
x27;"
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.
I don't like the idea of not hearing a zombie if I'm using a pistol. When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into rang
I don't like the idea of not hearing a zombie if I'm using a pistol. When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range. I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to th
I agree some indication of range is needed. Ideally I think the best idea
would be and perhaps this is currently how it works, but all depending on
the weapon you are currently using. I know someone else mentioned this
earlier but being able to hear the zombie if your weapon can kill it seems
a key that gave distance of nearest would be good. no more info then
distance through, so that it makes you have to find and target him
yourself. having an out of range when targeting thing would almost
serve as a locater so you would no when you have him lined up, so i
don't think that would be a
t
> Subject: Re: [Audyssey] Swamp reflections.
>
> You raise an interesting point. The range restrictions were only added
> because wild random firing tended to pick off zombies from across the map in
> version 1.1b. I don't care for the idea of you being able to hear a zombie
&g
I agree with kay about the targiting solution beeps, especially when the
zombi sounds are so good, however I do think a range indicator is needed.
so how about a compensation. pressing a key (I'd suggest g), activates your
monitor which tells you the distance (and possibly general direction) of
I really like that idea. Thanks for putting that back in...
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 22, 2011 1:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp
I was thinking more that you would know when your weapons (only
the ones that shoot farther than you can here) would be on
target.
- Original Message -
From: "joseph weakland" i hear you you could add a targeting beep so when you get the
perfect firing
solution what do you say?
-
i have to agree there. that would take away from the part thats the
most fun. trying to get your shots layed perfectly, without
assistance!
dallas
On 23/11/2011, Kai wrote:
> I'm personally against the perfect targeting beeps. You're basically then
> playing a game of listen for the beep, rather
I'm personally against the perfect targeting beeps. You're basically then
playing a game of listen for the beep, rather than center and accuracy.
I might be willing to embrace a beep for when a bullet would hit a zombie,
but not one for perfect target.
Kai
---
Gamers mailing list __ Gamer
i hear you you could add a targeting beep so when you get the perfect firing
solution what do you say?
- Original Message -
From: "john"
To: "Gamers Discussion list"
Sent: Tuesday, November 22, 2011 1:11 PM
Subject: Re: [Audyssey] Swamp reflections.
Hmmm
Hmmm, you could make the hearing range 60 (as that seems to be a
common range number), and add targeting beeps for weapons with
greater range.
- Original Message -
From: Jeremy Kaldobsky You raise an interesting point. The range restrictions were only
added because wild random firing
You raise an interesting point. The range restrictions were only added because
wild random firing tended to pick off zombies from across the map in version
1.1b. I don't care for the idea of you being able to hear a zombie but not
reach it with a gun, so I was going to make each gun fire at le
-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 10:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.
Actually that is backwards. The weapon ranges will be increased to at least
match the audible range of zombies. Most guns will even f
another thing would be nice is a car lot so that you are zombees could
stand on or hide around
On 11/21/11, dark wrote:
> I like the cautious playing idea and the idea of reputation being fixed even
> if loot is not.
>
> Hope you can get the bugs done.
>
> One thing which might help, and also pro
I like the cautious playing idea and the idea of reputation being fixed even
if loot is not.
Hope you can get the bugs done.
One thing which might help, and also provide challenge in the game would be
lootable items just! for reputation. Supplies kicking around the map that
you could deliver
Actually that is backwards. The weapon ranges will be increased to at least
match the audible range of zombies. Most guns will even fire a little farther
than you can hear.
> Let me understand this clearly.
> You intend that we not be able to hear
> zombies that are beyond our weapons range,
aah I was wandering why I couldn't hit the zombies even if they were
right in front of my mug.
At 03:45 p.m. 21/11/2011 -0800, you wrote:
Once I post the next update it will include the fix for the gun
range bug. Once fixed, if you can hear the zombies, odd are your
gun can reach them. Curren
-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.
Once I post the next update it will include the fix for the gun range bug.
Once fixed, if you can hea
Once I post the next update it will include the fix for the gun range bug.
Once fixed, if you can hear the zombies, odd are your gun can reach them.
Currently the bug is causing the guns to have drastically shorter ranges than
they are supposed to have.
> yeah, i have to say, its very hard to
It isn't supposed to reset. It's a bug I need to fix.
> Addendum: isn't reputation/experience
> supposed to stay the same after you
> die? I don't mind if it doesn't, but am I remembering
> that correctly? It
> seems to reset.
>
>
>
>
> Chris Bartlett
---
Gamers mailing
I was hoping this new update would cause people to play a bit more cautiously.
The fear had worn off on most people in the last version, and they ran around
like rambo with very little worry.
I have a few ideas why there are now some zombies that glitch and don't pan
properly, but I will have
close range and can start axe murdering.
Beware the grue!
Dark.
- Original Message - From: "Dallas O'Brien"
To: "Gamers Discussion list"
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.
yep. its been a long time coming, and it
are the grue!
>
> Dark.
> - Original Message - From: "Dallas O'Brien"
>
> To: "Gamers Discussion list"
> Sent: Monday, November 21, 2011 10:23 PM
> Subject: Re: [Audyssey] Swamp reflections.
>
>
> yep. its been a long time coming, a
Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.
yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas
On 22 November 2011 08:10, Christopher Bartlett
wrote
yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas
On 22 November 2011 08:10, Christopher Bartlett
wrote:
> Ok, got to run around a bit this afternoon while my kids were watching
Addendum: isn't reputation/experience supposed to stay the same after you
die? I don't mind if it doesn't, but am I remembering that correctly? It
seems to reset.
Chris Bartlett
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to ga
Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game. I found myself acting as I would in that situation, i
Jeremy what about put it so if the connection drops o for a while the
system says that you timed out and return you to the main menu maybe
have an error sound.
Same if you try to connect but are not online the system should wait
for say 20 seconds and then say something to the effect that you a
If you're getting that error message randomly as you play, it actually does
sound like you are losing your internet connection for a short period of time.
It would cause that exact error, though a few other things could also cause it,
so we can't conclusively say this is due to a lost connectio
s Bartlett
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Jeremy Kaldobsky
> Sent: Thursday, November 10, 2011 3:26 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Swamp reflections.
>
> Have
s Bartlett
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, November 10, 2011 3:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.
Have you tried checking the debuglog.txt fil
Have you tried checking the debuglog.txt file after it crashes? It might give
you some additional clues about the cause.
> Hi.
>
> My router reserves dhcp addresses, so if power goes out,
> what ever, it still forwards any forwarded ports to the
> proper target.
>
> Regarding what you said abo
Hi.
My router reserves dhcp addresses, so if power goes out, what ever, it
still forwards any forwarded ports to the proper target.
Regarding what you said about being pretty stable, I have one strange
problem I've been having. Occasionally swamp just closes for me, Can I
find out what cause
Just because of all the devices that run in that frequency range, I'd
suggest against running it wirelessly, although it could be a workable
option if you're running an 802.11 N network.
Signed:
Dakotah Rickard
On 11/8/11, shaun everiss wrote:
> hmmm that would be something I'd be interested in
hmmm that would be something I'd be interested in when ips or
something like that changes I smell another public free utility somewhere.
On that note have you thought about having wireless on the server
though it may not work so well depending where things exist.
At 01:37 p.m. 8/11/2011 -0800, y
Chris Bartlett
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Jeremy Kaldobsky
> Sent: Tuesday, November 08, 2011 4:37 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Swamp reflections.
>
a hot
glue gun might not go amiss.
Chris Bartlett
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 08, 2011 4:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.
I'm sorry not not seeming as active lately. I've been busy with a few things,
working on Swamp, and reading many many emails posts and messages. Because I
was finding myself responding to about 40 messages a day, some being quite
long, I have started to conserve energy by not responding to eve
27;
Subject: Re: [Audyssey] Swamp reflections.
I'm talking about a game with complexity, depth and a reason for different
types of strategic choices. Jeremy has presented us with a great, fun game.
it could be the basis for the first truly multi-layered FPS game we've ever
had, with a replay va
Of john
> Sent: Tuesday, November 08, 2011 8:06 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Swamp reflections.
>
> Ok, I really should have responded to this thread a little while
> ago, but here goes. As far as zombie packs go, I do agree that
> there should be more of th
My commentary interleaved with yours.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Tuesday, November 08, 2011 8:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.
Ok, I really should have
My comments interleaved with yours.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Tuesday, November 08, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.
There, at least
t: Tuesday, November 08, 2011 8:33 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.
Are we still talking about a game here or a simulation. Because to me at
least that's what this is starting to sound like.
---
Gamers mailing list __ Gamers@audyssey.org
If y
AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.
There, at least according to Jeremy, is a consequence of death, at least
once the safe zone becomes a storehouse. Unless I misread something, you
drop whatever you were carrying when you die, once that's in effect. Imag
There, at least according to Jeremy, is a consequence of death, at
least once the safe zone becomes a storehouse. Unless I misread
something, you drop whatever you were carrying when you die, once
that's in effect. Imagine you're walking around with a rather
difficult to find, rather expensive weap
Ok, as I said in my earlier message, I missed a point. That was
verbal chat. I could see that as an extra toggle, but bare in
mind that many people don't have access to a mic (I didn't until
I got a laptop with an internal one) so you could be severely
inconveniencing everybody without a microp
Ok, I really should have responded to this thread a little while
ago, but here goes. As far as zombie packs go, I do agree that
there should be more of them, but not all zombies should be in
packs. If you have nothing but packs of five or six (or even two
or three) zombies running around, havin
The balance issues of multiplayer are only temporary. I've been adding in
weapons but really haven't done any work making those weapons balanced. These
are all things I am in the process of working on.
I've already decided that zombies will never wield weapons, especially not
guns. I've neve
I like Dakota's ideas re: switch time and bad effects of low health. Low
health could increase the effects of encumbrance. Ok, how about this, put
an idea of fatigue into the mix, so that health gradually decreases as you
run and fight. It decreases as well when you get hit. Med packs still hea
Chris,
you're thinking like a mainstream gamer. I like that! I know I'd especially
love voice chat! we so need something like this in audio games. in fact, I'm
willing to bet people will pay a monthly fee to help with server costs if
this happened across all of Aprone's multiplayer games.
I frankly disagree strongly with zombies getting firearms. I know that
we're not using Zombies Survivor's Guide, book available on request,
but a coordinated zombie is not something I can imagine. It's a dead
body, slowly rotting away, controlled via magic or a virus that turns
it into a clumsy, wa
Ok, don't shoot me or hack my head off, but I think that the multiplayer
game balance is too easy. I mean, it's possible to get killed (just did,
seem to have been at a zombie spawn point and multiple bandits appeared on
top of me with no warning, but in general, it seems very possible to stay
ali
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