When having sound on affects gameplay

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When having sound on affects gameplay

Postby Orblivion » Mon May 16, 2011 3:00 pm

Came across a scenario in which having my sound on actually supplied me with information about my opponents activities that I would not have gotten if my sound was muted.

Can anyone guess and/or have an example of this as well?
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Postby cinder » Mon May 16, 2011 4:23 pm

It is well known that you can use sound to tell which side of the board an inviso piece is (possible but very hard to do) - but I am guessing you are thinking of something else?
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Postby Orblivion » Mon May 16, 2011 5:06 pm

Oh seriously? Didn't know that.
Having spent countless hours creating crap in Flash I am aware of it's slick ability to control the left and right audio channels when triggering sound effects.

So I'm assuming bomb impact and torus stomping, etc, sound effects that occur left stage are weighted to the left audio channel when played through your speakers? Nifty.

But no, that's not it. . .
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Postby Dancomono » Wed May 18, 2011 12:37 pm

Or you can hear them trying to jump an invis piece onto a too-tall ledge/JP piece and fail for a few attempts...was that it?
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Postby cinder » Thu May 19, 2011 2:32 pm

Tell us or give us a hint.
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Postby Rubik87 » Thu May 19, 2011 9:14 pm

Invisible + Move Again(s) ?
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Postby T. S. Eliot » Thu May 19, 2011 10:10 pm

Yes, sphincter Sphinx, tell us the answer to your riddle.
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Postby driven2sin » Fri May 20, 2011 6:39 am

l0de taking a big crap on his milk crate?
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Postby Orblivion » Fri May 20, 2011 12:14 pm

Dan almost scraped against it. Though his scenario doesn't really furnish you with positive proof - the same sound is made when an opponent is compulsively clicking around on his pieces thinking about using a power (never understood why ppl do this - it betrays your plans). Then what if there are multiple non-stepping ledges.


I left the answer hanging to see what you guys had come up with, but here it is, nothing earth-shattering, but nonetheless helpful at (rare) times:

When your dastardly opponent has two or more invisibles and one is JP. You can distinguish which is moving by the sound alone. If he has multiple JP invisi's of course this tip is hardly useful. I know many here probably already realize this, but I thought it interesting that just having your sound on gives you actual useable information about your opponent, especially if he has only has two invis and one's JP.

But, I think this borders on a gameplay hole (like the disabled ability to double-switch search for an opposing invis).

The solution is to alter the sound of an invis torus moving around. It ought to become a muffled/canned version of the current sound effect, with no special JP moving sound effect, like there is now.
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Postby Mammalman » Fri May 20, 2011 2:51 pm

I don't think it's a mistake, just one more (incredibly minor) way in which the (still awesome) power is limited.
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Postby Orblivion » Fri May 20, 2011 3:44 pm

True, if you view it as a limitation it makes sense, almost like a balancing penalty.
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Postby driven2sin » Fri May 20, 2011 6:55 pm

double invis is stealth...you can't hear it move.. helps when banging l0de's mom since you don't even want her to know you with that ho
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Postby Orblivion » Fri May 20, 2011 7:41 pm

And double-invis can go through friendly peices, occupying the same tile as them simultaneously.
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Postby robponce » Sun May 22, 2011 9:58 am

driven2sin wrote:double invis is stealth...you can't hear it move.. helps when banging l0de's mom since you don't even want her to know you with that ho


Bag it and tag it
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Postby l0de » Sun May 22, 2011 10:46 pm

robponce wrote:
driven2sin wrote:double invis is stealth...you can't hear it move.. helps when banging l0de's mom since you don't even want her to know you with that ho


Bag it and tag it


Uh oh. All that tough talk about having sex with my mother is making your boyfriend jealous d2s. Better go fold out the futon.
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