Nighteye
Joined: Apr 19, 2004
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  Posted:
May 13, 2009 - 00:30 |
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Operating system: Windows XP SP3
Java Version
java version "1.6.0_11"
Java(TM) SE Runtime Environment (build 1.6.0_11-b03)
Java HotSpot(TM) Client VM (build 11.0-b16, mixed mode, sharing)
Bug problem: If Thick Skull saves a player from being knocked out, the knocked out sound is still played. |
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Wreckage
Joined: Aug 15, 2004
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  Posted:
May 13, 2009 - 00:49 |
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this new client really has some improvements....nice... |
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Christer
Joined: Aug 02, 2003
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Well, this is apparently something that people have differing opinions on. Bug (16088), which was resolved for 0.2.1 said the exact opposite which is why it was changed.
I'll mark this bug as in need of feedback and hope that your guys will help out trying to find a good solution to how this should be handled. |
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Nighteye
Joined: Apr 19, 2004
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  Posted:
May 13, 2009 - 12:17 |
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Earlier, there where no sound played at all, no "stunned" sound, and no "knocked out" sound. Now its simply playing the wrong sound.
If a player with thick skull suffers a roll of 8 on injury, the normal "stunned" sound should play. If the player suffers a 9, it should play the "knocked out" sound. |
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zakatan
Joined: May 17, 2008
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  Posted:
May 13, 2009 - 12:26 |
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Nighteye wrote: | Earlier, there where no sound played at all, no "stunned" sound, and no "knocked out" sound. Now its simply playing the wrong sound.
If a player with thick skull suffers a roll of 8 on injury, the normal "stunned" sound should play. If the player suffers a 9, it should play the "knocked out" sound. |
I think so too. The sound should reflect the actual output of the injury roll |
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Khudzlin
Joined: May 24, 2007
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  Posted:
May 13, 2009 - 14:05 |
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zakatan wrote: | Nighteye wrote: | Earlier, there where no sound played at all, no "stunned" sound, and no "knocked out" sound. Now its simply playing the wrong sound.
If a player with thick skull suffers a roll of 8 on injury, the normal "stunned" sound should play. If the player suffers a 9, it should play the "knocked out" sound. |
I think so too. The sound should reflect the actual output of the injury roll |
i'll third that: otherwise, it would be confusing
when ball & chain is implemented, the KO sound should be played for any roll up to 9 on a fanatic (since they are all treated as KO) |
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maysrill
Joined: Dec 29, 2008
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  Posted:
May 13, 2009 - 14:11 |
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Maybe someone could find a good "bonked on the head" sound effect to be used just for this purpose. I'd think something classic/corny like from the Flintstones or Looney Toons or something. |
_________________ Author of Firehurler (Twinborn Trilogy Book #1), Aethersmith (Book #2), Sourcethief (Book #3) |
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