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Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.30 22:46:00 -
[1] - Quote
Situational awareness in Dust is one of its major shortcomings, which makes Dust compare very unfavorably to modern FPSs. Any sound designer knows that sound is something people don't pay much conscious attention to, but it can make or break a game. Currently situational awareness in Dust is poor due to lack of proper sound cues, and it makes for poor immersion.
While today's patch improved AR sounds, I still get dropped sounds. AR still sounds like a toy gun, though. We had a drop ship shooting at us in a Skirmish, and I didn't even hear the Blaster. But sound design in an FPS goes beyond how guns sound.
List of items to improve situational awareness, in order of importance:
- You must hear when you are getting shot at at all times, and it must be louder than it is currently. The red indicator is not enough. Exception silenced weapons (hopefully coming in a later expansion).
- When you are getting shot at should scale better with distance. Getting shot in the face with a shotgun should have much more oomph than a scrambler pistol from twenty meters.
- True 5.1 surround sound. In most FPSs these days I don't have to even look at the screen to know where to point my gun to fight back. Not sure if there's supposed to be surround sound in Dust atm, but it's not working if it's there.
- Foot steps, jumps, reloads, deaths (falling), and other action by enemies and friendlies should have cues - Heavies should sound heavy and be heard from longer ranges than Scouts. Sprinting, running and walking should have distinct volume levels. Added option for skills or mods later on to limit noise generation.
- Better reporting of hacked objectives. Now it is unclear whether my team was unsuccesful in a hack or is completing a hack, or the enemy - or maybe I'm just an idiot
- You should hear when someone gets hit, ie. when a projectile hits armor, or wall.
- You should hear the pop of the primer on a grenade when the fuse is lit. Also, you should hear a grenade drop on the ground or bounce off a wall
- You should hear the general audio from around you
- Proximity chat - already been promised
Also, any and all of the above might be drowned by louder sounds. They should also contribute to the entire sound stage, so that that firefight 200m away can be heard if you sit still.
Here's how this plays in the game: you (Scout) and your teammate (Assault) are approaching A. You hear running footsteps from your right behind a building, but see nothing on the radar - must be an enemy scout sporting profile dampeners who has spotted your teammate on his radar. Just as you are about to warn your teammate on voicecomm, you hear shotgun shots from the direction of the footsteps. Your teammate's armor is getting pounded on your left - then he drops to the ground, dead.
You sneak around the building, and see the scout standing still - probably issuing orders to his squadmates to defend A. You approach him slowly from behind, take out your Nova Knives, and whisper "behind youuuu." You see the scout jump in shock thanks to proximity chat. Then you *snick* *snick* him to pieces.
You hear three sets of hasty steps approaching in the distance, one of them heavy. You drop an uplink, and start fusing a grenade... |
oOCraZyOo
SyNergy Gaming
38
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Posted - 2013.01.30 23:54:00 -
[2] - Quote
Thank You |
m621 zma
Seraphim Initiative. CRONOS.
22
|
Posted - 2013.01.31 01:18:00 -
[3] - Quote
+1
With the SFX as they are today since the update I feel totally disconnected from everything in game. |
rpsx
Villore Sec Ops Gallente Federation
6
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Posted - 2013.01.31 03:42:00 -
[4] - Quote
i just tried out the new sounds - honestly, i can't really tell if they are new. overall, the whole sounds palette does not work at all.
the sound designers need to record the audio of playing battlefield 3, and a couple other top tier FPS games, and dust, then A/B between them. the difference should be obvious. they need to blind test these with their office mates, or significant others who can't recognize them.
i would almost imagine, before trying to actually design singular sounds for each object/action, they should actually create an "aspiration sound track" that defines the sound field for combat. just edit sounds together in a sound editor, with no visuals at all. balance the whole production. make it amazingly awesome. then, use that as the target experience for the actual game. and, don't stop working until it sounds the same as they aspirational track.
part of what makes everything bland is that if something is far way, it is just a quieter version of what it would be up close. i liked how in BF3, they actually have the gun sounds transform in quality, just based on distance (far away, a cracking type sound, up close, big complex gun sound).
and, yes - foot steps! there needs to be some creative sound design here. i didn't even think there were any, but they are kind there, and barely audible - but, just for my own player! and, even that is bad - my foot steps should sound like i am a badass. the breathing sounds when i am getting tired should sound like i am gasping for life, when i am at the end of my run meter. and other players - these are not all ninjas. i should know if someone just ran up behind me.
sad to say, overall the sound design is very sub par. has a long way to go just to be average, and it needs to be well above average to make this a success. |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2013.01.31 05:58:00 -
[5] - Quote
I'm just gonna go out on a limb here and say that the new AR gunshots sound like a drum hit from an old Casio keyboard, and that's all I can think about when I can actually hear them. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.31 08:41:00 -
[6] - Quote
Daddrobit wrote:I'm just gonna go out on a limb here and say that the new AR gunshots sound like a drum hit from an old Casio keyboard, and that's all I can think about when I can actually hear them.
Better than what it was earlier: sound spitting. |
KalOfTheRathi
CowTek
168
|
Posted - 2013.01.31 09:02:00 -
[7] - Quote
I use a 7-1 surround headset and before that was running with 5-1 surround on my stereo. Until the buggy update on Wednesday the sound worked very much like what you described. So to a large extent your request confuses me.
I would have to say that virtually all of the features you want are in the game. I hear the rounds hitting me, the surround of them hitting different material as they miss, the direction the Drop Ship is coming from, as well for the turbine in the LAVs and I can adjust the game sound levels as well. I never play Music in games as a matter of course because it is distracting from the action.
I have warned squad mates regarding rounds hitting them or near them and the direction is sometimes easy and sometimes difficult regarding Sniper rifles. The type of Sniper rifle makes a big difference in the level of sound but its figuring out its direction as well. Nova Knives are really loud as are Forge Guns not needing to mention the Large Rail Gun and explosives.
If the entire purpose of this is to enable your special BF3 fantasy life of knifing enemies in the back while taunting them you might recall that A: This is not that game and B: The head of your clone is inside a helmet not out in the middle of a meadow with the smoke of wacky weed drifting over the flowers.
I will wait to comment on the local sounds until it is released.
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Monkxx
Ikomari-Onu Enforcement Caldari State
20
|
Posted - 2013.01.31 09:10:00 -
[8] - Quote
+1 I was going to suggest it myself though...
While playing Dust I have no clue what is going on around me. I can't hear vehicles approaching or firefights behind the next corner. I even don't hear when I am hit by enemy, c'mon CCP!
Currently, the only battle indicator is HUD and that sucks. |
The-Last-Ninja
FIND CARL CORP
34
|
Posted - 2013.03.03 01:48:00 -
[9] - Quote
Arramakaian Eka wrote:Situational awareness in Dust is one of its major shortcomings, which makes Dust compare very unfavorably to modern FPSs. Any sound designer knows that sound is something people don't pay much conscious attention to, but it can make or break a game. Currently situational awareness in Dust is poor due to lack of proper sound cues, and it makes for poor immersion. While today's patch improved AR sounds, I still get dropped sounds. AR still sounds like a toy gun, though. We had a drop ship shooting at us in a Skirmish, and I didn't even hear the Blaster. But sound design in an FPS goes beyond how guns sound. List of items to improve situational awareness, in order of importance:
- You must hear when you are getting shot at at all times, and it must be louder than it is currently. The red indicator is not enough. Exception silenced weapons (hopefully coming in a later expansion).
- When you are getting shot at should scale better with distance. Getting shot in the face with a shotgun should have much more oomph than a scrambler pistol from twenty meters.
- True 5.1 surround sound. In most FPSs these days I don't have to even look at the screen to know where to point my gun to fight back. Not sure if there's supposed to be surround sound in Dust atm, but it's not working if it's there.
- Foot steps, jumps, reloads, deaths (falling), and other action by enemies and friendlies should have cues - Heavies should sound heavy and be heard from longer ranges than Scouts. Sprinting, running and walking should have distinct volume levels. Added option for skills or mods later on to limit noise generation.
- Better reporting of hacked objectives. Now it is unclear whether my team was unsuccesful in a hack or is completing a hack, or the enemy - or maybe I'm just an idiot
- You should hear when someone gets hit, ie. when a projectile hits armor, or wall.
- You should hear the pop of the primer on a grenade when the fuse is lit. Also, you should hear a grenade drop on the ground or bounce off a wall
- You should hear the general audio from around you
- Proximity chat - already been promised
Also, any and all of the above might be drowned by louder sounds. They should also contribute to the entire sound stage, so that that firefight 200m away can be heard if you sit still. Here's how this plays in the game: you (Scout) and your teammate (Assault) are approaching A. You hear running footsteps from your right behind a building, but see nothing on the radar - must be an enemy scout sporting profile dampeners who has spotted your teammate on his radar. Just as you are about to warn your teammate on voicecomm, you hear shotgun shots from the direction of the footsteps. Your teammate's armor is getting pounded on your left - then he drops to the ground, dead. You sneak around the building, and see the scout standing still - probably issuing orders to his squadmates to defend A. You approach him slowly from behind, take out your Nova Knives, and whisper " behind youuuu." You see the scout jump in shock thanks to proximity chat. Then you *snick* *snick* him to pieces. You hear three sets of hasty steps approaching in the distance, one of them heavy. You drop an uplink, and start fusing a grenade...
+1 on everything. The battlefield is too quiet as it is. One would think with the advanced tech in the EVE/DUST universe, the suits would be able to distinguish/enhance all these sounds. |
Thrillhouse Van Houten
Expert Intervention Caldari State
14
|
Posted - 2013.03.03 02:46:00 -
[10] - Quote
Vehicles are my gripe. The tanks are practically silent at times. The loudest vehicles are the LAVs.
I was in combat with a couple guys a good distance off. I could hear their gun shots but couldn't hear a tank right on the other side of the wall next to me until it was right behind me. Oh, it also didn't show on radar until it came around the corner. I was under the impression the scan profiles are largely sound based (measured in dB). How is it that a 10 ton diesel 10m away from me is inaudible to both my naked ear AND my sensitive sonar equipment simply because it was on the other side of the wall? I was mostly annoyed that it could move in behind me almost completely silently. They have a weak little tread squeak. Lame.
The DSs should be louder too. They make some jet noises but nothing like how loud I would imagine a vehicle like that being. |
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Professormohawk
Stasis Military Support
31
|
Posted - 2013.03.03 03:31:00 -
[11] - Quote
dang it, was just going to post about this but this is very important to the game. this could make or break this game. |
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