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Thread Statistics | Show CCP posts - 1 post(s) |

Arec Bardwin
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Posted - 2009.08.21 23:44:00 -
[61]
A nice sound feedback on critical events would be cool. Decloak sound...
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Morphisat
Hidden Agenda Deep Space Engineering
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Posted - 2009.08.22 18:23:00 -
[62]
The sound problems are still there. Just random explosions and gun / launcher sounds, the effects come and go as they please. At least the pops and crackles are gone...
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Amatius
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Posted - 2009.08.22 23:42:00 -
[63]
This is all excellent stuff - Thanks!
I'm really glad audio is getting some attention - how can you have an immersive experience without sound? Also, the idea of audible warnings is especially fantastic! Increases communication "bandwidth" so players can focus elsewhere until alerted. Really, really nice.
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Kenji Noguchi
Caldari Omerta Syndicate
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Posted - 2009.08.23 10:31:00 -
[64]
Any possibility you'll be adding more situational warnings? It makes no sense that a super-advanced, neurally-connected-to the-pilot starship lacks simple audio (or direct-to-brain) notifications that even 70's fighters have.
Such as:
New contact on overview. New "red" on overview. Being targeted. Being fired upon. Being warp-jammed. Being warp-scrambled. Being webbed. ECM attack detected.
And not only combat-related, like: New private chat received. New fleet broadcast received.
This lack of audio notification is the most important single thing that detracts from inmersion in EVE. ------------------------------------- Kenji Noguchi, Caldari warrior. |

Windryder
Domini Umbrus
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Posted - 2009.08.24 06:31:00 -
[65]
Sorry, been thinking about this and well...
CCP wrote their own 3D Graphics Engine. Twice.
Now we're talking Audio Engines.
I think perhaps a different approach is called for here.
This isn't a TV+DVD+5.1 we're talking about here - this is an interactive virtual world, right?
So why aren't sounds a part of the graphics engine? Am I insane? In the real-world sounds aren't associated with objects, they are created by them.
Make the sounds a part of the graphical models.
Textures, shaders... and sound effects: A 3D rendering engine for sound. The audio-models of the objects are in the same 3D space as the graphics and the sound-textures get "rendered" to the headphones, in a similar way as the graphics get rendered to your PoV.
Imagine it; the distant roar of a blue giant behind the incomprehensible radio-chatter of the billion-population planet below, punctuated by the sound of your guns firing - and then the reflection of the sound off your buddies' hull.
I don't feel I'm adequately conveying this idea, so I'll stop here.
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Nelix Trist
Caldari Nostromo Industries
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Posted - 2009.08.24 15:48:00 -
[66]
To be honest I like this!
Well done CCP (So I say anyway). I'm looking forward to it. Emm?"Cant touch this" den der der dum, der dum der dum KILLING THE BUG'S, BEFORE THEY KILL YOU |

Maru Sha
The Department of Justice
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Posted - 2009.08.24 17:30:00 -
[67]
One feature I would enjoy:
a music abundance controller
With a set amount of (official) songs in your playlist and music playing non-stop, it's only a matter of time until the songs are repeated that often, they begin to get on your nerves. A controller with non-stop/very often/quite often/seldom/once in a while/never would be nice in that case. It can even deepen your game experience if music is suddenly starting to play when there was silence before and just the noise of your ship. The abundance of music playing could be also connected to events, so it would be more likely to hear a song if you encounter a fight and less likely to hear a song if you idle in a station. |

Dante Templar
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Posted - 2009.08.25 04:26:00 -
[68]
Confirmed the pop and farts and missing right channel when pressing F10 is gone. But yesterday I had no explosions or anything while in combat until the end when i got the explosion noise of the ship blowing up.
It was pretty bad during the whole fight i could only hear my engines and the background music thats pretty much it...
X-fi Platinum latest drivers.
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fuze
Gallente Chosen Path Veritas Immortalis
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Posted - 2009.08.25 11:22:00 -
[69]
We can has moar cowbell?
The old sound engine might have been outdated but at least it worked properly. Think it would have been smarter to emulate the old sound engine as much as possible with the old one and then change it into something more pleasing to the players.
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Skandrannon22
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Posted - 2009.08.25 14:53:00 -
[70]
I still get random combat noises. Odd thing is, those are the only ones that dont' work all the time. If I hit esc and toggle " sounds enabled " they come back... for a cycle, or an hour, it really depends on how Eve feels at the time... I noticed that sometimes switching on a Tractor Beam will set it off... I dunno, I never had issues with pops and crackles, just random sound working. So... new sound engine has not fixed the issue, as I'm sure is apparent, just weighing in.
-Skan
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Karash Amerius
Evolution IT Alliance
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Posted - 2009.08.26 19:52:00 -
[71]
Sound effects are pretty lame in comparison to modern video games...even the thin SCI-FI genre. You guys still have sound issues that were in beta...specifically the reversal of some pulse and beam sound effects. Pretty simple stuff.
Would be nice to see a serious upgrade, but like everyone else, I wont be holding my breath.
____________________________________________ "Fighting Broke" - An Ex-Merc Blog |

Dr Cron
Northern Lights Number 5
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Posted - 2009.08.26 22:36:00 -
[72]
You are unable to warp because you are warp scrambled.
When will that be back in?
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PJRiddick
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Posted - 2009.08.27 15:35:00 -
[73]
CCP,...may i suggest,...Fix it or go back to the old sound engine. Ya know its pretty bad when im in mission and being shot at, im zoomed fully and all i here is my shield booster and the sound of the warp gate that i just went thru about 5 minutes ago. Like the rest of these people that play eve, im starting to turn the sound off in EVEONLINE and listen to AC/DC, atleast that stuff gets the heart pumping. DAMN what i wouldnt give to here my missile launchers again, atleast that would meke me feel as if im killing something. C'mon guys,...i know you all are better than this. -=+>xXx<+=- PJRID**** see no evil Speak no evil dont have to worry about hereing evil,...CANT HERE A DAMN THING IN THIS GAME ANYWAY! Unless you want to include the warp gates and station noise.
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.08.28 13:06:00 -
[74]
Originally by: Dr Cron You are unable to warp because you are warp scrambled.
When will that be back in?
THIS
Also, the implementation of this new sound engine has, to a large extent, been a massive fail for us players. Sounds appear to randomly disappear for no plausible reason, and sometimes they are unearthly loud, and sometimes you can't hear them at all.
Add to it that some sounds are downright unergonomical such as the shield hardener drone, the whail of the sensor boosters and similar sounds. These sounds all make you want to jam a screwdriver into your brain via the ears.
More audible ques like Auras call above, add in more of vocal warnings like "You are under attack!" when you are agressed by a player. "ECM jam detected", "shields failing (>30%)", "armor breach imminent!", "taking hull damage" and so on and so forth. Maybe even "hostile detected" when you get a red on your overview and similar things would ease up our daily "job" in EVE a lot.
Combine the above with more diverse sounds, such as 5-6 variants of the Megapulse firing sound, or as someone said, real time modification made due to different factors. Same with the mining laser/strip miner sounds (oh god). Bring back the "whoop whoop whoop" warp scram sound (seriously, that was awesome) and get rid of droning sounsd like shield hardeners, sensor boosters and similar "on all the time" sounds, because they WILL bore a hole in your brain after a while. Especially when they are so strong as both those are.
In short:
Less 100% on-all-the-time drone MOAR AURA! ----- Why doesn't anyone ever read the forums before posting? EVE is a game of adaptation and planning. Adapt or die. |

Morphisat
Hidden Agenda Deep Space Engineering
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Posted - 2009.08.30 20:46:00 -
[75]
Excellent ideas Ancy ! It's a shame that the only sounds that do seem to work are the incredibly annoying, shield booster, sensor boosters and the like .
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fuze
Gallente Quam Singulari Cult of War
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Posted - 2009.08.31 10:18:00 -
[76]
Have been carebearing for a while but yesterday I had some good old pvp again and all I can say is:
Its better to turn the sound off than to have it on during pvp. It confusing, annoying and when it comes to the sound design its simply awful.
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PJRiddick
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Posted - 2009.08.31 15:46:00 -
[77]
Myself i prefer a good POLKA,....
Or maybe the "BENNY HILL" theme would be nice.
CCP,..would you please include both in your next music patch update,...
PLEASE!
Total FAIL,.......
-=+>xXx<+=-
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Brique
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Posted - 2009.09.02 19:30:00 -
[78]
I'm personally a huge sound person, so reading that sound will be getting some love makes me very happy.
Please address some of the sound effects that are very repetitive and annoying, such as the armor hardener effect:
BUM BUM BUM BUM BUM BUM...
I get that amarr are slavers, so you're going with the whole slave boat, bass drum thing...but it drives me crazy.
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Denidil
Gallente Shadowed Command Fatal Ascension
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Posted - 2009.09.02 22:13:00 -
[79]
so you wasted money on third party soundware that doesn't seem to have 3d audio acceleration when you could have used the VERY simple to use OpenAL library.
nice. i'm going to have to smack the software architect that made that decision upside the head with a large trout
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AizenSousuke
Gallente STK Scientific The Initiative.
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Posted - 2009.09.08 18:02:00 -
[80]
Originally by: Casiella Truza
Playing your own MP3s makes a lot of sense iff you can associate certain files with various "feels". Maybe a playlist for combat, a playlist for mining, a playlist for hauling, a playlist for spinning your ship in a station...
THIS!!!!
As soon as I shoot something my personal jukebox changes from ambient and moody music to heavy rock and death metal. I'm getting aroused just thinking about it. It's not impossible to do either. Who here has ever played Total Annihilation? They had a system like that in place, and I've never seen it done since then. If it can be done in a game that was released more than 10 years you'd think it would be a snap to do now.... --------------------------------------------------
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Windryder
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Posted - 2009.11.22 21:42:00 -
[81]
Originally by: AizenSousuke I like where you're going, but remember.. Sound waves don't pass through a vacuum... lol (Kidding of course, I support this idea if it ever happens)
I know sound doesn't pass through a vacuum! (lol)
I have *always* interpreted external environmental sounds in EvE as an abstract translation of energy/radiation into human-interpretable sensory input.
So the "boing" of a railgun is actually a translation of the magnetic flux that propels the charge.
The "zap" of a laser is a translation of the electric field surrounding the stream of photons.
The "crack" of a projectile or "whoosh" of missiles and their explosions is a translation of the microwave and infrared static produced by electrons rearranging energy levels in a rapid chemical reaction.
I'm hoping CCP might think a similar way and provide us with a greater range of (non-annoying) environmental effects - much like the variety and grace of their background visuals.
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Captain Futur3
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Posted - 2009.11.25 20:10:00 -
[82]
is any new sound in Dominion? Like new turret sounds or new voices? :)
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Rya Saptine
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Posted - 2009.12.01 13:00:00 -
[83]
im missing vagabond mwd sound
before the speed nerf, i was often hunted by vagabond and some interceptors, and they had always this great mwd sound, a bit similar to some starwars propulsion engines.
some of my friends told me there was no sound ever on mwds, but im 100% sure there was...
btw. i would like to hear some more audio from "Aura"
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cBOLTSON
Caldari Point of No Return Gentlemen's Club
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Posted - 2009.12.01 13:43:00 -
[84]
Nice blog. It will be nice to be able to use the ingame player to play your own songs. I think that is a welcome feature.
Also I personally have never had any problems with sounds in eve, but then again my rig is designed for music production as well as gaming =]
SB x-fi 24bit fatal1ty series - on game mode   
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Luceat Vindiciae
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Posted - 2009.12.01 13:53:00 -
[85]
I'd like to see different sounds and animations for missed shots. You'll get audio feedback that current range is well beyond optimal range if they miss alot, animations will provide more random chaos to battle if for example artillery shells explode all around your ship. |

Dewa Tukul
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Posted - 2009.12.01 14:36:00 -
[86]
Originally by: Istvaan Shogaatsu Weapon sound effects in Eve are pretty horrible. They haven't really changed since day one, either. If I were to make one humble request, it's that CCP watch some Star Trek and B5, and check how cool weapons firing sound in those shows. Pretty much any sci-fi with lazors and torpedoes does it better than Eve.
Play some Wing Commander, de-synch your guns, and listen to how badass they sound. Play some Homeworld, and listen to the report of a flak frigate. Play some Nexus: The Jupiter Incident, and listen to the siege laser. Current lasers sound like static, or boring zap-sounds that belong in crappy 50s era sci-fi.
Weapon effects in general lack a certain oomph.
couldnt agree more..
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Flashmopp
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Posted - 2009.12.04 16:50:00 -
[87]
Since Dominion many weapon sounds are missing. And the MOST ANNOYING sound is the new Sounds at the StarGates. They sound like transmissions. I dont mind them at the StarGates but in Mission itself. I hear them in the middle of every Missions somewhere in the universe when no StarGate is. ??? ITs really annyoing and all i can do is to turn of the Sounds completely :(( This sounds like Alien Talk. Why ? Why implement this? Or is it a bug? I didnt see it in the known Issues.
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WheatGrass
Gallente Silent but Friendly
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Posted - 2009.12.19 00:34:00 -
[88]
CCP Baldur...
Dude, Wassup? |

CyberGh0st II
Minmatar Ara Veritas
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Posted - 2009.12.23 21:24:00 -
[89]
Originally by: WheatGrass CCP Baldur...
Dude, Wassup?
Yah, wassup? Waiting on much needed sound fixes, sound is still more messed up than before Apocrypha. I really miss the pre-Apocrypha soundsystem, and that is saying something.
And you should really look into "having the sounds stay with the ship regardless of camera position" because seriously, what good is the sound of explosions if you can't hear them ... ? A checkbox where we can turn it on or off would be nice.
Hoping on a new devblog finally acknowledging that there are many bugs in the "improved" sound system and you are working on fixing them.
Currently playing The Saga of Ryzom Favorite MMO's : DAoC SI-era / SWG pre-CU-NGE |

Sky Burner
Gallente Rainbow Sky Enterprises
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Posted - 2009.12.28 06:27:00 -
[90]
Originally by: Dewa Tukul
Originally by: Istvaan Shogaatsu Weapon sound effects in Eve are pretty horrible. They haven't really changed since day one, either. If I were to make one humble request, it's that CCP watch some Star Trek and B5, and check how cool weapons firing sound in those shows. Pretty much any sci-fi with lazors and torpedoes does it better than Eve.
Play some Wing Commander, de-synch your guns, and listen to how badass they sound. Play some Homeworld, and listen to the report of a flak frigate. Play some Nexus: The Jupiter Incident, and listen to the siege laser. Current lasers sound like static, or boring zap-sounds that belong in crappy 50s era sci-fi.
Weapon effects in general lack a certain oomph.
couldnt agree more..
I concur!
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