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Thread Statistics | Show CCP posts - 0 post(s) |
Celestine Santora
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Posted - 2010.04.30 15:50:00 -
[151]
This needs to be made a high priority. I, like many other players, have just outright disabled sound because there is absolutely no reason to have it on. Theo only sound that consistently seems to work is the looping background space-y noise.
I would love to actually have working sound effects for once
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Deleros Revo
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Posted - 2010.05.03 18:59:00 -
[152]
I have also sound disabled becouse when I am hit by my enemies I only hear a "Beep" instead of the turret sound/impact sound. I hope this is being fixed soon, EVE has some really nice audio and ****es me off....
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Deus Teragrammaton
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Posted - 2010.05.03 20:11:00 -
[153]
Supported
As an addendum, before I came back when Dominion came out, I had stopped playing a little after Empyrean Age came out, and I did not have the osund bugs they have now.
Fix. Now. CCP.
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Gyunther
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Posted - 2010.05.11 14:06:00 -
[154]
Bump again for really good thread! |
Lenny Krawitz
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Posted - 2010.05.11 19:49:00 -
[155]
Got my vote.
I play with sound turned off because the sound is so buggy and annoying. Oh and engine trails so I can tell that I'm moving. |
Kiithnaras
Lethal Injection. Hedonistic Imperative
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Posted - 2010.05.12 16:02:00 -
[156]
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Devlyn McKhon
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Posted - 2010.05.12 18:47:00 -
[157]
Supported CCP please give this some priority, we under stand that things are bussey there, but this isue has been on going for a while now and it seems that nothing is being done about it. I also would like to see scroling out having no effect on sounds, where it pertains to my ship, hearing guns going off or other sounds is part of the experience, dont make proximity to your ship in the view a perameter for sounds. Maybe a few more options also, one i can think of is the shield, armor and hull warnings, i like those but can they be put on a seperate slider each, or at least combine all three on there own slider, turn them down so there not blaring, then you barly here some other stuff as there part of the "world sound level" slider (least i think thats the one), put them on there own slider. So come on CCP, it's time to give us working sound don't ya think.
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Nebarus
Korbitron Industries Fatal Ascension
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Posted - 2010.05.15 08:35:00 -
[158]
Supported...
Originally by: CCP Tuxford my bad.
Rest assured I'm being ridiculed by my co-workers.
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Alina Zalo
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Posted - 2010.05.28 03:30:00 -
[159]
I remember back in 2004, when sounds worked great.
Zoomed in = loud, plus you could here what was after you in the distance.
Zoomed out = just a little bit of everything..
Sounds in eve used to be very complimentary to the game.
Now they suck
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CyberGh0st
Minmatar Sebiestor tribe
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Posted - 2010.05.29 20:45:00 -
[160]
Edited by: CyberGh0st on 29/05/2010 20:46:17
First impressions from Tyrannis regarding sound :
- Jukebox seems fixed. - Artillery seems fixed. - Incomming fire seems fixed. - Issues when entering a mission seems fixed.
Not much detail regarding most of these on the patch notes, but stealth fixes are fixes nonetheless.
So for me, 2 big issues have been fixed ( not hearing Artillery and Incomming fire ).
Still a big issue is still open : not hearing explosions. I just destroyed a slave pen, which had an explosion so big that my whole screen was filled, but could not hear a thing !
So I am still advocating for an option where we can turn off positional sound.
I will update the OP later on after some more testing.
http://www.mmodata.net Favorite MMO's : DAoC Pre-TOA-NF / SWG Pre-CU-NGE |
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Tiiron
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Posted - 2010.06.04 13:42:00 -
[161]
Supported.
OP: Sorry if I'm a few months late, I quit the game but am back now. Sorry to see that there are still problems with the sound.
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Rebecca Aventine
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Posted - 2010.06.05 05:07:00 -
[162]
Supported
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Abe SE
Front Line Assembly
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Posted - 2010.06.05 14:22:00 -
[163]
Supported
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LoRDa RaMOs
LEGIO ASTARTES ARCANUM
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Posted - 2010.06.05 17:45:00 -
[164]
Edited by: LoRDa RaMOs on 05/06/2010 17:44:59 Supported. There's an issue in which after a sansha battleship rat in 0.0 fire at you, there will be this deafening laser sound that makes voice comms rather hard, no matter how much you zoom out.
And i don't wanna turn off eve sound,k so
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CyberGh0st
Minmatar Sebiestor tribe
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Posted - 2010.06.13 23:09:00 -
[165]
Updated the OP to reflect the fixes done by CCP since first posting this proposal.
While most of the major bugs are ironed out now, the tweaking of the positional sound has to be reviseted.
http://www.mmodata.net Favorite MMO's : DAoC Pre-TOA-NF / SWG Pre-CU-NGE |
Max Queso
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Posted - 2010.06.28 14:40:00 -
[166]
+1 - kick ass games should have kick ass sound as well
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durazell
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Posted - 2010.07.22 18:01:00 -
[167]
Quote: Now on to the issue, some items, like outgoing fire, have been tweaked a while ago, and together with latest bufixes work pretty well. However we can still not hear explosions of destroyed ships or buildings as close as 4000 meters ( maybe even closer ). Therefore the weight of explosions should be increased alot. When I destroy a large building from 70km I still want to hear the explosion, as was the case pre-Apocrypha. Also incomming enemy fire fades away too fast ( when zooming out ), outgoing turret fire on the other hand stays audible long enough ( even when zoomed out quite far ), so that is working well now imho.
Today I did The Score/Sansha Nation level 4 using paradise cruise missiles from my CNR. More than 50% of impacts on rats were soundless, when launching missiles it was deadly quiet as well. I guess 1 out of 10, the launching sound appeared. My single hybrid turret however "clicked" every time when fired). Using my laptop with a different soundcard, I still get the same missing sound picture. Cant figure out if its a technical issue or an intended sound nerf aimed at giving a more soft experience. In my world its fail both ways.
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CyberGh0st
Minmatar Ara Veritas
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Posted - 2010.08.03 10:39:00 -
[168]
Edited by: CyberGh0st on 03/08/2010 10:41:14
Originally by: durazell
Quote: Now on to the issue, some items, like outgoing fire, have been tweaked a while ago, and together with latest bufixes work pretty well. However we can still not hear explosions of destroyed ships or buildings as close as 4000 meters ( maybe even closer ). Therefore the weight of explosions should be increased alot. When I destroy a large building from 70km I still want to hear the explosion, as was the case pre-Apocrypha. Also incomming enemy fire fades away too fast ( when zooming out ), outgoing turret fire on the other hand stays audible long enough ( even when zoomed out quite far ), so that is working well now imho.
Today I did The Score/Sansha Nation level 4 using paradise cruise missiles from my CNR. More than 50% of impacts on rats were soundless, when launching missiles it was deadly quiet as well. I guess 1 out of 10, the launching sound appeared. My single hybrid turret however "clicked" every time when fired). Using my laptop with a different soundcard, I still get the same missing sound picture. Cant figure out if its a technical issue or an intended sound nerf aimed at giving a more soft experience. In my world its fail both ways.
Hmm, okay yes impacts on rats will be soundless if they are too far away, that is pretty much the same issue as with explosions.
Launching missiles works for me currently, I will retest, and try with different missiles and launchers.
Hybrids are probably comparable to projectiles in terms of sound coding, so I think all turrets are still fixed for now :p
http://www.mmodata.net Favorite MMO's : DAoC Pre-TOA-NF / SWG Pre-CU-NGE |
BloodHair
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Posted - 2010.08.09 12:31:00 -
[169]
THERE IS SOMETHING REALLY ANNOYING IN JUKEBOX.
EVE should save jukebox status for each client separately.
Lets say you have 2 accounts. The first one should play EVE music. The second should not. If you log in and log out of the first account, it doesn't matter what was the config for the second account; when you log in to the second account, music will be played. Because the last active account was playing music. Thats a kind of bug, or lack of feature.
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CyberGh0st
Minmatar Ara Veritas
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Posted - 2010.08.29 17:45:00 -
[170]
Originally by: BloodHair
THERE IS SOMETHING REALLY ANNOYING IN JUKEBOX.
EVE should save jukebox status for each client separately.
Lets say you have 2 accounts. The first one should play EVE music. The second should not. If you log in and log out of the first account, it doesn't matter what was the config for the second account; when you log in to the second account, music will be played. Because the last active account was playing music. Thats a kind of bug, or lack of feature.
I assume you run the 2 accounts from the same installation, if you make seperate copies of the game for each account, you should not experience this problem.
Of course if you run a great number of accounts ( like 5+ ) this could become an issue with patching and harddisk space ( you need to path each copy seperatly ).
http://www.mmodata.net Favorite MMO's : DAoC Pre-TOA-NF / SWG Pre-CU-NGE |
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CyberGh0st
Minmatar Ara Veritas
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Posted - 2010.08.29 18:12:00 -
[171]
Updated OP http://www.mmodata.net Favorite MMO's : DAoC Pre-TOA-NF / SWG Pre-CU-NGE |
Sophie Malaster
EuroMECH Tech Market ARTESANOS
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Posted - 2010.08.31 10:54:00 -
[172]
Pls CCP listen us! Add a sound system...
/Signed ________________________________________________
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