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Thread Statistics | Show CCP posts - 33 post(s) |

Weasel Juice
Future Corps Sleeper Social Club
34
|
Posted - 2013.03.07 14:29:00 -
[181] - Quote
CCP WhiteNoiseTrash wrote:
Ah yes. I see what you mean. We have been having multiple issues with multiple instances of the game running at the same time. It's a code thing and I need someone else who is into the core to change something for me, but it is definitely doable, but will require a lot of changes to be made and me and the audio department just ain't the first row of the food chain when it comes to making demands like this. I'm sorry to say.
I definitely understand where you're coming from, but that sound can be so penetrating, that it in fact achieves the opposite of the goal, to make me turn off even world level sounds, even though at times I need it activated (just so I can hear an activation on a gate or wormhole). Or likewise if you do any PvE content that requires broadcasting is more annoying, since either you have to live with the really annoying timer sounds every few seconds, or you have to bite the bullet and reduce world level so much that you cannot even hear shield/armor/hull alarm soudns anymore.
Truth be told, until such time that the Timer alerts can be configured separately in volume or even whether they play at all, I would rather see them gone for the moment. Something that makes those few people who still have some sounds on turn them *off* just so they don't get annoyed entirely is an unfinished and far from polished product that should be introduced into the game.
Just run some incursions or sleeper escalation for an hour, and you will get that BUZZZZ sound usually once every 10-20 seconds. Disable world sounds, and some people might run into the risk of their ship getting blown up, because they didn't hear those alarms kick off.
:edit: Typo and last paragraph added |
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CCP WhiteNoiseTrash
C C P C C P Alliance
73

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Posted - 2013.03.07 15:51:00 -
[182] - Quote
Weasel Juice wrote:CCP WhiteNoiseTrash wrote:
Ah yes. I see what you mean. We have been having multiple issues with multiple instances of the game running at the same time. It's a code thing and I need someone else who is into the core to change something for me, but it is definitely doable, but will require a lot of changes to be made and me and the audio department just ain't the first row of the food chain when it comes to making demands like this. I'm sorry to say.
I definitely understand where you're coming from, but that sound can be so penetrating, that it in fact achieves the opposite of the goal, to make me turn off even world level sounds, even though at times I need it activated (just so I can hear an activation on a gate or wormhole). Or likewise if you do any PvE content that requires broadcasting is more annoying, since either you have to live with the really annoying timer sounds every few seconds, or you have to bite the bullet and reduce world level so much that you cannot even hear shield/armor/hull alarm soudns anymore. Truth be told, until such time that the Timer alerts can be configured separately in volume or even whether they play at all, I would rather see them gone for the moment. Something that makes those few people who still have some sounds on turn them *off* just so they don't get annoyed entirely is an unfinished and far from polished product that should be introduced into the game. Just run some incursions or sleeper escalation for an hour, and you will get that BUZZZZ sound usually once every 10-20 seconds. Disable world sounds, and some people might run into the risk of their ship getting blown up, because they didn't hear those alarms kick off. :edit: Typo and last paragraph added
I'll take this up right now. I don't get in such situations myself when I play, so it must have bypassed me. I'll take it up with the other guys immediately. Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
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Callic Veratar
Power of the Phoenix
342
|
Posted - 2013.03.07 16:32:00 -
[183] - Quote
CCP WhiteNoiseTrash wrote:I'll take this up right now. I don't get in such situations myself when I play, so it must have bypassed me. I'll take it up with the other guys immediately.
Run a mission with 3 people and make sure one person has all the aggro. The other two players will scream with every couple shots as target explode. DirectX 11, it's not rocket appliance! |

Bienator II
madmen of the skies
1575
|
Posted - 2013.03.07 17:45:00 -
[184] - Quote
i really like the new music mixing backend and the tracks overall. Still i decided to turn it off yesterday. The primary reason was the music which is played when you enter a deadspace complex. Being in FW basically means that this is all you hear... all the time, restarted at every gate activation.
would love to have an option to disable the "acceleration gate triggered tracks" so i can enable the music again. a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |

TheButcherPete
The James Gang R O G U E
234
|
Posted - 2013.03.07 18:08:00 -
[185] - Quote
Can we please have the old strip miner sound effect back?
This tiny little sound does not accurately describe what I'm doing to this asteroid ;) Bzzt.
GÖÑ Punkturis GÖÑ |

Fonac
Imperial Academy Amarr Empire
14
|
Posted - 2013.03.07 18:19:00 -
[186] - Quote
CCP WhiteNoiseTrash wrote:Weasel Juice wrote:CCP WhiteNoiseTrash wrote:
Ah yes. I see what you mean. We have been having multiple issues with multiple instances of the game running at the same time. It's a code thing and I need someone else who is into the core to change something for me, but it is definitely doable, but will require a lot of changes to be made and me and the audio department just ain't the first row of the food chain when it comes to making demands like this. I'm sorry to say.
I definitely understand where you're coming from, but that sound can be so penetrating, that it in fact achieves the opposite of the goal, to make me turn off even world level sounds, even though at times I need it activated (just so I can hear an activation on a gate or wormhole). Or likewise if you do any PvE content that requires broadcasting is more annoying, since either you have to live with the really annoying timer sounds every few seconds, or you have to bite the bullet and reduce world level so much that you cannot even hear shield/armor/hull alarm soudns anymore. Truth be told, until such time that the Timer alerts can be configured separately in volume or even whether they play at all, I would rather see them gone for the moment. Something that makes those few people who still have some sounds on turn them *off* just so they don't get annoyed entirely is an unfinished and far from polished product that should be introduced into the game. Just run some incursions or sleeper escalation for an hour, and you will get that BUZZZZ sound usually once every 10-20 seconds. Disable world sounds, and some people might run into the risk of their ship getting blown up, because they didn't hear those alarms kick off. :edit: Typo and last paragraph added I'll take this up right now. I don't get in such situations myself when I play, so it must have bypassed me. I'll take it up with the other guys immediately.
Sounds good! - As i mentioned earlier, all it would take is to change the timer only to play when it's more than 1-1-+ minut into the timer. Which i hope is not to hard of a change.
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brammator
SUB ZERO. Legion of xXDEATHXx
5
|
Posted - 2013.03.07 20:04:00 -
[187] - Quote
And please remove music from starmap. At least make it stop when I set music level to zero. |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
39
|
Posted - 2013.03.07 22:26:00 -
[188] - Quote
CCP WhiteNoiseTrash wrote: the current system is meant to have specific music playing at specific points in Eden, depending on your position and situation.
This seems to work well except that it gets old a lot faster. I have two characters. One is in WHs 99% of the time, and the other is in nullsec 99% of the time. The music never changes now.
Highsec still sorta has the old playlist which is cool. I haven't really spent time in low since the update, but it'd be nice if there was more to the "music" in null/WH space than just an ambient humming sound all the time.
Also, I feel like large weapons lasers and hybrids still need to sound heavier. They start sounding a lot better/bigger/believable when I turn up my subwoofer a bunch independantly.
Possible bug: There are still cool songs that play on using acceleration gates into complexes, but the ambient nullsec droning isn't muted when they start playing so they clash a bit. It'd also be cool if the complex songs kept playing as long as you're in the complex instead of playing once and then going silent in favor of the ambient humming again. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
74

|
Posted - 2013.03.13 18:21:00 -
[189] - Quote
TheButcherPete wrote:Can we please have the old strip miner sound effect back?
This tiny little sound does not accurately describe what I'm doing to this asteroid ;)
I didn't change these. pretty sure nobody did. Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
74

|
Posted - 2013.03.13 18:21:00 -
[190] - Quote
brammator wrote:And please remove music from starmap. At least make it stop when I set music level to zero.
it's part of the world sounds. Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
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Sentient Blade
Walk It Off
817
|
Posted - 2013.03.13 20:31:00 -
[191] - Quote
CCP WhiteNoiseTrash wrote:brammator wrote:And please remove music from starmap. At least make it stop when I set music level to zero. it's part of the world sounds.
I bug reported this weeks ago #153424
I can't see why music playing on the star map should continue when I have the music slider down. |

Warde Guildencrantz
TunDraGon
664
|
Posted - 2013.03.13 20:59:00 -
[192] - Quote
Sentient Blade wrote:CCP WhiteNoiseTrash wrote:brammator wrote:And please remove music from starmap. At least make it stop when I set music level to zero. it's part of the world sounds. I bug reported this weeks ago #153424 I can't see why music playing on the star map should continue when I have the music slider down.
this makes sense |

PinkKnife
L F C The Retirement Club
295
|
Posted - 2013.03.13 21:07:00 -
[193] - Quote
Sentient Blade wrote:CCP WhiteNoiseTrash wrote:brammator wrote:And please remove music from starmap. At least make it stop when I set music level to zero. it's part of the world sounds. I bug reported this weeks ago #153424 I can't see why music playing on the star map should continue when I have the music slider down.
Because it isn't considered music, it's part of the world sounds, as he said earlier, so naturally turning the music slider down would have no effects on the world sounds.
You don't want world sounds in map view, that's a perfectly fine bug to report. But nothing is wrong with the music slider.
But as general feedback, large turrets are kinda meh compared to the largeness that they were before. I don't mind the new blewrp compared to the previous pscheww, but the previous pscheww sounded at least grand scaled, the new blrewps do not sound appropriately scaled to their respective sizes. |

Dex Tera
Anomalous Existence Existential Anxiety
71
|
Posted - 2013.03.13 22:01:00 -
[194] - Quote
id like to know what happened to drone sounds... cause now they suck  as well as the drones weapon effects (the all fire laser beams wtf ??? why ????  |

Warde Guildencrantz
TunDraGon
664
|
Posted - 2013.03.14 06:24:00 -
[195] - Quote
because lag |

Cooyaw
Cajun Fast Mart
26
|
Posted - 2013.03.18 00:55:00 -
[196] - Quote
ccp audio, i have access to 2 multi million dollars studios and 2 post production suites, id love to help on some of these sounds, if nothing else but for ideas and inspiration. ive done foley and adr work before, its not my specialty but with video games taking over the music industry ive been exposed to this line of work more frequently in the past few years.
pm me if you would like some outside (and FREE) assistance. |

Queotzcatl
Mirai Yume The Dark Nation
0
|
Posted - 2013.06.05 02:35:00 -
[197] - Quote
Mr Whitetrash, sorry to bother you, bit could you do something to the new Odyssey Alert system fot Shield/armor/Hull?
I just lost a very expensive shio due to the fact I couldn't ear almost nothing....
also, why do not implement a volume bar for those "annoying" sounds * that shoud be in game effects if i'm correct... ...from the various settings bar?
but regardless of this script work... just give us a more-louder Alert sound if you please... a scary one if possible... |

Mark Rain
Science and Trade Institute Caldari State
7
|
Posted - 2013.06.09 00:09:00 -
[198] - Quote
The star map music makes me think of scratching a chalk board and gets rather annoying, especially when open awhile.
There should be a toggle for it, so I can hear the world sounds rather than the whine of the star map.
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Altrue
Exploration Frontier inc
435
|
Posted - 2013.06.09 06:51:00 -
[199] - Quote
Hey CCP WhiteNoiseTrash, I just wanted to say : You've done (Or the team you're part of ?) a great job with the wormhole jump sounds, large hybrids, undocking sound, stargate sounds, and warp sounds. We all love the new audio in our corporation, and its definitely more immersive.
Yay ! G££ <= Me |

Phoenix22
The Empire Nation
0
|
Posted - 2013.06.09 14:44:00 -
[200] - Quote
Altrue wrote:Hey CCP WhiteNoiseTrash, I just wanted to say : You've done (Or the team you're part of ?) a great job with the wormhole jump sounds, large hybrids, undocking sound, stargate sounds, and warp sounds. We all love the new audio in our corporation, and its definitely more immersive.
Yay !
I age all is good but Amarr Guns are terrible BAD sound |

Altrue
Exploration Frontier inc
436
|
Posted - 2013.06.09 21:48:00 -
[201] - Quote
But !... But, you can fire lasers of ALL COLORS !  G££ <= Me |
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