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CCP Eterne
C C P C C P Alliance
2551

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Posted - 2013.06.06 16:56:00 -
[1] - Quote
The sound experience in EVE is a wonderful thing. From heart-thumping music to bone-shaking artillery fire, you constantly have an evocative and immersive auditory experience. In EVE Odyssey, numerous new sounds were introduced; both the obvious (several new music tracks and jump effects) as well as the subtle (undock and hacking effects). In this latest dev blog, CCP WhiteNoiseTrash goes into Team Klang's process for creating the new sounds for Odyssey.
You can use this thread to sound off on the blog. New Eden Community Representative GÇ+ New Eden Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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Steve Ronuken
Fuzzwork Enterprises
1495
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Posted - 2013.06.06 17:01:00 -
[2] - Quote
Oh boy. Hacking just took on a whole new aspect. Steve Ronuken for CSM 9!-á I'm starting early :) Handy tools and an SDE conversion Twitter: @fuzzysteve on Twitter |

James Amril-Kesh
4S Corporation RAZOR Alliance
5461
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Posted - 2013.06.06 17:02:00 -
[3] - Quote
At Fanfest you said you'd give nullsec new music. Instead you gave lowsec new music, despite lowsec already having several tracks and nullsec having to content with the same annoying humming and droning track all the damn time. -áMy (mostly boring) Youtube channel. |
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Chribba
Otherworld Enterprises Otherworld Empire
8507
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Posted - 2013.06.06 17:08:00 -
[4] - Quote
Awesome. need surround **** now
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Elmanketticks
Happy Endings. The Retirement Club
78
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Posted - 2013.06.06 17:19:00 -
[5] - Quote
It's devblogs like this that make me proud to be part of the EVE community even more. I mean which other game communities can claim for themselves to know how the devs of their game constructed their sounds? I'm full of awe, a great devblog and great new sounds (YES, EVE has sound). The State will not fall. Join us. Fight. Conquer.
edit: disregard that, the state has fallen. |

Kusum Fawn
State War Academy Caldari State
320
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Posted - 2013.06.06 17:42:00 -
[6] - Quote
I guess it's really too bad that the majority of eve players have the sound off as there is no way to isolate which sounds you want coming out of eve. station sounds were what killed it for me years ago and i havent had eve sound turned on past the first two hours after each patch. More often then not because the patch makes the launcher forget that ive turned off the sound. Since you killed the eve jukebox there has been even less of a reason to have eve background noises turned on. With the many of the sounds being dependent on how close you are zoomed in on your ship, I never hear any of the more interesting ones. At least not if i actually want to be able to play the game to any degree.
Of course as to the sounds that i can hear while zoomed out, whoever thought that electronic raspberries for target lock loss is an idiot. Its nice that you are putting a lot of work into it, and it does show when its being displayed but for general usage its not evident.
What would make more people hear your hard work is allowing us to customize the sounds that are used and at what levels much more specifically. But I understand CCP that customization is not high on your list of priorities. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Elmanketticks
Happy Endings. The Retirement Club
79
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Posted - 2013.06.06 17:46:00 -
[7] - Quote
I find it sufficient to turn off music while having every other sound activated and running in the background. I like the humming and talking background sounds of stations and I like the warpsounds, scansounds and spacesound altogether.
Only reason I cut off music is because otherwise I wouldn't be able to listen to the b/s my corpmates talk about in ts3 ;) The State will not fall. Join us. Fight. Conquer.
edit: disregard that, the state has fallen. |

Garr Earthbender
Justified Chaos
157
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Posted - 2013.06.06 17:47:00 -
[8] - Quote
Eve has sound?
J/K. I was actually commenting on the new jump sounds I love the 'ping' at the top side of things. It's just awesome. Keep up the good work! -Rock is overpowered, Scissors is fine. -Paper |

Destination SkillQueue
Are We There Yet
5143
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Posted - 2013.06.06 17:51:00 -
[9] - Quote
I listen to audiobooks or coms when playing, so I totally missed all the new audio. |

Ethan Revenant
Adhocracy Incorporated Adhocracy
67
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Posted - 2013.06.06 18:01:00 -
[10] - Quote
The new wormhole sound is hard to distinguish from other random-space noises. The previous sound was absolutely unmistakeable and also sounded pretty awesome when you had a lot of people jumping through a wormhole at once. Could we get the oomph back in the wormhole transit sound? |
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Wolf Kolona
Ghost Headquarters The Ghost Army
67
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Posted - 2013.06.06 18:11:00 -
[11] - Quote
Hold on.
Choking when you get podded? Wont that completely go against the lore?
The lore being that in order to transfer you to a new clone, the pod takes a 'Snapshot' of your brain, killing you in the process. This process only occurs when the pod is breached ofc. -The Ghost Army- Mercs For Hire |

Ingkala
Mind Games. Suddenly Spaceships.
17
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Posted - 2013.06.06 18:54:00 -
[12] - Quote
Yeah, I just read that and thought it was completly inconsistant with the lore.
Wolf Kolona wrote:Hold on.
Choking when you get podded? Wont that completely go against the lore?
The lore being that in order to transfer you to a new clone, the pod takes a 'Snapshot' of your brain, killing you in the process. This process only occurs when the pod is breached ofc.
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Maggie Dezno
Center for Advanced Studies Gallente Federation
1
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Posted - 2013.06.06 19:05:00 -
[13] - Quote
Ingkala wrote:Yeah, I just read that and thought it was completly inconsistant with the lore. Wolf Kolona wrote:Hold on.
Choking when you get podded? Wont that completely go against the lore?
The lore being that in order to transfer you to a new clone, the pod takes a 'Snapshot' of your brain, killing you in the process. This process only occurs when the pod is breached ofc.
just because you're brain dead after your pod is breached doesn't mean you might not still have some autonomic dying reflexes... |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
322
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Posted - 2013.06.06 19:09:00 -
[14] - Quote
I just tested it, on TQ, is there any way to seperate and allow us to amplify the actual 'alert' sound so that we can hear it better?
Also, this will get very annoying as an armor tanked ship, since the constant shield 'wuummmph' is always going off.
The Armor and Hull traditional 'warning sounds' are WAY too quiet. As you were told on SiSi. Yet nothing changed. Do you guys even play this game? (shield peep is also too quiet, but the other too and much much worse)
Also, i feel really bad for all those poor WH dwellers that will now be nearly forced to fully 100% rep armor AND hull after each engagement, as this constant hull sound is very annoying. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

TheLostPenguin
Surreal Departure
61
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Posted - 2013.06.06 19:14:00 -
[15] - Quote
Nice detail on bothering do extra stuff for the hacking etc, that is actually a nice touch that many games would miss entirely.
But then
devblog wrote:...but there will be a new continuous sound along with the new visual warnings to remind you that you are just about to die
I know full well that giving us options goes against every rule at CCP, but for goodness sake separate this pointless noise from the other hp warnings and let us chose which we want to hear. The configurable warnings at X of shield/armor are actually useful at times, having the game make a broken electronic chirping at me constantly to tell me I'm being shot back whilst shooting rats is entirely useless, redundant and extremely annoying. Of course I can just turn the whole lot of warnings off, but then as I said the configurable ones are actually useful at times, or at least they were when they were audible, seems you broke the only good bit there along the way too.
Would be a shame to end up losing functionality from a (misguided) attempt to improve things, just add additional checkboxes to the hp sounds config menu for the constant irritant sound on/off and job will be a good 'un. |

TheLostPenguin
Surreal Departure
61
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Posted - 2013.06.06 19:17:00 -
[16] - Quote
Maggie Dezno wrote:Ingkala wrote:Yeah, I just read that and thought it was completly inconsistant with the lore. Wolf Kolona wrote:Hold on.
Choking when you get podded? Wont that completely go against the lore?
The lore being that in order to transfer you to a new clone, the pod takes a 'Snapshot' of your brain, killing you in the process. This process only occurs when the pod is breached ofc. just because you're brain dead after your pod is breached doesn't mean you might not still have some autonomic dying reflexes...
Sure your body might well choke/gurgle/whatever, but *you* wont be there to hear it, nor hear your (now destroyed) pod synthesise the sound for you like it does all the other un-hearable things normally. |

Wolf Kolona
Ghost Headquarters The Ghost Army
67
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Posted - 2013.06.06 19:20:00 -
[17] - Quote
TheLostPenguin wrote:Maggie Dezno wrote:Ingkala wrote:Yeah, I just read that and thought it was completly inconsistant with the lore. Wolf Kolona wrote:Hold on.
Choking when you get podded? Wont that completely go against the lore?
The lore being that in order to transfer you to a new clone, the pod takes a 'Snapshot' of your brain, killing you in the process. This process only occurs when the pod is breached ofc. just because you're brain dead after your pod is breached doesn't mean you might not still have some autonomic dying reflexes... Sure your body might well choke/gurgle/whatever, but *you* wont be there to hear it, nor hear your (now destroyed) pod synthesise the sound for you like it does all the other un-hearable things normally.
Your brain liquifies from the process. There would be no choking/gurgling or whatever.
-The Ghost Army- Mercs For Hire |

Maggie Dezno
Center for Advanced Studies Gallente Federation
1
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Posted - 2013.06.06 19:29:00 -
[18] - Quote
Wolf Kolona wrote:TheLostPenguin wrote:Maggie Dezno wrote:Ingkala wrote:Yeah, I just read that and thought it was completly inconsistant with the lore. Wolf Kolona wrote:Hold on.
Choking when you get podded? Wont that completely go against the lore?
The lore being that in order to transfer you to a new clone, the pod takes a 'Snapshot' of your brain, killing you in the process. This process only occurs when the pod is breached ofc. just because you're brain dead after your pod is breached doesn't mean you might not still have some autonomic dying reflexes... Sure your body might well choke/gurgle/whatever, but *you* wont be there to hear it, nor hear your (now destroyed) pod synthesise the sound for you like it does all the other un-hearable things normally. Your brain liquifies from the process. There would be no choking/gurgling or whatever.
at the risk of prolonging a really silly debate -- just because your brain liquefied doesn't mean your lungs can't relax and pass air (or pod fluid) out of your throat, thereby making a sound. (which wouldn't be heard in space anyway...) |

Spathe Ne Boirelle
Federal Navy Academy Gallente Federation
0
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Posted - 2013.06.06 19:50:00 -
[19] - Quote
I went to soundCloud's page and listened to his 2 first tunes presented on your blog and I have to say that even if the quality of the sound I heard is superb and without a hesitation a very high quality tune ... I do have to say its very redundant from the start to the finish. I start earing something different after 1m30 to 2m but thats it. Personally I don't like it since its too redundant reminds of what eve has to offer already and I heard enough of those. They were other tunes but since the first 2 were soo redundant, I stopped.
good try though |

Zloco Crendraven
BALKAN EXPRESS
373
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Posted - 2013.06.06 20:09:00 -
[20] - Quote
I have a problem when scrolling the camera in and out. My speakers start crackling. That happen when i enter the gate warp. BALEX is recruiting -----> tinyurl.com/oscmmlv |
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ROXGenghis
agony unleashed Agony Empire
114
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Posted - 2013.06.06 20:29:00 -
[21] - Quote
Thanks for the blog, but I have a question and request.
Why did you remove the sound of a gate firing for those NOT going through the gate? There used to be a distinct gatefire sound that let you know someone had just gone through the gate. This sound was quite important to situational awareness for roaming PVPers, for example to know when hostile reinforcements arrive.
So my request: please put the gatefire sound back in.
And while I'm at it, a related request: put the decloaking sound back in. That one was removed a while ago without an explanation. Hearing hostiles decloak is another important situational awareness cue.
Thanks for listening. |

Spyker Slater
Red Federation RvB - RED Federation
25
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Posted - 2013.06.06 20:47:00 -
[22] - Quote
James Amril-Kesh wrote:At Fanfest you said you'd give nullsec new music. Instead you gave lowsec new music, despite lowsec already having several tracks and nullsec having to contend with the same annoying humming and droning track all the damn time.
Don't worry the new music is total crap. I don't even want to call it music its just an irritating drone. Very disappointing.  |

Korotani
Seraphim Inc Black Fence.
10
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Posted - 2013.06.06 20:52:00 -
[23] - Quote
Awesome blog, really interesting to see the techniques and detail behind the finished product.
Trust no one.-á |

DarthNefarius
Minmatar Heavy Industries
1103
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Posted - 2013.06.06 21:13:00 -
[24] - Quote
Obligatory: "Eve has Sound "  An' then [email protected], he come scramblin outta theTerminal room screaming "The system's crashing! The system'scrashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children' |

Kor'el Izia
59
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Posted - 2013.06.06 21:44:00 -
[25] - Quote
With regards to hacking: I found the notion of sound being another input into your sense of awareness rather cool as I've been trying out the new sites and been unable to get the faction tower bpcs due to not having maxed skills and running into swarms of the nodes that boost the other nodes(ended with a couple having over 500 coherence!) as they spider tanked my attempt to kill them.
Quote:...hover over the yet-to-be-clicked nodes and, as part of the soundscape, hear very subtle changes... I can confirm that there are subtle changes
Quote:Each of these provide a tiny bit information about what is to come out of the specific nodes... While there are subtle changes they are not consistent, one particular, let's call it "scratchy-static" can be heard over node A, which turns out be a regular non-fancy node. Moving on to node B, the same sound can be heard but turns out be an enemy.
Edit: And by listening it takes a lot longer to complete the sites, as it takes a few seconds for the sound to "adjust" to the new node you are hovering over, but clearly since there is no help from the sound it's better to just click away, click away! |

Sir Livingston
Quantum Cats Syndicate Samurai Pizza Cats
196
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Posted - 2013.06.06 21:52:00 -
[26] - Quote
I play eve with sound because internet spaceship space is far more enjoyable with Team Klang's audio work keeping me company.
Nicely done i create videos about the EVE Universe http://www.youtube.com/JonnyPew
chat channel: Club Deadspace |

Niko Lorenzio
United Eve Directorate
255
|
Posted - 2013.06.06 22:53:00 -
[27] - Quote
A bit of rambling: Since removing the jukebox, the music has become unbearable. I'm sure it's great for someone who's constantly traveling between different sec levels, but you need to realize that most people spend majority of their time in a certain location. Sometimes for weeks, months, even years. For them, hearing the same songs over and over and OVER again is making the music repulsive. Instead of thinking or ways to entice people to turn on their audio and/or music, think of why they turned it off in the first place. At least with the jukebox I could go for a few months with music, and a few without. Now, I have it off always.
As mentioned, the HP warning sounds are broken as you can barely hear them. This is one of the most important sounds in EVE, please fix them.
On the positive note: Love all the new sounds, station, hacking, jumping through gates, undocking and radial menu. This is all amazing stuff and I thank you for the hard work and detailed blog. |

DarthNefarius
Minmatar Heavy Industries
1104
|
Posted - 2013.06.07 00:15:00 -
[28] - Quote
Since the population of a station will affect the soundscape there I suggest making Jita everytime the population CAP is reached sound like New York city with a big crowd sceamming " Get tha fug outta here" or a traffic cop in a busy intersection saying " move along nuthin' to see here" An' then [email protected], he come scramblin outta theTerminal room screaming "The system's crashing! The system'scrashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children' |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3654
|
Posted - 2013.06.07 01:04:00 -
[29] - Quote
I like the attention to detail
One thing I miss from old versions of the client was the Doppler effect when landing on grid and warping off: this would impact acceleration gate and jump gate ambient sounds. It would be really nice if the Doppler shift could be reintroduced to add to the feeling of stuff in motion.
Thank you for taking the soundscape of EVE so seriously! Day 0 advice for new players: Day 0 Advice for New Players |

Kor'el Izia
59
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Posted - 2013.06.07 01:05:00 -
[30] - Quote
Sir Livingston wrote:I play eve with sound because internet spaceship space is far more enjoyable with Team Klang's audio work keeping me company.
Nicely done I turned it back off when I came to the conclusion audio didn't help in hacking |
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Kewso
School of Applied Knowledge Caldari State
6
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Posted - 2013.06.07 03:26:00 -
[31] - Quote
Love the new effects and sounds, the jump gate warping sounds amazing on my surround sound speakers. I know it's not in true surround sound. But with speakers surrounding me and a nice subwoofer, with the room dark and my large screen glowing I really get lost in the game and feel as if I'm really traveling |

Tasha Saisima
State War Academy Caldari State
32
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Posted - 2013.06.07 04:22:00 -
[32] - Quote
audio devs > art devs |

Greygal
Agony Unleashed Agony Empire
143
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Posted - 2013.06.07 05:46:00 -
[33] - Quote
Really enjoyed this devblog, good stuff! I've noticed a number of the new sounds, and overall am enjoying them. But I'm finding myself missing several sounds that we used to have, specifically, why did you remove the sound of gatefire when someone comes through a gate? (Also the prior very distinctive gatefire graphic is pretty much gone now, too). The audio alert that someone just came through a gate that you are sitting at/on is of extreme importance to PVP situational awareness. Please bring it back - make it cooler if you want, but bring it back!
(lol just realized one of my corpmates has already posted about this, so I'm seconding his post quoted below!)
Thanks for all the work you do! It is much appreciated, even when we want more :)
GG
ROXGenghis wrote:
Why did you remove the sound of a gate firing for those NOT going through the gate? There used to be a distinct gatefire sound that let you know someone had just gone through the gate. This sound was quite important to situational awareness for roaming PVPers, for example to know when hostile reinforcements arrive.
So my request: please put the gatefire sound back in.
And while I'm at it, a related request: put the decloaking sound back in. That one was removed a while ago without an explanation. Hearing hostiles decloak is another important situational awareness cue.
Thanks for listening.
What you do for yourself dies with you, what you do for others is immortal. |

Galmas
United System's Commonwealth R.E.P.O.
106
|
Posted - 2013.06.07 09:44:00 -
[34] - Quote
Lo team Klang,
what i used eve sound for:
getting vital warnings (ship state related), having situation awareness (gate/wormhole activations)
What i now use eve sound for:
as a reason to ***** about you guys whenever we do anything in eve in our corp. Have you guys ever played eve in pve or pvp combat since you added all these sound notifications lately? If you had you would know what a nightmare the sound scape is by now. It is pretty much impossible to tell what all these sound notifications actually mean and you either turn them off and loose benefit of the few useful notification or you inevitably waste precious attention to them during combat situations. This is really annoying. Seriously, when we go into a combat situation i do not need to be notified that i get an aggression flag or something. WTF?!!!?
Prios: 1. remove the "taking damage" sound notification. (that strange water/bubble themed sound when someone does damage to your ship)
2. the aggression sound that gnaws on my nerves in pve and pvp (that high pitched beeping sound whenever you get i think it is an aggression flag) You would have never introduced that sound if anyone of your guys had flown a triage carrier or other logistic ship. Never would you have done that. Seriously!
I mean if you are so much convinced that the game needs all these folksfest sounds thats alright with me, just please give the players to option to turn it off. And maybe yourself the option to check who actually turned it off and how old their accounts are. I am pretty sure it will elucidate your ideas about how sounds get used in eve by experienced players.
Thank you. |

St Mio
Imperial Academy Amarr Empire
1234
|
Posted - 2013.06.07 09:56:00 -
[35] - Quote
I take back all the "EVE has sound?" jokes I've made over the years, this is impressive. Also I don't understand all the audio engineering talk but that sounds* cool too!
* Pun not intended, honest. |

Berostraw
Imperial Academy Amarr Empire
0
|
Posted - 2013.06.07 11:22:00 -
[36] - Quote
New Sounds are great, but let the people decide wich sounds are active. Each patch the sounds getting more and more annoying.
The continiously beeping during plexing. Aka crimewatch... The zoom and scan sounds while flying through hundered of gates is just a burden. (Additional to the burdens on the eyes...) Tried the sounds for a whole 5 minutes and shut everything down afterwards.
I only want the lazors and the shield/armor/hull warnings, everything else I should be able to turn off.
So make it optional, everybody who is happy with the continously ear harassment can keep it active. |

Galmas
United System's Commonwealth R.E.P.O.
106
|
Posted - 2013.06.07 12:08:00 -
[37] - Quote
Berostraw wrote:New Sounds are great, but let the people decide wich sounds are active. Each patch the sounds getting more and more annoying.
The continiously beeping during plexing. Aka crimewatch... The zoom and scan sounds while flying through hundered of gates is just a burden. (Additional to the burdens on the eyes...) Tried the sounds for a whole 5 minutes and shut everything down afterwards.
I only want the lazors and the shield/armor/hull warnings, everything else I should be able to turn off.
So make it optional, everybody who is happy with the continously ear harassment can keep it active.
I have to second that. It is getting more and more of a pain with every expansion lately... Please stop it.
Many of us would really love a list of checkboxes where we can enable/disable certain sounds. Make them all "enabled" by default for the sake of it... but let us switch that noise off again. Pretty please. |

Indahmawar Fazmarai
2353
|
Posted - 2013.06.07 12:50:00 -
[38] - Quote
Nice. Now, when will we be able to play music from within the client again? The Greater Fool Bar-áis now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden!-áIngame chat channel: The Greater Fool Bar |

mechtech
Ice Liberation Army
429
|
Posted - 2013.06.07 12:51:00 -
[39] - Quote
Wonderful to see the direction the sound design is going 
The "spacescaping" has been a long time coming, and it's what Eve has always needed. Unique sounds for different situations, unique graphics for different places, etc. Hopefully sound is just the spearhead of greater efforts to come! |

Indahmawar Fazmarai
2353
|
Posted - 2013.06.07 12:54:00 -
[40] - Quote
mechtech wrote:Wonderful to see the direction the sound design is going  The "spacescaping" has been a long time coming, and it's what Eve has always needed. Unique sounds for different situations, unique graphics for different places, etc. Hopefully sound is just the spearhead of greater efforts to come!
Regretfully they think that listening to the same 3-4 tracks forever as you do your business in your home system is the summum of fun.  The Greater Fool Bar-áis now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden!-áIngame chat channel: The Greater Fool Bar |
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War Kitten
Panda McLegion
2100
|
Posted - 2013.06.07 12:58:00 -
[41] - Quote
ROXGenghis wrote:Thanks for the blog, but I have a question and request.
Why did you remove the sound of a gate firing for those NOT going through the gate? There used to be a distinct gatefire sound that let you know someone had just gone through the gate. This sound was quite important to situational awareness for roaming PVPers, for example to know when hostile reinforcements arrive.
So my request: please put the gatefire sound back in.
This.
Was the gatefire sound intentionally removed? If so, doesn't that go against your stated goal of giving the player more audio clues as to what is going on around them?
How can the gate cause so much racket for the person using it and not make a peep for everyone else?
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Midnight Hope
Pator Tech School Minmatar Republic
121
|
Posted - 2013.06.07 13:05:00 -
[42] - Quote
ROXGenghis wrote:Thanks for the blog, but I have a question and request.
Why did you remove the sound of a gate firing for those NOT going through the gate? There used to be a distinct gatefire sound that let you know someone had just gone through the gate. This sound was quite important to situational awareness for roaming PVPers, for example to know when hostile reinforcements arrive.
So my request: please put the gatefire sound back in.
And while I'm at it, a related request: put the decloaking sound back in. That one was removed a while ago without an explanation. Hearing hostiles decloak is another important situational awareness cue.
Thanks for listening.
^ This. Can't be stressed enough. Gatefire audio clues are invaluable for roaming, pvping. Bring them back.
While you are a it. A klaxon going off in the distance when undocking will help. Right now there is no audio clue that you are undocking and the flashing lights are waaay to subtle.
|

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1273
|
Posted - 2013.06.07 13:43:00 -
[43] - Quote
First, I want to say the efforts you are doing are admirable and amazing. So, take this with the idea that I want a better experience.
#1, GATE ACTIVATION IN BOUND
Please, add the Gate Activation on the inbound gate again. I was really hoping this was just a mistake and an oversight. But we really need an AUDIO queue that is more obvious than a static-y gate visual when something comes into system from the gate we are camping. It is way too subtle, and as someone who multi-boxes, it's impossible for me to know anymore while I'm on a gate that something happened on my other client.
Undocking :
The lights flashing in the Amarr station (the one I dock in the most) is barely noticeably really. I can't even see it. You should work on some more visual queues. Maybe this will come with new docking hangars that have been whispered quietly.
Low Health Warning :
I really don't like the low health warning. The initial "BAAAAAAEEEEEEEEEP" when you are going past 25% is great. But the pulsing sound is just an additional distraction and nuisance. Once I hear that I am low on health, I have other things I want to listen to (such as my fleetmates screaming for help) rather than pulsing sounds. I don't need to be reminded about this with annoying persistent sounds.
I think the overall message to take away from this is that the idea of "Extended audio notifications" is bad.
The Crimewatch sounds that are ticking down, in themselves aren't bad sounds to have. But the .. "tick, tick, tick, tick, TEEEEK" sound is annoying.
It should just be a clear distinct sound that goes, "CHIKKA". That's it, it's over. I heard it. Done.
The low health sounds should be as they were only. "WAAAAAAAAAEEEEE". It's done. It's over with. No "Blaap, blaaap, blaaap, blaaap, blaaaap". I don't need to, nor want to know anything more than, "Ok, i'm below 25% health".
Constantly extending these audio queues is bad, we have lots of things we want to listen to on our voice comms, on our targeting sounds, on our guns going off, on ticking, bleeping, blapping, that we don't need something that totally takes our attention away for 3 seconds as it decides that it is super freaking important enough to take up all my audio attention as it goes "BLAAAp, Blaaaap, blaaaaap, blaaap".
Thanks for taking this feedback into consideration.
Where I am. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1273
|
Posted - 2013.06.07 13:46:00 -
[44] - Quote
PS : I'd like the ability to set the audio scape for a system we control. (I want to play Pirate Den in my HQ so when players come in, they know they're in deep ****. Thanks) Where I am. |

Zip Girl
0
|
Posted - 2013.06.07 13:56:00 -
[45] - Quote
Panhead4411 wrote:I just tested it, on TQ, is there any way to seperate and allow us to amplify the actual 'alert' sound so that we can hear it better?
Also, this will get very annoying as an armor tanked ship, since the constant shield 'wuummmph' is always going off.
The Armor and Hull traditional 'warning sounds' are WAY too quiet. As you were told on SiSi. Yet nothing changed. Do you guys even play this game? (shield peep is also too quiet, but the other too and much much worse)
Also, i feel really bad for all those poor WH dwellers that will now be nearly forced to fully 100% rep armor AND hull after each engagement, as this constant hull sound is very annoying.
^^^^^This.
The shield/armor/hull warning sounds are hard to hear with no way to adjust the volume higher or lower; without increasing the master/world volume higher which can then make other sounds too loud. They sound to me like water dripping out of a faucet; with a constant drip; drip; drip sound.
If you are armor tanking your ship; the shield warning sound is going off during the whole engagement; instead of the one time when it passes the warning threshold that is set. The same with any of the warning sounds. They should go off when you pass the threshold and then stop; unless rep past that point and they drop again.
The jump sounds are too loud with no way to adjust the volume setting. So again this means that the only way to adjust the volume is with the world/master setting and cause other important sounds to be either too quiet. |

NorthCrossroad
EVE University Ivy League
46
|
Posted - 2013.06.07 14:48:00 -
[46] - Quote
Hi
When I started reading this devblog I thought "meh, nothing interesting". After reading it through I have to say that you, CCP sound guys, did an awesome work! So many new things that will either make sounds more meaningful or just generally more diverse (which is always good).
So great work! Keep it up!
North |

TheLostPenguin
Surreal Departure
64
|
Posted - 2013.06.07 16:36:00 -
[47] - Quote
Thought I'd look back in a day later, see what the dev response was to feedback thread, yippee zilch, just another couple of pages with 2 fairly common themes in them from the few people that actually have sound turned on.
Seriously CCP, at least bother to login and troll by saying "this is how it is now, your ideas are **** so htfu", or better yet engage in dialog as to why you did things and how you could improve them. But then I suppose that'd be striving for excellence in everything, guess not interested in that  |

War Kitten
Panda McLegion
2105
|
Posted - 2013.06.07 17:34:00 -
[48] - Quote
TheLostPenguin wrote:Thought I'd look back in a day later, see what the dev response was to feedback thread, yippee zilch, just another couple of pages with 2 fairly common themes in them from the few people that actually have sound turned on. Seriously CCP, at least bother to login and troll by saying "this is how it is now, your ideas are **** so htfu", or better yet engage in dialog as to why you did things and how you could improve them. But then I suppose that'd be striving for excellence in everything, guess not interested in that 
This too.
Come on team Klang - you guys broke two of the most useful sound feedback mechanisms in the game and haven't said a damn thing about it yet. I'm not giving you kudos for cute fluffy background noises when you're ignoring the important stuff.
1. Gate activations - gone 2. Ship damage warnings - faded and obscured
Need Moar Blue Tags!
I find that without a good mob to provide one for them, most people would have no mentality at all. |

War Kitten
Panda McLegion
2110
|
Posted - 2013.06.08 13:13:00 -
[49] - Quote
Hello?
Sound team?
Make some noise here please?
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Kor'el Izia
62
|
Posted - 2013.06.08 14:22:00 -
[50] - Quote
War Kitten wrote:Hello?
Sound team?
Make some noise here please? I would love to hear their thoughts on how the sound resource is used in hacking, as the use of the loops is not consistent. Oh and btw I can not turn on the sound ingame without needing a restart. |
|

Illusive Wolf
Illusion Exploration
12
|
Posted - 2013.06.09 06:31:00 -
[51] - Quote
Hi there,
LOVING some of the new effects. But specific to sound, ROXGenghis nailed it. In addition:
- I had no idea what the odd blooping noise was when I was doing a plex until I read this thread , I think it's the 'you're taking damage' sound. That can go, it's just annoying and a bit stupid
- The blip blip blip noise related to amber coloured NPC aggression can go, don't use it don't want it don't like it.
- I turn music off just because I don't find it very interesting
- Sometimes I turn sound off completely because of station sounds. I know they go quieter after 30 seconds or something, but remember the joke 'eve is the prettiest spreadsheet you'll ever play'? Well when in station oftentimes I am tying to concentrate and do things that need my brain, and the station background noise is too distracting. I would very much like to be able to disable the ambient station background noises. I suspect I am not alone in this but maybe I am.
Fundamentally if I recall the space lore, the sounds in space are all generated by my own ship for the purposes of situational awareness. Therefore if my ship computer notices a gate fire it makes a noise that should make me put down my cereal and turn off Nickelodeon and pay attention. I don't think it's doing a great job of that at the moment.
|

Erik Finnegan
Polytechnique Gallenteenne
92
|
Posted - 2013.06.09 08:10:00 -
[52] - Quote
I am all in for more useful sound feedback. While in hacking you did not yet quite nail it. |

Kor'el Izia
63
|
Posted - 2013.06.09 21:29:00 -
[53] - Quote
Erik Finnegan wrote:I am all in for more useful sound feedback. While in hacking you did not yet quite nail it. Indeed, there is sublte differences but they aren't consistent which renders them obsolete. it may just be that the different sound clips didn't get assigned correctly or that it's using the RNG when it shouldn't, great to get more info on this. |

Fango Mango
University of Caille Gallente Federation
91
|
Posted - 2013.06.10 05:10:00 -
[54] - Quote
Is there a way to disable these audio sounds.
I explore in null sec. I armor tank. I return to a station every couple of weeks.
So I constantly have the low shield warnings play, which gets really annoying.
Add to that the times when i only have 99% armor for another super annoying sound that always plays.
Instead of useful audio ques, I just have to disable sounds completely to not go crazy.
is there a button we can click somewhere that reverts us back to the only "single buzz" warning system or better yet lets us configure which sounds play at what shield/armor/hull level.
thanks |

War Kitten
Panda McLegion
2112
|
Posted - 2013.06.10 11:14:00 -
[55] - Quote
Fango Mango wrote:Is there a way to disable these audio sounds.
I explore in null sec. I armor tank. I return to a station every couple of weeks.
So I constantly have the low shield warnings play, which gets really annoying.
Irony.
The sound team's code communicates too much, too often, but the sound team itself, not at all.
There's lots of feedback here Team Klang, despite the non-threadnaught status. Can you at least let us know you're paying attention?
I find that without a good mob to provide one for them, most people would have no mentality at all. |
|

CCP WhiteNoiseTrash
C C P C C P Alliance
203

|
Posted - 2013.06.10 12:06:00 -
[56] - Quote
yo.
will definitely make some noise here - but currently I'm on vacation (yes I needed that) - and I will be back soon, and they have the most crap connection here, so my ability to comment and read comments are very limited at this moment. sorry about that.
just a few quick thing.
1. warning sounds - this is a bug, some graphics were changed last minute and some other things that I can't go into detail about - which caused the new warning sounds to be buggy and low- this is fixed in the first patch coming.
2. jumpgate sounds, this is a bug, you are supposed to be able to hear 3'rd party players jumping as well.
3. jumpbridge sound too loud - will look into this again.
4. new music, is off my desk - I am just the messenger on that part, but will speak to the audio director as soon as I'm back.
5. the sound in the hacking game, which some say doesn't help, that's because you haven't listened enough AND like I said, it's not a total hint telling you what is behind the node, it is simply a tiny tiny hint as to what may be behind it, not what is there.
and some more bla bla here. now I will sit in the sun and get crisp while I think this over - (yes I actually dream sound when I sleep and I was thinking code the other day at the bathroom - my brain is damaged from the scan of the death scene) Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
|

ROXGenghis
Agony Unleashed Agony Empire
121
|
Posted - 2013.06.10 12:52:00 -
[57] - Quote
CCP WhiteNoiseTrash wrote: 1. warning sounds - this is a bug, some graphics were changed last minute and some other things that I can't go into detail about - which caused the new warning sounds to be buggy and low- this is fixed in the first patch coming. 2. jumpgate sounds, this is a bug, you are supposed to be able to hear 3'rd party players jumping as well. 3. jumpbridge sound too loud - will look into this again. 4. new music, is off my desk - I am just the messenger on that part, but will speak to the audio director as soon as I'm back. 5. the sound in the hacking game, which some say doesn't help, that's because you haven't listened enough AND like I said, it's not a total hint telling you what is behind the node, it is simply a tiny tiny hint as to what may be behind it, not what is there.
I suppose you are entitled to the occasional day off ;)
Thanks for the response and I'm very relieved you are going to reinstate the gatefire sound!
And since I have your attention, was there a reason the decloaking sound was removed a few years ago? It was also a very useful audio cue. I could live without a sound for losing gate cloak, but it would be absolutely wonderful to have a sound for cloaking devices. |

Rytell Tybat
Kallocain Pharmaceuticals
44
|
Posted - 2013.06.10 12:56:00 -
[58] - Quote
Really like the attention to detail and the general direction you guys are taking the sound. Definitely adds more depth to EVE. Couple of comments tho:
The warning sounds need a bit of work. My ship was on fire and even though I was at 100% shields and armor the hull warning sound was constant and incredibly irritating. I don't always fly around with my ship on fire, but maybe the warning sounds should relate a bit more to overall HP? Even if it was constant ("Your ship is on FIRE!!"), maybe the intensity would scale based on overall HP? A good example of a conditional warning sound is how the shield warning sound seems to only be active when you're below a certain amount and also taking damage, and not just based on shield percentage.
Frequently can't hear my sentry drones firing, even when I'm sitting right next to them. Bug, or am I not supposed to hear them?
Regarding the music. Not sure what happened but it seems like most of EVE's sound track doesn't play anymore. I move back and forth between Hi and Low sec, but I'm only ever hearing a few different tracks. Is this a bug or by design? Either way, please change it. |
|

CCP WhiteNoiseTrash
C C P C C P Alliance
205

|
Posted - 2013.06.10 13:46:00 -
[59] - Quote
ROXGenghis wrote: I suppose you are entitled to the occasional day off ;)
Thanks for the response and I'm very relieved you are going to reinstate the gatefire sound!
And since I have your attention, was there a reason the decloaking sound was removed a few years ago? It was also a very useful audio cue. I could live without a sound for losing gate cloak, but it would be absolutely wonderful to have a sound for cloaking devices.
Sorry, but I don't know which sound that is, I have only been with CCP a year, so I cannot tell which one it is, BUT I will check it out, it must still be in the system and I'll check it out and discuss with the director why it was removed. if it needs a new sound, then fine - if the old one is fine, then also fine - but one thing that needs to be taken into account is that I am just the designer - I still have a director of audio and even art director and some other people to respond to before anything goes in or out of the game - so it's not my call, though I do have something to say of course.
And you are totally right, as this was one of the major points in the blog and points of all sound in Odyssey "audio cues" and audio as a tool to use, so for sure this is an important cue.
Rytell Tybat wrote:Really like the attention to detail and the general direction you guys are taking the sound. Definitely adds more depth to EVE. Couple of comments tho:
The warning sounds need a bit of work. My ship was on fire and even though I was at 100% shields and armor the hull warning sound was constant and incredibly irritating. I don't always fly around with my ship on fire, but maybe the warning sounds should relate a bit more to overall HP? Even if it was constant ("Your ship is on FIRE!!"), maybe the intensity would scale based on overall HP? A good example of a conditional warning sound is how the shield warning sound seems to only be active when you're below a certain amount and also taking damage, and not just based on shield percentage.
Frequently can't hear my sentry drones firing, even when I'm sitting right next to them. Bug, or am I not supposed to hear them?
Regarding the music. Not sure what happened but it seems like most of EVE's sound track doesn't play anymore. I move back and forth between Hi and Low sec, but I'm only ever hearing a few different tracks. Is this a bug or by design? Either way, please change it.
Thank you. I have gotten some info from the engine about health of the ship in general, but I have not used them yet. it is kind of my "wet dream" that we will have something that warns the player properly, but one thing that I would like was to be able to multibox, so that you will have the ability to tell if it's the currently active window that is low on anything or if it's another client window. but that will take some work! and has tons of dependencies out of my hands. But trust me when I say, that there were some things that got lost in the communication process, right before release and some graphics were taken out, some were added and so on - and if my audio code is dependent on the graphics, then things can get lost. If you know about audio visual theories, then the adding of more graphics can result in the sound having to be not as audible as before but have the same effect, but if the graphics are then removed we get what we have now, a way too low and weird warning system, so this is being looked into asap. and is already fixed and ready for the first patch going out. (I will be back from holiday right before this, so I have time to fix "some" of this and go over it an extra time)
you are supposed to hear drones firing, but within a very limited range only - but it could be a bug, I'll investigate - some ships, whenever graphics or anything is changed - some code may get lost and so on and if I'm not informed in time or properly then some things can go buggy without my knowledge - so I am VERY dependent on your information.
I know about the music, it's something that we discuss quite often - the removal of the jukebox had it's reasons to some aesthetics and some other things which to me is totally fine, but then the problem occurs, that players who may have had favorite tracks in EVE, don't fly in that area of space where they are played.
CCP RealX is looking into this as he agrees that this is a problem. yet you can visit our soundcloud.com page and listen to the music, I think that if using a 3'rd party player it should be for none EVE music - so we have discussed that some tracks (the more famous or favorite ones) are played in more types of systems. But it will require more discussions on the subject and it's the directors call - so there is not much I can do about it, apart from taking sides and argue some of the causes you state whenever we are discussing the future of EVE audio (all the time). Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
|

War Kitten
Panda McLegion
2114
|
Posted - 2013.06.10 13:55:00 -
[60] - Quote
CCP WhiteNoiseTrash wrote:yo.
will definitely make some noise here - but currently I'm on vacation (yes I needed that) - and I will be back soon, and they have the most crap connection here, so my ability to comment and read comments are very limited at this moment. sorry about that.
just a few quick thing.
1. warning sounds - this is a bug, some graphics were changed last minute and some other things that I can't go into detail about - which caused the new warning sounds to be buggy and low- this is fixed in the first patch coming.
2. jumpgate sounds, this is a bug, you are supposed to be able to hear 3'rd party players jumping as well.
3. jumpbridge sound too loud - will look into this again.
4. new music, is off my desk - I am just the messenger on that part, but will speak to the audio director as soon as I'm back.
5. the sound in the hacking game, which some say doesn't help, that's because you haven't listened enough AND like I said, it's not a total hint telling you what is behind the node, it is simply a tiny tiny hint as to what may be behind it, not what is there.
and some more bla bla here. now I will sit in the sun and get crisp while I think this over - (yes I actually dream sound when I sleep and I was thinking code the other day at the bathroom - my brain is damaged from the scan of the death scene)
Awesome, thanks for the replies. It's good to know the jumpgate sound is a bug and not intentional, and that you'll be looking into the other issues.
And thanks for chiming in from vacation. You'd think one of your co-workers could've let us know you were out on some deserved time away. :)
I find that without a good mob to provide one for them, most people would have no mentality at all. |
|

AbhChallenger
Center for Advanced Studies Gallente Federation
9
|
Posted - 2013.06.10 14:00:00 -
[61] - Quote
Is there any chance you could answer this question?
I have noticed that the music that has gone on CCP's soundcloud has been going up as Creative Commons. I thank CCP so much for doing that and allowing others to make noncommercial use of such well made music!
I was wondering if the audio from the game could be let loose in a similar fashion under Creative Commons. These amazing sci fi and UI sounds would in my opinion be of great potential for use in everything from Youtube Abridged series. To fan games and other projects.
Could this happen? |

Vrajik Malit
Sanford and Son Salvage
0
|
Posted - 2013.06.10 23:20:00 -
[62] - Quote
warp sounds don't stop playing most of the time. No obvious, (at least to me) cause at this point.
Only fix is to cycle audio on and off. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1281
|
Posted - 2013.06.16 16:11:00 -
[63] - Quote
Ok. Excuse my frustration on this post.
But seriously.
I just went into structure and had to fly around for a period of time greater than 10 seconds.
AND I WENT ******* INSANELY ANNOYED. Because the stupid BLEEEP BLEEP BLEEEP BLEEEP BLEEEP BLEEEP sound won't shut the **** up.
I GET IT. I'M IN STRUCTURE. THANK YOU FOR TELLING ME.
Not stop annoying the **** out of me.
Thanks for tolerating my attempt at sharing the experience you are giving me due to unnecessary audio "help". Where I am. |

Mycool Jahksn
Viziam Amarr Empire
3
|
Posted - 2013.06.16 17:32:00 -
[64] - Quote
I just resubbed recently and I must say, whoever decided to remove the ultra classic, very appreciated JUKEBOX should be hung from a tree and shot.
That is all. Teonosude. |

Tea Leaves
Abyssus Spatium Exploratorium The Big Dirty
10
|
Posted - 2013.06.18 07:54:00 -
[65] - Quote
Bloodpetal wrote:Ok. Excuse my frustration on this post.
But seriously.
I just went into structure and had to fly around for a period of time greater than 10 seconds.
AND I WENT ******* INSANELY ANNOYED. Because the stupid BLEEEP BLEEP BLEEEP BLEEEP BLEEEP BLEEEP sound won't shut the **** up.
I GET IT. I'M IN STRUCTURE. THANK YOU FOR TELLING ME.
Not stop annoying the **** out of me.
Thanks for tolerating my attempt at sharing the experience you are giving me due to unnecessary audio "help".
BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP |

Rakkas Kanenald
Sal's Waste Management and Pod Disposal The Mockers AO
2
|
Posted - 2013.06.18 07:56:00 -
[66] - Quote
Bloodpetal wrote:Ok. Excuse my frustration on this post.
But seriously.
I just went into structure and had to fly around for a period of time greater than 10 seconds.
AND I WENT ******* INSANELY ANNOYED. Because the stupid BLEEEP BLEEP BLEEEP BLEEEP BLEEEP BLEEEP sound won't shut the **** up.
I GET IT. I'M IN STRUCTURE. THANK YOU FOR TELLING ME.
Not stop annoying the **** out of me.
Thanks for tolerating my attempt at sharing the experience you are giving me due to unnecessary audio "help".
As an Interceptor pilot i strongly F****** endorse this message!!!!! Cool idea ccp...... but after 10mins im over it |

Tea Leaves
Abyssus Spatium Exploratorium The Big Dirty
10
|
Posted - 2013.06.18 07:58:00 -
[67] - Quote
Rakkas Kanenald wrote:Bloodpetal wrote:Ok. Excuse my frustration on this post.
But seriously.
I just went into structure and had to fly around for a period of time greater than 10 seconds.
AND I WENT ******* INSANELY ANNOYED. Because the stupid BLEEEP BLEEP BLEEEP BLEEEP BLEEEP BLEEEP sound won't shut the **** up.
I GET IT. I'M IN STRUCTURE. THANK YOU FOR TELLING ME.
Not stop annoying the **** out of me.
Thanks for tolerating my attempt at sharing the experience you are giving me due to unnecessary audio "help". As an Interceptor pilot i strongly F****** endorse this message!!!!! Cool idea ccp...... but after 10mins im over it
BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP |

Rakkas Kanenald
Sal's Waste Management and Pod Disposal The Mockers AO
2
|
Posted - 2013.06.18 08:00:00 -
[68] - Quote
Tea Leaves wrote:Rakkas Kanenald wrote:Bloodpetal wrote:Ok. Excuse my frustration on this post.
But seriously.
I just went into structure and had to fly around for a period of time greater than 10 seconds.
AND I WENT ******* INSANELY ANNOYED. Because the stupid BLEEEP BLEEP BLEEEP BLEEEP BLEEEP BLEEEP sound won't shut the **** up.
I GET IT. I'M IN STRUCTURE. THANK YOU FOR TELLING ME.
Not stop annoying the **** out of me.
Thanks for tolerating my attempt at sharing the experience you are giving me due to unnecessary audio "help". As an Interceptor pilot i strongly F****** endorse this message!!!!! Cool idea ccp...... but after 10mins im over it BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP
BLEEP..... Forgot one, i fixed that for you
|

Tea Leaves
Abyssus Spatium Exploratorium The Big Dirty
10
|
Posted - 2013.06.18 08:02:00 -
[69] - Quote
Rakkas Kanenald wrote:Tea Leaves wrote:Rakkas Kanenald wrote:Bloodpetal wrote:Ok. Excuse my frustration on this post.
But seriously.
I just went into structure and had to fly around for a period of time greater than 10 seconds.
AND I WENT ******* INSANELY ANNOYED. Because the stupid BLEEEP BLEEP BLEEEP BLEEEP BLEEEP BLEEEP sound won't shut the **** up.
I GET IT. I'M IN STRUCTURE. THANK YOU FOR TELLING ME.
Not stop annoying the **** out of me.
Thanks for tolerating my attempt at sharing the experience you are giving me due to unnecessary audio "help". As an Interceptor pilot i strongly F****** endorse this message!!!!! Cool idea ccp...... but after 10mins im over it BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP..... Forgot one, i fixed that for you
BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP |

5cmmmm
Sal's Waste Management and Pod Disposal The Mockers AO
0
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Posted - 2013.06.18 08:05:00 -
[70] - Quote
I would like to use this forum post to discuss issues with the new UI transition sounds but currentlyBLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP |
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War Kitten
Panda McLegion
2172
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Posted - 2013.06.18 14:50:00 -
[71] - Quote
Dock already and fix your shields!
I find that without a good mob to provide one for them, most people would have no mentality at all. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
211

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Posted - 2013.06.24 16:55:00 -
[72] - Quote
TheLostPenguin wrote:Thought I'd look back in a day later, see what the dev response was to feedback thread, yippee zilch, just another couple of pages with 2 fairly common themes in them from the few people that actually have sound turned on. Seriously CCP, at least bother to login and troll by saying "this is how it is now, your ideas are **** so htfu", or better yet engage in dialog as to why you did things and how you could improve them. But then I suppose that'd be striving for excellence in everything, guess not interested in that 
I did. ;) Just got back from holiday - and coming up with proper trolls might take a second or two ;)
will go over all this tomorrow.- and NO! the gatefire sound is NOT removed intentionally - >>insert long technical explanation<< 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
211

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Posted - 2013.06.24 17:34:00 -
[73] - Quote
ok - here goes. Been on something else all day - so I have certainly missed some of your posts in this reply, but this should cover most of the questions. Some are just "thank you's" and other more explanatory and don't take it personally if it ain't YOUR specific reply that I am quoting - it's nothing personal :)
and NO! the jukebox ain't coming back - it was an aesthetic decision made by my boss - nothing I personally can do about it and there was a poll and survey about it back when it was removed which clearly showed that people didn't want it or used it.
Now- on with the stuff!!!
Elmanketticks wrote:I find it sufficient to turn off music while having every other sound activated and running in the background. I like the humming and talking background sounds of stations and I like the warpsounds, scansounds and spacesound altogether.
Only reason I cut off music is because otherwise I wouldn't be able to listen to the b/s my corpmates talk about in ts3 ;)
Destination SkillQueue wrote:I listen to audiobooks or coms when playing, so I totally missed all the new audio.
It's an individual choice if you want to turn the music on or off - what you listen to instead is entirely up to you - audio books sounds like a good alternative.
Garr Earthbender wrote:Eve has sound?
J/K. I was actually commenting on the new jump sounds I love the 'ping' at the top side of things. It's just awesome. Keep up the good work!
Thanks.
Ethan Revenant wrote:The new wormhole sound is hard to distinguish from other random-space noises. The previous sound was absolutely unmistakeable and also sounded pretty awesome when you had a lot of people jumping through a wormhole at once. Could we get the oomph back in the wormhole transit sound?
This along with all the other questions about gate jumping, jumping in general and the sound, also from cynos and jumpbridges - experience the same problem because of some changes out of our hands - more on this later.
ROXGenghis wrote:Thanks for the blog, but I have a question and request.
Why did you remove the sound of a gate firing for those NOT going through the gate? There used to be a distinct gatefire sound that let you know someone had just gone through the gate. This sound was quite important to situational awareness for roaming PVPers, for example to know when hostile reinforcements arrive.
So my request: please put the gatefire sound back in.
Thanks for listening.
War Kitten wrote: Was the gatefire sound intentionally removed? If so, doesn't that go against your stated goal of giving the player more audio clues as to what is going on around them?
How can the gate cause so much racket for the person using it and not make a peep for everyone else?
Bloodpetal wrote:First, I want to say the efforts you are doing are admirable and amazing. So, take this with the idea that I want a better experience.
#1, GATE ACTIVATION IN BOUND
Please, add the Gate Activation on the inbound gate again. I was really hoping this was just a mistake and an oversight. But we really need an AUDIO queue that is more obvious than a static-y gate visual when something comes into system from the gate we are camping. It is way too subtle, and as someone who multi-boxes, it's impossible for me to know anymore while I'm on a gate that something happened on my other client.
Thanks for taking this feedback into consideration.
War Kitten wrote: Come on team Klang - you guys broke two of the most useful sound feedback mechanisms in the game and haven't said a damn thing about it yet. I'm not giving you kudos for cute fluffy background noises when you're ignoring the important stuff.
1. Gate activations - gone 2. Ship damage warnings - faded and obscured !
Ok - gate activation and 3'rd parties arriving at gates - was not removed intentionally. to make a long story short - and to not go into too technical details - the sounds were tied to certain code which was dependent on the graphics - with the change of graphics on the gates, as well as the added new transitions as well as to wormholes - some of the code was removed and some of the graphics were changed overwriting certain code and changing certain dependencies - therefore these sounds are gone or changed unintentionally .
The graphics and the code is out of mine and my colleagues hands for now, so we are waiting for the dependencies to be fixed before we can implement the sounds back into the game - this will be patched asap.
The new warning sounds were made to fit certain graphics - which were changed last minute and therefore the sounds don't get the right amount of visual feedback as they should and therefore they stand alone seem too subtle- this is also going to be fixed . ARIIIIIIIIIIIIGGHGHH!H!! will be back.
Jumpbridges and cynos all have new systems too because of the new transitions and certain things were apparently not tested right or not testable properly before launch - this will also be fixed asap.
Kor'el Izia wrote:With regards to hacking: I found the notion of sound being another input into your sense of awareness rather cool as I've been trying out the new sites and been unable to get the faction tower bpcs due to not having maxed skills and running into swarms of the nodes that boost the other nodes(ended with a couple having over 500 coherence!) as they spider tanked my attempt to kill them. Quote:...hover over the yet-to-be-clicked nodes and, as part of the soundscape, hear very subtle changes... I can confirm that there are subtle changes Quote:Each of these provide a tiny bit information about what is to come out of the specific nodes... While there are subtle changes they are not consistent, one particular, let's call it "scratchy-static" can be heard over node A, which turns out be a regular non-fancy node. Moving on to node B, the same soun...
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
211

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Posted - 2013.06.24 17:41:00 -
[74] - Quote
AbhChallenger wrote:Is there any chance you could answer this question?
I have noticed that the music that has gone on CCP's soundcloud has been going up as Creative Commons. I thank CCP so much for doing that and allowing others to make noncommercial use of such well made music!
I was wondering if the audio from the game could be let loose in a similar fashion under Creative Commons. These amazing sci fi and UI sounds would in my opinion be of great potential for use in everything from Youtube Abridged series. To fan games and other projects.
Could this happen?
perhaps,. But I can't say anything specific right now :) Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
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DG Ale
TSOE Po1ice TSOE Consortium
9
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Posted - 2013.07.09 15:21:00 -
[75] - Quote
CCP WhiteNoiseTrash wrote: Ok - gate activation and 3'rd parties arriving at gates - was not removed intentionally. to make a long story short - and to not go into too technical details - the sounds were tied to certain code which was dependent on the graphics - with the change of graphics on the gates, as well as the added new transitions as well as to wormholes - some of the code was removed and some of the graphics were changed overwriting certain code and changing certain dependencies - therefore these sounds are gone or changed unintentionally .
The graphics and the code is out of mine and my colleagues hands for now, so we are waiting for the dependencies to be fixed before we can implement the sounds back into the game - this will be patched asap.
Its been a while, any update on this? |

Roime
Ten Thousand Years Shinjiketo
3227
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Posted - 2013.08.05 08:54:00 -
[76] - Quote
Once again great new sounds, except the undock sequence could be a bit louder, and there's perhaps a bit too much drama/emo in it.
I like hacking partly because the sounds are awesome :)
Ten Thousand Years is recruiting pioneer spirits to Solitude. |

ROXGenghis
Agony Unleashed Agony Empire
141
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Posted - 2013.09.14 14:21:00 -
[77] - Quote
DG Ale wrote:CCP WhiteNoiseTrash wrote: Ok - gate activation and 3'rd parties arriving at gates - was not removed intentionally. to make a long story short - and to not go into too technical details - the sounds were tied to certain code which was dependent on the graphics - with the change of graphics on the gates, as well as the added new transitions as well as to wormholes - some of the code was removed and some of the graphics were changed overwriting certain code and changing certain dependencies - therefore these sounds are gone or changed unintentionally .
The graphics and the code is out of mine and my colleagues hands for now, so we are waiting for the dependencies to be fixed before we can implement the sounds back into the game - this will be patched asap.
Its been a while, any update on this? Bump. WhiteNoiseTrash, you have been extremely responsive and forthcoming in this thread and we appreciate that. And I know it's not all up to you how fast things get fixed. But maybe you could nudge someone on this; it's been months! I've submitted two "little things" requests on it and a bug report in the interim, but still nothing.
Thanks! |

Janden Rynd
Science and Trade Institute Caldari State
0
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Posted - 2013.09.19 16:43:00 -
[78] - Quote
CCP WhiteNoiseTrash wrote:and NO! the jukebox ain't coming back - it was an aesthetic decision made by my boss - nothing I personally can do about it and there was a poll and survey about it back when it was removed which clearly showed that people didn't want it or used it.
I don't buy this; I am constantly seeing people ask for the jukebox, or lament its loss. I don't recall ever seeing a poll, or being asked to participate. I'm guessing that it was just as poorly advertised as most of CCP's attempts to assess player opinion, and as such there was probably only a very small sample size which responded, which would bring the accuracy of the results into question.
EVE players in general seem to be largely in favor of choice and options; as such I find it hard to believe that they would largely reject a feature which allows them to choose their game soundtrack, instead of the repetitive drek we've had to put up with since the jukebox's removal.
The jukebox was not an aesthetic, it was a tool that gave the players options, and I for one would like to have those options back (without having to resort to third party software that has to be managed out of game). |
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