Teeny thing that would hugely improve the feel.

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Comments

  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited February 2012
    I dunno... That sounds like it might cause weirdness with sounds "popping" in & out if you're moving around randomly at max distance from a firefight.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    that muffling/distortion of sounds works in other games like bf3 very well, i dont see a problem using it still as long as the falloff overall is increased.

    and while the origin of the hurt sound is important, Rokiyo is very right in that it still needs a more prominent, loud, *THWACK* sound.

    and since we're on the subject, did anyone test out removing that smoothing on the HP gauge?
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1902291:date=Feb 12 2012, 10:00 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Feb 12 2012, 10:00 AM) <a href="index.php?act=findpost&pid=1902291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://www.scriptgenerator.net/img_gen/likebutton.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1902699:date=Feb 13 2012, 08:39 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 13 2012, 08:39 PM) <a href="index.php?act=findpost&pid=1902699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and since we're on the subject, did anyone test out removing that smoothing on the HP gauge?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this is what you're talking about: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116254" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116254</a>
  • comp_comp_ Join Date: 2011-06-27 Member: 106656Members
    Definitely needs better feedback on hits, both visual and sound-wise. Many times I don't realize I'm receiving damage till I'm close to dying...
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    About damage feedback, a very annoying mechanic in the game is that your HUD doesn't update instantly, it's kind of "smoothed".
    This often causes the "WTF?" situation especially for aliens, as they are not 100% updated on how much damage they have taken.
    That is solved by this mod, which also includes transculent, better coloured and resized(to previous sizes) minimaps:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116254" target="_blank">Instant HUD w/ transculent minimaps</a>
    It deserves to be implemented imo.

    Oh, wilson was faster.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    awesome. theres one thing the devs dont have to focus on now.
    next up for the community's to do list: more notable damage feedback. visually and sound
    gogogo
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    yeah..these damn marines, its almost like they kill me with their stares. having to look down to my health counter to actually see if i am the gorge that takes damage or the one next to me is a bit annoying, i kinda liked the bars on the sides of the screen telling you instantly how much res and adrenaline you got. doing something like that or similar for health would give it a less complex , more biological look. having to look at a circle with numbers isnt realy that intuitive , and does not realy slap your senses when looking from the corner of the eye at it.
    there should be a optional ns1 hud redesign with prettier graphics , since it gave you better feedback without having to directly look at it. and better bullet hit sounds, some light camera flinch, something that makes you realize that you are the one getting hit
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1902895:date=Feb 14 2012, 07:04 AM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Feb 14 2012, 07:04 AM) <a href="index.php?act=findpost&pid=1902895"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->having to look at a circle with numbers isnt realy that intuitive , and does not realy slap your senses when looking from the corner of the eye at it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I agree. I think it'd be better if it was like the meter from Shadow of Colossus. The whole circle would shrink in size as your health decreased. That way you could easily see if you had low hp without having to look at the numbers.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1902925:date=Feb 14 2012, 03:22 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Feb 14 2012, 03:22 AM) <a href="index.php?act=findpost&pid=1902925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I agree. I think it'd be better if it was like the meter from Shadow of Colossus. The whole circle would shrink in size as your health decreased. That way you could easily see if you had low hp without having to look at the numbers.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That could also be combined with a change in colour; perhaps a darkening or simply a change in hue. Either way, it'll be much easier to read and much more thematic.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Agreed.

    Thanks for reminding us to fix this sooner rather than later.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Ricochets have been tweaked a bit so they should be improved in the next build. We might be having a problem where too many sounds are being played so they are sometimes cutting out, but hopefully this is the first step.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    edited February 2012
    Flayra, could you guys check out the 'hit ping' sound thread as well in this forum? I reckon it would help a huge ton as well to get some audiable feedback when a hit is registered by the server (not the client), even if its just so players including myself can test whether that hit that seemed to hit actually did hit!

    Cheers
  • WarmongerWarmonger Join Date: 2003-02-04 Member: 13126Members, Constellation
    <!--quoteo(post=1902495:date=Feb 12 2012, 09:48 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 12 2012, 09:48 PM) <a href="index.php?act=findpost&pid=1902495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 to increasing sound feedback, increasing sound distances, and ofc better hit indicators. (sometimes they display the opposite direction, delayed, <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>hard to see when screen is already red</b><!--colorc--></span><!--/colorc-->, and also your HP meter is severely delayed or "smoothed")<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree with the OP and also want to chime in on what ironhorse mentioned. I really think the red flashing orb needs to be removed - it looks terrible (cheesy) and creates too much of a handicap when your injured. It's bad enough that your almost dead and fighting for your life and you have this awful red flashing on the screen... It's just too much and there needs to be some other indicator to let you know you are low on health. Maybe just make the edge of the screen red and not have it strobe. That strobing red orb really gives me a bad headache.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    If anything, you should focus at low health, fighting for your life and all.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    I liked the previous red and blue almost 3d like effect, the kind you get when you're really exhausted. Preferred it over the red blotch over the screen.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    As a marine now when I'm firing at the ground I can (for the first time) hear the bullets hitting, but I still haven't ever heard them as an alien.
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    Try fragmagnet's sound fix <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116400" target="_blank">(link)</a>
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    And don't forget to do simon's suggestion as well:
    <!--quoteo(post=1903425:date=Feb 16 2012, 01:38 AM:name=simon kamakazi)--><div class='quotetop'>QUOTE (simon kamakazi @ Feb 16 2012, 01:38 AM) <a href="index.php?act=findpost&pid=1903425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->try this to fix the muffling problem with extended fall offs

    In the console type

    reloadsoundgeometry 0.5 0.5

    for example. The first value is the occlusion, second is reverb, both should be between 0 and 1.
    current values are
    0.4 for occlusion and 0.2 for reverb

    lower numbers mean less obstruction by geometry<!--QuoteEnd--></div><!--QuoteEEnd-->
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