Teeny thing that would hugely improve the feel.

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Posts: 3,838Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Gold, Pistachionauts
Bullet Hit Sounds
It feels like the marines are killing me psionically right now since I don't hear their bullets. Whenever a marine is far away, I'm half dead before I notice I'm being shot at. It makes the game world feel insubstantial, and makes dying confusing and non-exciting.

In ns1, hearing the "ping ping ping" of bullets hitting the metal around you was often startling/terrifying, and the "plat plat plat" of being hit was a much better indicator than anything visual. If I had to pick a single thing to fix about the game right now, this would be it.
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  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Posts: 1,883Members, Reinforced - Shadow
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Posts: 1,564Members, Constellation
    I absolutely agree.

    I would also really like bullet whizzing sounds for near misses too. Together they provide A LOT of extremely useful feedback.
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  • WilsonWilson Join Date: 2010-07-26 Member: 72867Posts: 1,397Members
    +1, I think all the sounds in general are too quiet and they fade away too quickly. Often I can't hear a skulk until is right behind me.
    In-game name: Wilson

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  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Posts: 4,469Members
    QUOTE (Wilson @ Feb 12 2012, 08:05 PM) »
    +1, I think all the sounds in general are too quiet and they fade away too quickly. Often I can't hear a skulk until is right behind me.

    thats why its called a skulk <.<
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Posts: 110Members
    +1 for more exciting dying ;)

    no seriously, I agree with OP.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Posts: 1,731Members
    Also the sound from the marine perspective is a bit weird, you shoot one bullet but it's sound like you shoot two or one and a half, a more precise sound would give a better feeling of precision.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Posts: 1,903Members, Reinforced - Shadow
    +1
    "Make it so!" ;)
  • ScytheScythe Join Date: 2002-01-25 Member: 46Posts: 4,371NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver mod
    QUOTE (Wilson @ Feb 12 2012, 08:05 PM) »
    +1, I think all the sounds in general are too quiet and they fade away too quickly. Often I can't hear a skulk until is right behind me.


    Yeah, the sound dropoff is pretty extreme. Action maybe 20 metres away is almost entirely muffled.

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  • ubikjamubikjam Join Date: 2011-10-04 Member: 125618Posts: 72Members
    QUOTE
    Also the sound from the marine perspective is a bit weird, you shoot one bullet but it's sound like you shoot two or one and a half, a more precise sound would give a better feeling of precision.

    Yeah I remember mentioning this before in a thread about gun feel. The dev's said they agreed that the bullets aren't in sync with the sound so I'm sure it's on a todo list somewhere.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Posts: 1,425Members
    +1
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  • zastelszastels Join Date: 2003-11-29 Member: 23731Posts: 388Members
    I've experienced this a lot as lerk. Whenever I hide up high, I am being shot but I hear nothing, and I only see my HP flashing.

    Turns out, I was being pistol snipped.
  • rebirthrebirth Join Date: 2007-09-23 Member: 62416Posts: 372Members
    edited February 2012
    QUOTE (moultano @ Feb 12 2012, 10:53 AM) »
    It feels like the marines are killing me psionically right now since I don't hear their bullets. Whenever a marine is far away, I'm half dead before I notice I'm being shot at. It makes the game world feel insubstantial, and makes dying confusing and non-exciting.



    I feel like it's a combination of things, one of them being the lack of visual and audio feedback when taking damage in alien vision mode.
    I remember people talking about this being in there for "balance reasons" because alien vision is making spotting enemies so easy.

    But it just doesn't feel right..

    The alien vision is already balanced in such a way that an kharaa player won't notice how dark/light his environment is, this often is an direct disadvantage because in many cases you feel like you have been spotted when the marine simply has not noticed you yet. Because of this i keep on changing vision modes anyway while moving around the map. Also parasiting in alien vision is horrible (yellow crosshair on yellow "everything") just keep that if you want to balance it out.

    The "dying frustrated" moments are usually when i'm munching stuff in alien vision, looking around the room to check for incoming marines, problem is you can't look everywhere and "looking around" while "munching" makes you get distracted from your health anyway, so the lack of feedback for taking damage makes it even more "confusing" to die in that situation.
    Post edited by Unknown User on
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Posts: 1,883Members, Reinforced - Shadow
    I think every game that I play I am able to fire off my weapon at a skulk munching on a powernode or extractor at distance, and not getting any kind of reaction what so ever.

    You even have time to reload and move in and empty a clip on him, and before that player realises, they are dead.

    Sound is so important in games (as counter strike - especially - taught us) and it needs to be re-looked out. I know there have been several threads about muffling of sounds and that it has been worked on, but it just sounds and 'feels' off.

    I noticed the other day on crevice. A marine just round the corner from crevice to reception is almost completely muffled, step just round the corner and sound is crisp - it just doesn't feel right.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Posts: 896Members
    +1 to the initial post. this probably adds to gameplay, realism and atmosphere.
  • CrispixCrispix Join Date: 2007-01-10 Member: 59543Posts: 423Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    edited February 2012
    +1 to the OP.

    I'm also hoping that footsteps are louder as well. It was so useful in NS, to hear where your oponents were coming from. It added to the value of the quick twitch reflex portion of the game, and was useful for preparing ambushes.

    Say you hear one marine walking into a room as you're hiding as a skulk. Then suddenly you hear more footsteps. Gives you a moment to think; attack or wait for backup.
    Post edited by Unknown User on
    image
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Posts: 2,128Members, Constellation, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited February 2012
    Can't wait till footstep sounds are important, then everybody will be doing the duckwalk, as there is no walk or (move slowly) key anymore.
    Post edited by Unknown User on
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Posts: 1,352Members, Constellation
    QUOTE (Wilson @ Feb 12 2012, 12:05 PM) »
    +1, I think all the sounds in general are too quiet and they fade away too quickly. Often I can't hear a skulk until is right behind me.


    I have a hard time hearing my own footsteps.
    This is the kind of thing that goes on behind close doors on normal game releases, where they are optimizing it right up until the end. You guys are just getting to play with a version of the game that normally only the developers see.

    --Cory
  • RaikoificationRaikoification Join Date: 2011-10-13 Member: 127076Posts: 38Members
    QUOTE (Runteh @ Feb 12 2012, 03:00 AM) »
    image

  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Posts: 1,050Members
    I too would like instant feedback when getting hit - with the type of ammo and perhaps amount of damage subtly affecting the sound.
  • ClonesaClonesa Join Date: 2012-02-05 Member: 143691Posts: 30Members
    Seems to me this is a problem with a lot of the sounds in the game.
  • IronHorseIronHorse CDT Technical Support & QA Join Date: 2010-05-08 Member: 71669Posts: 6,471Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Community Dev Team, Pistachionauts admin
    +1 to increasing sound feedback, increasing sound distances, and ofc better hit indicators. (sometimes they display the opposite direction, delayed, hard to see when screen is already red, and also your HP meter is severely delayed or "smoothed")
    QUOTE (Techercizer @ Feb 3 2012, 10:47 AM) »
    Every time you ask for troubleshooting without providing system info, ATI adds a rendering bug for an upcoming game.

    When you feel you need to be rude or angry about a game, just read these links and remember what role you are playing:
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  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Posts: 428Members
    Eh?

    I hear bullets Richocheting off walls...it's a ping ping ping sound. I would like indications that I hit the enemy though. How about Aliens make noise when they get hurt?
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  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Posts: 941Members, Squad Five Blue, Reinforced - Shadow
    edited February 2012
    --- ignore this post, nothing to see here, move along ---
    Post edited by Unknown User on
  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Posts: 144Members
    +1

    A very important feauture to hear bullets flying around you and hit walls etc behind you.
    Gives much realism and atmosphere to the game.HL1 had this inside in 1998 :)

    But i saw a new technical task startet in the progress log : "Material System"
    Does this have anythink releated to do with this theme ?
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Posts: 656Members, NS2 Playtester, Reinforced - Shadow
    QUOTE (Yotopia @ Feb 13 2012, 11:27 AM) »
    But i saw a new technical task startet in the progress log : "Material System"
    Does this have anythink releated to do with this theme ?


    No, that's for models having different materials, such as metal, glossy, water, reflecting etc.

    But yeah, sounds dropoff too soon. The skulk footsteps are quite loud when the bugger's close to you, but he has to be really close.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Posts: 3,883Members
    QUOTE (moultano @ Feb 12 2012, 05:53 PM) »
    It feels like the marines are killing me psionically right now since I don't hear their bullets. Whenever a marine is far away, I'm half dead before I notice I'm being shot at. It makes the game world feel insubstantial, and makes dying confusing and non-exciting.

    In ns1, hearing the "ping ping ping" of bullets hitting the metal around you was often startling/terrifying, and the "plat plat plat" of being hit was a much better indicator than anything visual. If I had to pick a single thing to fix about the game right now, this would be it.

    +1

    QUOTE (Rokiyo @ Feb 12 2012, 06:00 PM) »
    I absolutely agree.

    I would also really like bullet whizzing sounds for near misses too. Together they provide A LOT of extremely useful feedback.

    +1

    QUOTE (Yuuki @ Feb 12 2012, 08:22 PM) »
    Also the sound from the marine perspective is a bit weird, you shoot one bullet but it's sound like you shoot two or one and a half, a more precise sound would give a better feeling of precision.

    +1

    Simon, et al, make it so!
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  • simon kamakazisimon kamakazi Join Date: 2009-04-28 Member: 67296Posts: 150Members, NS2 Developer, Subnautica Developer
    thanx for the comments guys,

    yeh i think the problem with not hearing the enemy is falloffs being too small, the bullets hitting aliens should have sounds, as should the bullets hitting walls. it might be bugged ill check it out, i know that the sounds for these have been "in" the game for a long time now, we have had some trouble with the code these type of feedback sounds not playing tho.

    also aliens make pain noises when they get shot, but to me it sounds like its made by another alien next to u somtimes.. i think the position of the sounds isnt updating fast enough so it kind of follows u around with its possition lagging behind by a second. and sounds like tis next to u if u are moving.

    ill see if it might be better to trigger these impact sounds locally as a 2D sound for the player getting shot, rather than just i the world space.


    cheers


    simon
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Posts: 1,564Members, Constellation
    I have heard the alien pain sounds plenty, but even when I'm stationary it still sometimes sounds like it isn't coming from me. I think the lack of accompanying thuds and thwacks might be tricking my brain into thinking that I'm not getting hit therefore it can't be me that is hurting.

    The problem with sound falling off too quickly was made painfully obvious in summit earlier today. We started in Flight Control, and none of us could hear when our Res Node was getting munched on when we were near the CC.
    QUOTE (Nemesis Zero)
    Oh, on the subject of Gems gender, Revenge, see it this way: Once a person is more than a thousand miles away from you (and your IP ranges indicate just this), genders become optional.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Posts: 1,397Members
    To me even the marine rifle sounds like it's not coming from you. It sounds like it some guy shooting from 5ft away.
    In-game name: Wilson

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  • juicejuice Join Date: 2003-01-28 Member: 12886Posts: 1,044Members, Constellation
    QUOTE (Wilson @ Feb 13 2012, 10:26 AM) »
    To me even the marine rifle sounds like it's not coming from you. It sounds like it some guy shooting from 5ft away.

    I was just about to post this, for marine rifle and walking sounds. I often think I have a marine buddy, but it's just me...

    Regarding falloff, one way to improve enemy sound falloff is to give a more abrupt cutoff at the max distance. Then you either hear them or you don't, and there is only a moderate change in volume from enemies right next to you and those farther away so you can still perceive close vs far.
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