Pledges
_Thresh_
Join Date: 2008-01-11 Member: 63385Members
<div class="IPBDescription">feedback with teeth</div>Was going to buy another round of "support the team" copies of NS2 for Christmas.
But i've already bought 6 copies; enough "no strings attached" support to do my bit.
Instead i'm going to make a pledge, not a big one, but enough to put some weight behind some feedback.
The sound localization system in NS1 was awesome. A skulk could sit in a vent, hear marines approaching and identify how many, direction and range, then use that information to plan an attack. When attacking, Skulks had to control forward speed- either through crouching or riding the W key- to keep below a threshold: and therefore keep silent. Marines also had speed thresholds on sound that were important for sneaking into hives.
Really noticing the absence of good gameplay driven sound in NS2.
If an update can be made that includes; improved sound localization and speed thresholds, i'll buy another 5 keys.
But i've already bought 6 copies; enough "no strings attached" support to do my bit.
Instead i'm going to make a pledge, not a big one, but enough to put some weight behind some feedback.
The sound localization system in NS1 was awesome. A skulk could sit in a vent, hear marines approaching and identify how many, direction and range, then use that information to plan an attack. When attacking, Skulks had to control forward speed- either through crouching or riding the W key- to keep below a threshold: and therefore keep silent. Marines also had speed thresholds on sound that were important for sneaking into hives.
Really noticing the absence of good gameplay driven sound in NS2.
If an update can be made that includes; improved sound localization and speed thresholds, i'll buy another 5 keys.
Comments
ATM Marines crouch to keep silent and become slower.
-B1ackSmoke
ATM Marines crouch to keep silent and become slower.
-B1ackSmoke<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't hear any skulk anymore as marine and that is annoying.
All the sounds and volumes are a bit messed up.
another factor could be that ns2 has about 3x the number of sounds as ns1 did, so the sound-scape is a lot more dense/ diverse this could make it harder to pick specific sounds out when there is a battle going on(not much that can be done about that). another thing could be just that u need to get familiar with the sounds in ns2. when i play in a public game i use sound alot to find out whats going on, eg. i can hear that a skulk is attacking the powernode even tho the base is being rushed and every one is shooting and biting because im really familiar with the sounds.
I'm not sure learning all the new sounds is the problem, it seems more specifically related to footsteps and there isolation. I've tried raising the sound to uncomfortable levels on some $200 headphones, but the problem is categorical and needs a design level fix.
But it's good to know you're aware of it and have a gameplay focus. Will post in the gifting thread when the pledge is satisfied.
cheers
hugh, theres around 1.5k unique waveforms in ns2 right now, this may sound like a lot, but consider something like crysis 2 has over 7000
You can hear fades blinking in from halfway across the map.
Obviously I meant non-blinking, walking fades. In NS1 you could hear them, but not in NS2.