Teeny thing that would hugely improve the feel.
moultano
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
<div class="IPBDescription">Bullet Hit Sounds</div>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.
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.
Comments
I would also really like bullet whizzing sounds for near misses too. Together they provide A LOT of extremely useful feedback.
thats why its called a skulk <.<
no seriously, I agree with OP.
"Make it so!" ;)
Yeah, the sound dropoff is pretty extreme. Action maybe 20 metres away is almost entirely muffled.
--Scythe--
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.
Turns out, I was being pistol snipped.
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.
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.
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.
I have a hard time hearing my own footsteps.
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?
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 ?
Does this have anythink releated to do with this theme ?<!--QuoteEnd--></div><!--QuoteEEnd-->
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.
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.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
<!--quoteo(post=1902292:date=Feb 12 2012, 06:00 PM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ Feb 12 2012, 06:00 PM) <a href="index.php?act=findpost&pid=1902292"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I absolutely agree.
I would also really like bullet whizzing sounds for near misses too. Together they provide A LOT of extremely useful feedback.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
<!--quoteo(post=1902321:date=Feb 12 2012, 08:22 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Feb 12 2012, 08:22 PM) <a href="index.php?act=findpost&pid=1902321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
Simon, et al, make it so!
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
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.
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 <b>give a more abrupt cutoff at the max distance</b>. 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.