Why dont structures generate sounds anymore?
Sharp-Shooter
Join Date: 2011-05-11 Member: 98364Members
Why was this removed? Crags, hives, phase gates use to generate sounds, you can here it in this video Build 178
notice the crevice wind sounds @0:20, crags breathing sound effect @1:00 , hive breathing effect@1:00, you can hear the room generator sounds like a generator, the fan in vent actually spins and generates sound, phase gate vibration sound effect can be heard @ 2:25.
why reduce the sounds in the game? reason why im asking is because i find that in build 178 based on this video seems much more atmospheric then current build, imo atmosphere is severely lacking in this game, probably due to the lack of sounds
so what do you think is the reason that the devs removed these sounds?
p.s i also think arcs in this video sound cooler
notice the crevice wind sounds @0:20, crags breathing sound effect @1:00 , hive breathing effect@1:00, you can hear the room generator sounds like a generator, the fan in vent actually spins and generates sound, phase gate vibration sound effect can be heard @ 2:25.
why reduce the sounds in the game? reason why im asking is because i find that in build 178 based on this video seems much more atmospheric then current build, imo atmosphere is severely lacking in this game, probably due to the lack of sounds
so what do you think is the reason that the devs removed these sounds?
p.s i also think arcs in this video sound cooler
Comments
side note: i sorted videos by date and watched a build 162 patch video... my how far the game has come!
3:15 Guns used to have upgrades?
When drifters were used to "build" buildings it did add an atmospheric element to the game providing an explanation to where the alien structures came from. The issues was in practice, it was a very tedious mechanic. In part, this was due to the cumbersome interface. With a more polished and refined click feedback it may have been possible for this mechanic to remain. Ultimately, I do not know the exact reasons it was removed, but I prefer it that way. However, it is argued now that the alien commander has less to do... but, that is only if you aren't actively scouting with your drifters and providing intel to your team.
The gun upgrades were removed primarily for balance reasons. The developers felt that there was no reason to purchase an upgrade for the stock LMG. This was manifested in numerous matches where the marines would purchase the GL upgrade to their LMG and spam the grenades. Any approaching skulks were still met with 50 rounds per player. Instead, the developers prefer that each weapon fill a particular role and have a trade off from the others.
The sound is what really hooked me in NS1. Especially that distant creaking effect that sounded almost like the wail of a beast.
yes, i would like to hear it from a dev, why it was removed, and if they are working on brand new sounds for these things?
You can still hear that wonderful crumbling structure all the way from NS1 in Courtyard on Docking.
I never understood the need to make bland maps for competitive play. Id say, see it as a skill to adapt to more live surroundings.
If a sound goes with a huge Pssssh sound and you see the marine scare for a second, ambush him. Id call it a well done use of effects.
Every time I may be slightly interested in going competitive, I remember they also have bland maps and just stop caring.
if it is because of competitive play - why not make the option to turn on \ off in the settings?
I don't know how I missed that! Awesome!
One special thing that really bugs me: The Onos Bar.
What should be (Promise of Build 236); watch at 0:48:
...the multiple tracks never made it into the public release, instead the tracks have been completely removed.
This was requested by several competitive players... as far as i can remember.
the sound is present its just very very quiet, atleast for phase gates