need sound stuff at least like NS1
Classic319
Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">what do you think?</div>I know it's still WIP and that the most important current things to be implemented are new features,
but don't you think NS2 is still a bit boring and pointless?
I think it's because of sounds. They are now working on new features so sounds and HUDs seem secondary for them.
In NS1, sounds overcome players in my opinion. We could find out by some sounds of machines or something which room is ours or not. Don't you remember those frustrating and exciting feelings as a marine when there is no sounds but only the sound of your footsteps and recognizing that you're alone?
Furthurmore, main music, atmospheric sounds, and even those short sound of chat or tip message made players to concentrate on game. But NS2 is still out of sounds yet, so it's for me boring. Just walking around, too quiet, still quiet with my teammates or in territory of my team,, just like deaf... then and somethings appears noise of skulks..
I believe those thing will once all be implemented, but I miss some noises from armories, IPs, PGs and turrets(i think it's already there, but too quiet) and also some HUDs of NS1 it looked fantastic and suitable, most importantly.
wut do you think?
what we hear is always one of the most important thing.
but don't you think NS2 is still a bit boring and pointless?
I think it's because of sounds. They are now working on new features so sounds and HUDs seem secondary for them.
In NS1, sounds overcome players in my opinion. We could find out by some sounds of machines or something which room is ours or not. Don't you remember those frustrating and exciting feelings as a marine when there is no sounds but only the sound of your footsteps and recognizing that you're alone?
Furthurmore, main music, atmospheric sounds, and even those short sound of chat or tip message made players to concentrate on game. But NS2 is still out of sounds yet, so it's for me boring. Just walking around, too quiet, still quiet with my teammates or in territory of my team,, just like deaf... then and somethings appears noise of skulks..
I believe those thing will once all be implemented, but I miss some noises from armories, IPs, PGs and turrets(i think it's already there, but too quiet) and also some HUDs of NS1 it looked fantastic and suitable, most importantly.
wut do you think?
what we hear is always one of the most important thing.
Comments
Of course the maps were larger and combat wasn't as direct as it is now.
But, in general, I think NS2 already has quite a large amount of sounds, both atmospheric and gameplay oriented. NS2HD even did a video a while back on his youtube channel where he focused on all the many different sounds in an alien base. But all of the sounds are still being adjusted properly to find the right balance and volume, and they will continue to be polished, and new sounds will be added as the game progresses.
--Cory
Despite the EQ changes to sounds in B180, I feel that footsteps sounds in NS2 are still too soft, and Skulk biting sound is a bit too loud. Does anything else feel that way?
Yesterday we played it again but it turned out that tram is currently nearly unplayable. It startet fine but in the midgame it became a lagfest for everyone.
but BTW.. the IP and the amory all have their special sounds, as it is for alien structures.
As cory said, I think it i because the rooms in summit don't have much sounding.
There is a computer beeping in heliport and I noticed a buzzing in Reactor.
But this will all im proove over Time, I am sure!
btw. this is the Video of NS2HD showing of the alien atmosphere.
<a href="http://www.youtube.com/watch?v=9uOs4vyHaMQ" target="_blank">http://www.youtube.com/watch?v=9uOs4vyHaMQ</a>
Despite the EQ changes to sounds in B180, I feel that footsteps sounds in NS2 are still too soft, and Skulk biting sound is a bit too loud. Does anything else feel that way?<!--QuoteEnd--></div><!--QuoteEEnd-->
Footsteps are better now IMO, they were too loud in 179.
But, in general, I think NS2 already has quite a large amount of sounds, both atmospheric and gameplay oriented. NS2HD even did a video a while back on his youtube channel where he focused on all the many different sounds in an alien base. But all of the sounds are still being adjusted properly to find the right balance and volume, and they will continue to be polished, and new sounds will be added as the game progresses.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah. I could find it by tram especially, but I'd still rather to take ambients and HUDs of NS1. I hope you guys bring us far better one! NS2 looks already fantastic, but just a sound and small things like HUDs GUIs. Then it would be perfect.
but don't you think NS2 is still a bit boring and pointless?
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Nope, they're putting hard work into it and I especially like what they are doing with the sounds, music and graphics.
Not to mention the slow but steady progress to higher and more stable FPS.
Ambient sounds add to the atmostphere, and structure sounds will help alert players whose territory they're on, but I feel they're negligible by comparison.
I have no doubt they'll get to it at some point, but being self-aware is of a core element of combat, and I can't help but feel they're absence really affects gameplay.
Sounds are probably one of the most consistenty good things about the game, presumably because they don't require quite as much technical stuff to implement, but generally every time they add a new sound it's noticeably better than the old one.
Or increased the feeling of being in marine/alien territory. Like the resource extractor noises, or the turrets beeping (and siege turrets deeper booping signalling how screwed the alien team is), or DCs/hives making those loud heartbeat noises when healing anything. Particularly the hive healing itself, that not only made it feel more alive but also told you something was wrong compared to its usual silence.
You could always, I don't know, enjoy something new and then have new memories spawn from them.
yeh like cory said summit dosnt have any sounds in the public build right now, or room reverbs, all that is done internally and once the performance stuff is figured out we can ship that, it definitely adds a lot of immersion once that is in.
the volume of footsteps is about right in my opinion, could be a touch louder but when im repairing a power node i never have trouble hearing if a skulk is coming or i can tell if there is a lerk around or someone with a shotgun. because i know the sounds inside out when i play i use sounds as cues all the time, so i think it would just be a case of getting familiar with the new sounds and how they sound far away and then u guys could play with ur eyes closed like i do! .
making a mix in a game is a delicate balancing act, and there are always trade offs. say u are standing alone in a room as a skulk and start biting the air, it seems a little too loud, but if i turn that sound down , in a fight against a marine, all u would hear is the guns, its important to hear the skulk too so i could turn all the guns down, but now they sound whimpy, and the fade seems too loud , so i turn him down but then lerk is too loud etc etc. my goal is that in a fight u can hear each weapon vs each alien clearly, and in between fights u can track enemies within a reasonable distance by the sounds they make alone.
as far as ricochet and bullets whizzing past ur head, i agree that they are very important and all those sounds are done but have just been bugging out, brian and i have been working on getting all those shooting feedback/injury type sounds working well past couple days so that should all be good next patch.
about the nostalgia "i miss the old sounds" thing, i can understand this point of view and ive used a bunch of sounds from ns1 to make ns2 sounds either as layers in the new sounds or as inspiration, tho im not too hot on the idea of using sounds from ns1 in ns2 directly.
its a bit like saying "hey i liked the onos in ns1 lets use the same model in ns2" - sure u could do it, but would u really want to ? even if u really miss the old onos, and as cool as he was, every time ud see him in ns2 he would seem like the retarted low-polly cousin of the other aliens. a similar thing happens when u do that with sounds.
ns1 sounds are good, but the sound, like everything else in games, has progressed in the past 7 years, and a lot of the ns1 sounds are copy pasted from sound libraries that have been around since the 80s. example tool tip + almost all the hud /gui sounds are just from these libraries. id prefer to make something inspired by the original but unique for ns2.
anyway glad to hear ur feedback guys
cheers
simon
Or increased the feeling of being in marine/alien territory. Like the resource extractor noises, or the turrets beeping (and siege turrets deeper booping signalling how screwed the alien team is), or DCs/hives making those loud heartbeat noises when healing anything. Particularly the hive healing itself, that not only made it feel more alive but also told you something was wrong compared to its usual silence.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, this is what I wanna say. Thanks!
Even though i'm totally up for improving on old stuff, i bought a brand new game and as such i really would like everything to be new or at least improved upon. NS1 is still a great game that i occasionally enjoy, and there's no reason as far as i can see to make an exact port of a game made several years ago.
I'm sure you guys have learned a lot since making ns1, and i for one would sure as hell like to see what you can make now.
tactical underlines
They are alibi sounds and effects to have a few in the map at least and get some experience with them, but they don't even come close to the quantity and quality that is used in offical maps after Simon is done with it.
This was my point as well. It isn't so much a problem with the sounds themselves. I feel like the code for footsteps is bugged or incomplete, because they don't consistently play when they should.
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