IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
that muffling/distortion of sounds works in other games like bf3 very well, i dont see a problem using it still as long as the falloff overall is increased.
and while the origin of the hurt sound is important, Rokiyo is very right in that it still needs a more prominent, loud, *THWACK* sound.
and since we're on the subject, did anyone test out removing that smoothing on the HP gauge?
<!--quoteo(post=1902699:date=Feb 13 2012, 08:39 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 13 2012, 08:39 PM) <a href="index.php?act=findpost&pid=1902699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and since we're on the subject, did anyone test out removing that smoothing on the HP gauge?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this is what you're talking about: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116254" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116254</a>
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited February 2012
About damage feedback, a very annoying mechanic in the game is that your HUD doesn't update instantly, it's kind of "smoothed". This often causes the "WTF?" situation especially for aliens, as they are not 100% updated on how much damage they have taken. That is solved by this mod, which also includes transculent, better coloured and resized(to previous sizes) minimaps: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116254" target="_blank">Instant HUD w/ transculent minimaps</a> It deserves to be implemented imo.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
awesome. theres one thing the devs dont have to focus on now. next up for the community's to do list: more notable damage feedback. visually and sound gogogo
yeah..these damn marines, its almost like they kill me with their stares. having to look down to my health counter to actually see if i am the gorge that takes damage or the one next to me is a bit annoying, i kinda liked the bars on the sides of the screen telling you instantly how much res and adrenaline you got. doing something like that or similar for health would give it a less complex , more biological look. having to look at a circle with numbers isnt realy that intuitive , and does not realy slap your senses when looking from the corner of the eye at it. there should be a optional ns1 hud redesign with prettier graphics , since it gave you better feedback without having to directly look at it. and better bullet hit sounds, some light camera flinch, something that makes you realize that you are the one getting hit
<!--quoteo(post=1902895:date=Feb 14 2012, 07:04 AM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Feb 14 2012, 07:04 AM) <a href="index.php?act=findpost&pid=1902895"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->having to look at a circle with numbers isnt realy that intuitive , and does not realy slap your senses when looking from the corner of the eye at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I agree. I think it'd be better if it was like the meter from Shadow of Colossus. The whole circle would shrink in size as your health decreased. That way you could easily see if you had low hp without having to look at the numbers.
<!--quoteo(post=1902925:date=Feb 14 2012, 03:22 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Feb 14 2012, 03:22 AM) <a href="index.php?act=findpost&pid=1902925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I agree. I think it'd be better if it was like the meter from Shadow of Colossus. The whole circle would shrink in size as your health decreased. That way you could easily see if you had low hp without having to look at the numbers.<!--QuoteEnd--></div><!--QuoteEEnd--> That could also be combined with a change in colour; perhaps a darkening or simply a change in hue. Either way, it'll be much easier to read and much more thematic.
Ricochets have been tweaked a bit so they should be improved in the next build. We might be having a problem where too many sounds are being played so they are sometimes cutting out, but hopefully this is the first step.
PlasmaJoin Date: 2003-04-26Member: 15855Members, Constellation, Squad Five Blue
edited February 2012
Flayra, could you guys check out the 'hit ping' sound thread as well in this forum? I reckon it would help a huge ton as well to get some audiable feedback when a hit is registered by the server (not the client), even if its just so players including myself can test whether that hit that seemed to hit actually did hit!
<!--quoteo(post=1902495:date=Feb 12 2012, 09:48 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 12 2012, 09:48 PM) <a href="index.php?act=findpost&pid=1902495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 to increasing sound feedback, increasing sound distances, and ofc better hit indicators. (sometimes they display the opposite direction, delayed, <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>hard to see when screen is already red</b><!--colorc--></span><!--/colorc-->, and also your HP meter is severely delayed or "smoothed")<!--QuoteEnd--></div><!--QuoteEEnd--> I agree with the OP and also want to chime in on what ironhorse mentioned. I really think the red flashing orb needs to be removed - it looks terrible (cheesy) and creates too much of a handicap when your injured. It's bad enough that your almost dead and fighting for your life and you have this awful red flashing on the screen... It's just too much and there needs to be some other indicator to let you know you are low on health. Maybe just make the edge of the screen red and not have it strobe. That strobing red orb really gives me a bad headache.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
I liked the previous red and blue almost 3d like effect, the kind you get when you're really exhausted. Preferred it over the red blotch over the screen.
And don't forget to do simon's suggestion as well: <!--quoteo(post=1903425:date=Feb 16 2012, 01:38 AM:name=simon kamakazi)--><div class='quotetop'>QUOTE (simon kamakazi @ Feb 16 2012, 01:38 AM) <a href="index.php?act=findpost&pid=1903425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->try this to fix the muffling problem with extended fall offs
In the console type
reloadsoundgeometry 0.5 0.5
for example. The first value is the occlusion, second is reverb, both should be between 0 and 1. current values are 0.4 for occlusion and 0.2 for reverb
lower numbers mean less obstruction by geometry<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
and while the origin of the hurt sound is important, Rokiyo is very right in that it still needs a more prominent, loud, *THWACK* sound.
and since we're on the subject, did anyone test out removing that smoothing on the HP gauge?
I think this is what you're talking about: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116254" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116254</a>
This often causes the "WTF?" situation especially for aliens, as they are not 100% updated on how much damage they have taken.
That is solved by this mod, which also includes transculent, better coloured and resized(to previous sizes) minimaps:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116254" target="_blank">Instant HUD w/ transculent minimaps</a>
It deserves to be implemented imo.
Oh, wilson was faster.
next up for the community's to do list: more notable damage feedback. visually and sound
gogogo
there should be a optional ns1 hud redesign with prettier graphics , since it gave you better feedback without having to directly look at it. and better bullet hit sounds, some light camera flinch, something that makes you realize that you are the one getting hit
Yeah, I agree. I think it'd be better if it was like the meter from Shadow of Colossus. The whole circle would shrink in size as your health decreased. That way you could easily see if you had low hp without having to look at the numbers.
That could also be combined with a change in colour; perhaps a darkening or simply a change in hue. Either way, it'll be much easier to read and much more thematic.
Thanks for reminding us to fix this sooner rather than later.
Cheers
I agree with the OP and also want to chime in on what ironhorse mentioned. I really think the red flashing orb needs to be removed - it looks terrible (cheesy) and creates too much of a handicap when your injured. It's bad enough that your almost dead and fighting for your life and you have this awful red flashing on the screen... It's just too much and there needs to be some other indicator to let you know you are low on health. Maybe just make the edge of the screen red and not have it strobe. That strobing red orb really gives me a bad headache.
<!--quoteo(post=1903425:date=Feb 16 2012, 01:38 AM:name=simon kamakazi)--><div class='quotetop'>QUOTE (simon kamakazi @ Feb 16 2012, 01:38 AM) <a href="index.php?act=findpost&pid=1903425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->try this to fix the muffling problem with extended fall offs
In the console type
reloadsoundgeometry 0.5 0.5
for example. The first value is the occlusion, second is reverb, both should be between 0 and 1.
current values are
0.4 for occlusion and 0.2 for reverb
lower numbers mean less obstruction by geometry<!--QuoteEnd--></div><!--QuoteEEnd-->