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Yatagan

Remove gunshot-like movement noises, and suggestive ambient sounds.

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One huge issue that I've been experiencing is gunshot-like movement sounds. The two that really stand out are running across/along a gravel path, and crawling through the short, really crunchy grass. When doing these two things, with each 'step' (or movement) the game makes a sound that sounds IDENTICAL to a 1911 being fired in the distance. SO many times I've heard this and stopped, only to hear it again when I start moving and pause again. I eventaully always figure out it's the movement sound. I think these sounds needs to be altered, because the little noise they make is literally identical to a distant gunshot, and it's really alarming and annoying.

The second sound set that needs changing are some of the suggestive ambient sounds. The most glaring example of this is the ambient noise of a gate opening. I don't want to hear that unless a nearby gate is actually opening. It once again causes uneeded alarm and wastes time while I investigate. A more minor example is the churchbells. Those should have to be manually rung, as their sound should be a tell that someone is in the church. In addition there are other various minor sounds such as distant booms. Every once in a while I hear 'boom-boom-boom', and it sounds like 3 quick very distant (very powerful, like a sniper) gunshots. But I've heard it consistantly enough to determine that it is indeed an ambient sound.

Hopefully Rocket can adress these things, or perhaps they will be changed when the game goes standalone regardless.

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The swinging gate has a nice touch of creepiness to it. And even if a town were abandoned, you could expect a gate to swing on its own in the real world if a strong breeze were to blow. The fact that you freaked out when it happened means you were scared.

Verdict: working as intended.

The churchbells are on a timer. They also help you navigate your way toward cities if you're not one of those people alt+tabbing between your main screen and an online map every five seconds.

Verdict: working as intended.

Loud booming in the distance? Yeah, that's someone shooting a gun.

Verdict: Duck.

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The swinging gate has a nice touch of creepiness to it. And even if a town were abandoned, you could expect a gate to swing on its own in the real world if a strong breeze were to blow. The fact that you freaked out when it happened means you were scared.

Verdict: working as intended.

The churchbells are on a timer. They also help you navigate your way toward cities if you're not one of those people alt+tabbing between your main screen and an online map every five seconds.

Verdict: working as intended.

Loud booming in the distance? Yeah, that's someone shooting a gun.

Verdict: Duck.

Then the gate noise needs to at least fit. It plays the SAME noise if you open the gate. So when I hear the ambient, it sounds like someone opening a gate. If it played a slower more creaky noise that would be fine. It would still add to the mood, but not sound like a ghost is standing there opening and closing a gate.

I would agree with the churchbells except that they can only be heard if you're already close enough to see the town. And what timer? I originally thought it would be synched with the hours ingame, as a real church might be, but it's sparatic and broken.

And the booms are NOT gunshots. They are three low pounds three in a row very consistantly. Whenever I hear it it's the exact same, and I hear it in empty servers with only me and my pals on them. It's not gunshots, but it sure as hell sounds like it.

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I can second the three rapid pop pop pops in the distance. Its definitely not players shooting. Its always the exact same sound.

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When I first started playing and was really nervous and high-strung, those sounds would always send me diving to the dirt lol.

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