@Chris Sweetman: About The Sound Design


(DarkangelUK) #81

Can everyone please stop asking for cvars to be unlocked… every time someone makes a request like that, more cvars get locked or removed!
:infiltrator::cool:


(Joe999) #82

he, i didn’t ask for unlock, i asked for the unlocked ones. this time at least :tongue:


(Sinner) #83

Normally I don’t get involved with these sorts of topics, but since the “X number of customers want a change” argument has been brought up, I felt I should. I have no problem with the sound fading in and out. After a few hours of playing I had stopped noticing it, and it simply became part of the game. I’m not arguing for it because I particularly like the effect, but rather because it’s a gameplay mechanic and I don’t think you should change a game because people don’t like it.

This game was made for flanking. You have maps with many side passages and shortcuts, and a movement system designed to make navigation simple. You also have Comabt Intuition to balance that. The point is that you’re supposed to get the drop on someone, and the volume fade facilitates that. It doesn’t make the game “CoD-like” because the weapon damage and (in)accuracy system still gives them a chance to attempt to flee.


(tokamak) #84

Well said indeed.


(trollface) #85

Keep it on topic.

I agree with the OP.
The audio distortions are too much, and thats it.
Maybe not for everyone, but for enough people that they should tune it down a bit.


(tokamak) #86

Oh yeah right, a small vocal minority who can’t back up their reasoning with anything other than ‘and that’s it’ really justifies throwing away one of the biggest sound innovations in game history.


(weeschwee) #87

does it happen anytime you get shot or just headshots? i think it’s kinda irritating too sometimes. when it happens to me i feel as if i’m one shot away from dieing. nope, turns out i still have nearly full health and i let the guy get away. :frowning:


(tokamak) #88

See that’s a good point, the sound cut-off can be dynamically dependant on the amount of damage you receive. That’s where improvements lie. It would make everything all the more intuitive as you would actually be able to hear how bad you’re hurt.


(Joe999) #89

only because you feel the urge to give your opinion after every post doesn’t make your point a majority. it’s rather the case that almost everyone in this thread doesn’t like it. there are hardly people who stand for it. well, except you, but taking half the post count doesn’t make your opinion 50%.

what exact reasoning beyond “it’s very annoying and distracting, it’s a disadvantage for everyone who gets shot first” do you need? if the feature is such a “big sound innovation”, then why doesn’t anyone at SD defend it?

it’s a very bad feature, it adds nothing good to gameplay. i haven’t been shot yet, but if this should be a simulation of some kind of realism, then i wonder what happened to SD’s “if there’s a choice between realism and fun, we choose fun”?


(Sinner) #90

In the interest of fairness, I’d like to point out that half a dozen people in one topic doesn’t hold a majority over the tens of thousands of people playing without (this) complaint.


(Ghostdog) #91

I’d expect being shot to be ‘distracting’ tbh.

Realism aside, imo the audio design really benefits immersion by providing convincing feedback for being shot (unlike say grunts or beeps). And would much rather have this than methods I’ve seen in other games such as the ‘red screen’ variety.

Personally find the flashbang effects infinitely more annoying but wouldn’t want them taken out of the game either.


(weeschwee) #92

that’s what i’m used to. i think in bfbc2 the sound gets drowned out and the screen turns more black and white when you are at low health. sound and color come back when you’re fully healed. it’s also nice because there is no health bar. brink kinda needs a health bar though for buffs.