punkbuster and etpro both have cvar restriction, if the server admin wants it off, he always could have.
Hitsounds? Say it ain't so
Oh god, not hitsounds!
Imagine this… You’re a GDF, sneaking behind enemy lines. Your objective? To spot out and enemy target for you Field Ops’ to bombard with artillery. Crouch walking, you make it to a nice big bush, one that you can easily see out of, but not so easily see into. You spot your target, a Goliath walker, you begin to paint it with your laser marker. But you stop for a second as a newly respawned group of Strogg warriors come running past you. One of these players is an expert. One of those players that knows EVERYTHING. And being such a veteran he knows to shoot every bush he comes by, to make sure there isn’t an enemy hiding within.
Now the deciding factor, wether the GDF take out the Goliath tank and presumably win the match or the strogg maintain hold of their objective, rests on the shoulders of Splash Damage.
With that annoying hitsound, our heroic GDF is surely to be spotted. One mere bullet to the arm, and every single enemy around knows your whereabouts.
But without that hitsound, you loose some health, but remain incognito. You wait for the mindless strogg to be on their way, you paint the target, and feel the pride of accomplishment as the hell from your allies deployed artillery rains on the once nightmarish Goliath.
The realism is there. Even in ET. A smart player can get WELL behind the enemy without pulling the trigger once.
And think of this. You move down an alley with your squad, spot an enemy squad (about 100 meters away) and begin firing. You expect to hear a couple of things… bullets wizzing to and from. Pieces of building, road, maybe trash on the street being torn apart from the high velocity metal and plasma. One thing i DO NOT expect to hear, is a clearly obvious sound notifiying me that i am hitting my target. Sure i would like to know, but i cant. i need to get closer to this enemy to ensure my shots are connecting, not guess fire until i hear loud and annoying notifiers.
Please SD. Make the right choice.
-Doug
And think of this. You move down an alley with your squad, spot an enemy squad (about 100 meters away) and begin firing. You expect to hear a couple of things… bullets wizzing to and from. Pieces of building, road, maybe trash on the street being torn apart from the high velocity metal and plasma. One thing i DO NOT expect to hear, is a clearly obvious sound notifiying me that i am hitting my target
fine, then I demand ragdoll physics that give me visual indication I’m hitting with blood spurt and associated loss of movement and agility, …nah, I’ll settle for hitsounds
well the right kind of hitsound. I want it to sound like someone got hit, not some huge weird sound that does not even exist in real life. Hitsounds should really be dependent on server. Some people like it and some people don’t. It only comes to picking the right server.
Excellent! You can have the hitsounds that were already in the game before ETPRO, the extremely subtle and quiet hitsounds that you can only hear from a certain distance, this simulating the visual ability to see when someone is shot from a certain range, but not the magical psychic power to tell your bullets hit regardless of line of sight or distance.
That’s really all I want to know at the moment, will the hitsounds be like ET’s default sound effects or is Splashdamage actually going to be using ETPRO style? I sure hope it’s the former.
(Whew, managed to go through the whole post without mentioning “realism.”
…Oh no!)
[quote=“SubstandardJones”]
Excellent! You can have the hitsounds that were already in the game before ETPRO, the extremely subtle and quiet hitsounds that you can only hear from a certain distance, this simulating the visual ability to see when someone is shot from a certain range, but not the magical psychic power to tell your bullets hit regardless of line of sight or distance.
That’s really all I want to know at the moment, will the hitsounds be like ET’s default sound effects or is Splashdamage actually going to be using ETPRO style? I sure hope it’s the former.
(Whew, managed to go through the whole post without mentioning “realism.”
…Oh no!)[/quote]
By the etpro version as in the one that sounds like quake 3 hitsound?
Who’s to say hitsounds are unrealistic anyway? There could be trackers implanted in shells and bullets to detect when a target has been hit and relay a sound to you, the soldier.
It’s the future you know…
Let me clarify if I can. I like hitsounds as indicators, they can be pings and dings, or thuds and squishes, I don’t care. IRL, you have visual indicators, you shoot someone in the leg, they fall down, in games they don’t, they keep running. IRL, you shoot someone in the arm, they stop shooting back, in games, they just figured out where you are.
just the indicators you would normally have, but are hard to add in visual context, and easy in audio
I think hitsounds should be thuds and squishes, not loud dings and things like that.
I can’t really tell if I hit someone with a squishing sound compared to a ding sound.
Ah but to bring up the dreaded “realism” word, there is a balance that has to be struck between the arcade style gameplay and the realistic style gameplay. In this game you give up the realism of knowing without a doubt that you’ve hit someone (at least from a distance) in exchange fro being able to be shot in the face several times without getting killed. That’s the balance.
In real life if you shoot someone once in the face, they die. We’re not playing a game that’s perfectly realistic, we have to get the balance between realism and arcade style. In the non-modded version of ET there were no hitsounds, at least not the way you’re talking about, and the game was very nicely balanced. That’s all I hope for in Quake Wars.
I’m not hoping for no hitsounds because I think they’re unrealistic, I’m hoping for no hitsounds because I think they make the game less fun, less balanced, and tactics like stealth become much less important.
Playing the Radar map with hitsounds is a COMPLETELY different game than playing that same map without them. The foliage and poor range of vision becomes almost moot with hitsounds, and makes that map much easier for Axis to defend and less of a challenge to play.
Even if you dislike the ETPro hit sounds it hardly that radical. Exaggerations is a poor form of argumentation imo.
The hit sounds changes the game play slightly in some part of Radar…the map overall plays the same, is just as much fun and still rewards skillful players.
I wonder what you’ll say if we learn that ETQW features motion- and heat sensor glasses (like in the Predator movie).
If you don’t think hitsounds change how you play Radar, then you’re playing Radar very poorly. The ability to defend the parts from a distance raises by a significant degree thanks to them.
Try reading what I wrote.[/quote]
You wrote
The hit sounds changes the game play slightly in some part of Radar…the map overall plays the same, is just as much fun and still rewards skillful players.
I tried but I keep getting distracted by shiny objects and loud noises. Reading is hard!
The above indicates that SJ didn’t read this:
Of course it depends on what meaning one gives to ‘slightly’ but I think my statement is closer to the truth than
Wow, this is just like the old usenet discussions…
The above indicates that SJ didn’t read this:
Of course it depends on what meaning one gives to ‘slightly’ but I think my statement is closer to the truth than
Wow, this is just like the old usenet discussions…[/quote]
I deeply apologize for daring to engage in hyperbole to make a point.
No, obviously hitsounds doesn’t change the entire game. It just dramatically changes what kinds of tactics can be viable, which changes a great deal of the game. That you think it makes a map like Radar “slightly” different is mind boggling to me. Radar, Railgun, any map where line of sight is lowered and foliage can be used for cover is a very different map when played with hitsounds. If you’re NOT playing those maps differently with hitsounds then you’re not playing those maps very well.