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[Rubicon] Audio changes feedback

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Author
Droidyk
Maniacal Miners INC
#461 - 2014-04-29 18:58:11 UTC
An Audio related issue: The ship specific sounds seem to be completely muted down or even missing. It is a bit shame as those sounds are really well created. (Ore ships specifically are muted down a lot, those sounds made mining much more imerssive as well ;).) The sounds I am talking about are the ones when hovering over ships in ISIS they emit.
Droidyk
Maniacal Miners INC
#462 - 2014-04-29 19:05:55 UTC  |  Edited by: Droidyk
CCP WhiteNoiseTrash wrote:
Pertuabo Enkidgan wrote:
Hey uh
Ignore if already answered, but engine hums are gone. not talking about MWD but the hums themselves are gone.

Why?


Also now that we're talking about lasers; When they impact you they make that stock trashcan-like noise, like a fence/piece of metal being stumped in by something large. The older ones sounded more like extremely hot is hitting you, especially the le4 to le5(can't remember large lasersthose were) Can you change something about that if you aren't going to do turrets now?

That's also something I miss in some of these turrets. They have differences but (not enough!) the impact of them sound too similar to eachother. Like Medium Pulse Laser has the same impact audioish as Focused Medium Pulse.

Hats off to the Gallentean women chanting stuff in the station btw, love that touch


It's not answered. the engine hum is not "gone" - there is a technical issue, that should have been fixed (which I can tell it's not)
but if you dock and undock again, are they still gone?
they are supposed to be there.

actually, all the ships are suppose to have NEW engine hums. and THAT I know, because I made them all :D

the impacts. hmm. I think those stayed the same. not sure, but I'll check it out. it's part of my personal plan to make it sound not as canny as it does now in all manners.
and the turrets sounding to much alike, I totally agree with. like written just before this one, is that all the turrets will at some point really soon, get a shake in the bag.


The engine hums in Rubicon 1.4 are missing, I can't hear the awesome bass anymore when turned the MWD or AB on.

EDIT: They actually sound much better now!
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#463 - 2014-04-29 19:25:18 UTC
CCP WhiteNoiseTrash wrote:
and one more thing. if you can't make it to Fanfest.
then if you want to know more about what I am presenting and so on, there is no stream from the round table, but I will be on EVE TV - on the second day, may 2nd.

at 3.20 local time. so that's GMT straight up, with no daylight saving.
5.20 CET.

then you can also put a face on who this moron is (perhaps that's not a good thing)

Hah! Already seen your face man, looking forward to the interview!Lol
Valterra Craven
#464 - 2014-05-01 16:11:43 UTC
CCP WhiteNoiseTrash

Any chance we could get some sort of comprehensive review of industry sounds...

OR at the bare minimum could you add a sound for when your ore hold is full. This is helpful for us miners that like to cab in chat and TS and sometimes miss things... I don't see how this could be abused by afkers since they aren't at the actual keyboard...
CCP WhiteNoiseTrash
C C P
C C P Alliance
#465 - 2014-05-02 00:46:48 UTC
Droidyk wrote:
An Audio related issue: The ship specific sounds seem to be completely muted down or even missing. It is a bit shame as those sounds are really well created. (Ore ships specifically are muted down a lot, those sounds made mining much more imerssive as well ;).) The sounds I am talking about are the ones when hovering over ships in ISIS they emit.


Right. never tested PI from a station.
makes perfect sense that they are missing, I'll write that down to fix it.

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#466 - 2014-05-02 00:47:25 UTC
Valterra Craven wrote:
CCP WhiteNoiseTrash

Any chance we could get some sort of comprehensive review of industry sounds...

OR at the bare minimum could you add a sound for when your ore hold is full. This is helpful for us miners that like to cab in chat and TS and sometimes miss things... I don't see how this could be abused by afkers since they aren't at the actual keyboard...


ore hold full is being worked on.
audio feedback for all sorts of these things are in the making.

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#467 - 2014-05-03 01:34:58 UTC
Did anyone actually see the thing?

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

mkint
#468 - 2014-05-03 02:58:50 UTC
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?

The highly granular sound controls thing? Yeah, it sounds like it has the chance to be the big difference in turning on sounds. Gotta get hands on before making a judgement though. :) Would be interesting if players could export their sound settings "profiles" to xml or something to share between themselves. Make the whole thing into an auditory version of the overview. :)

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Max Kolonko
Caldari Provisions
Caldari State
#469 - 2014-05-03 03:19:33 UTC
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?



Finally I will be able to turn off station sounds plus some other things that i dont like / need (especially when running few clients at the same time) while leaving important sounds on
Markku Laaksonen
EVE University
Ivy League
#470 - 2014-05-03 03:24:14 UTC
One thing I always thought EVE needed more of was more menus with more options for checking things. Like when I set up an overview tab, I just love all those options.

Just kidding, I never thought that. I mute the music and keep Aura and sound effects (for shield / armor / hull / cap alarms) at a low volume. Everything else distracts from hearing my fleet mates. And that communication isn't done on EVE Voice, btw. Not sure if the 'sound guys' are responsible for the in game voice client, but it's a pretty terrible experience.

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Salpun
Global Telstar Federation Offices
SLYCE Pirates
#471 - 2014-05-03 04:59:14 UTC
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?

I will once it gets up on youtube if it was recorded.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Merida DunBrogh
Black Screen Of Raging Defeat
#472 - 2014-05-03 07:37:25 UTC  |  Edited by: Merida DunBrogh
Salpun wrote:
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?

I will once it gets up on youtube if it was recorded.


(Not sure what he is talking about, but I saw a comment about the audio panel a few up so I hope you mean that?)
The large audio panel with tons of options? Here you go:
http://i.imgur.com/crYIh6Y.jpg

Just name anything of the keynote and I'll likely either have it recorded or a picture of it :D
Lors Dornick
Kallisti Industries
#473 - 2014-05-03 10:43:08 UTC
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?

Live in HD of course.

But without sound.

Nah, just kidding ;)

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Noriko Mai
#474 - 2014-05-03 22:23:03 UTC  |  Edited by: Noriko Mai
Good work! It must be difficult as hell :) Older (people that play longer) players demand more options. New players get a heart attack if the see that much options Big smile

"Meh.." - Albert Einstein

Bienator II
madmen of the skies
#475 - 2014-05-04 03:02:56 UTC
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?

yep. but i couldn't find the "acceleration gate soundtracks" checkbox :)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Zappity
Kurved Trading
#476 - 2014-05-04 07:55:19 UTC
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?

Yeah, looked great. Looking forward to this.

Zappity's Adventures for a taste of lowsec and nullsec.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#477 - 2014-05-04 11:21:44 UTC
Markku Laaksonen wrote:
One thing I always thought EVE needed more of was more menus with more options for checking things. Like when I set up an overview tab, I just love all those options.

Just kidding, I never thought that. I mute the music and keep Aura and sound effects (for shield / armor / hull / cap alarms) at a low volume. Everything else distracts from hearing my fleet mates. And that communication isn't done on EVE Voice, btw. Not sure if the 'sound guys' are responsible for the in game voice client, but it's a pretty terrible experience.


We are not, but this new thing can sort of be used to sort some of the problems between comms and audio.

Fanfest 2014 is over, I have a massive hangover and my lever is like visibly bulging out from my stomach! so if there is an aarrrrrrrrr in some of the coming sentences, please understand.
I don't want people to have "more options" in the sense that it will make the game more confusing.

but in this case, it's needed with more options. One thing that I have learned by working on EVE and playing EVE, is that for every player there is a new way of wanting to use audio or not at all.
Not playing with sound on, is a choice one can make, I don't judge you (I only have a poster at home I throw knives at when I think of you)

Now, not seeing a slider that you think does exactly what you want is one thing, trust me there is a way to turn down anything you want, but there is a limited about of space in that damn menu.
I'm not so much cheering the point that you can now turn down stuff individually, I cheer for the thing to the very right of the picture - the inactive client dampener (I will have to come up with a new name for that)

Which allows you to have an unlimited amount of clients open and have music on and tick the checkbox called music and have the music only play one instance instead of the same unlimited amount of times as clients.
Perhaps you can't be bothered with the shield warning of a specific toon and you can manually turn it down with the slider, but you can also check the corresponding checkbox called "shield warning" and not have it play from any other client than the one that is in focus.

Client one has to do something, client to has 40 jumps of autopilot. Let client two do it's thing and choose to only hear warning, so you don't hear all the jumps or anything.

Camp a gate or a wormhole, choose to not hear anything but the jump.

All the sliders! If you don't like station sounds, turn them down. if you setup is weird and for some reason gates are too loud for you, turn them down. you don't like the turrets? turn them down.

exporting as XML is of course, at the moment, not something that will happen.
but it's a good idea, but getting this through from idea to part of the game to begin with was a really big thing, so asking for exporting and importing of settings may cause a few programmers to flee away from me, like some already do.

and of course, I will write a dev blog about this really soon, when I can actually spell correctly and be slightly more coherent and when my physical form is actually in shape where I can walk without every step being a knife straight into the side of stomach. (getting too old for this ****)

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#478 - 2014-05-04 11:22:38 UTC
Bienator II wrote:
CCP WhiteNoiseTrash wrote:
Did anyone actually see the thing?

yep. but i couldn't find the "acceleration gate soundtracks" checkbox :)


naa. it's missing. maybe it will go into the grouping of gates, but I'll go over all of these as we approach the release of Kronos.

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#479 - 2014-05-04 22:17:35 UTC
The videos that CCP Scarpia didn't show:

https://www.youtube.com/watch?v=z5-BBsP_b1w&feature=youtu.be
https://www.youtube.com/watch?v=sgwB3cinXmU&feature=youtu.be

they are quite simple and of course they don't show how this can be useful in many situations, they only show the basic principle of this.

so the video with the boosters going away is just to illustrate what happens with any given sound if you click it's check-box and leave the client.

no matter if that is checking your email, facebook or whatever - or another client, it doesn't matter, it goes away.

Standard setting would most likely be to have music checked on all clients and what you want for the rest of it, is entirely up to you.

now go play with it, when Kronos comes out.

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

Drone 16
Holy Horde
#480 - 2014-05-05 06:15:26 UTC
Hey CCP W.T. Noise,

I rememmber a few months ago a Dev, not sure it was you was saying that CCP was considering using the original woman who did the Aura voice to do some more voice acting .

Do you know anything about how that worked out?

It puts the peanutbutter on itself or it leaves the bonus round... - E1's greatest Hits