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[Sound] Comprehensive feedback on new sounds

First post
Author
Iris Bravemount
Golden Grinding Gears
#21 - 2012-10-30 14:39:34 UTC
Spugg Galdon wrote:
Warde Guildencrantz wrote:
What about giving the damage control module an effect and a sound? (A subtle one, though)


Please for the love of all that is good no. A looping sound for a DC would drive me insane


I agree. I already find the looping sounds for SeBos, TCs and hardeners too intrusive (the visuals as well, especially for armor hardeners, but that is a bit off topic).

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Warde Guildencrantz
Caldari Provisions
Caldari State
#22 - 2012-10-30 14:41:41 UTC
Spugg Galdon wrote:
Warde Guildencrantz wrote:
What about giving the damage control module an effect and a sound? (A subtle one, though)


Please for the love of all that is good no. A looping sound for a DC would drive me insane


well considering the length of the damage control module's activation it would be quite a long loop and thus the looping would remain less noticable, but it's understandable to not implement an effect for it.

I kind of like how the music was simply integrated into the game rather than using the jukebox. Perhaps the set of tracks could be expanded however if they are made to play all the time?

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

CCP WhiteNoiseTrash
C C P
C C P Alliance
#23 - 2012-10-30 14:42:05 UTC
Iris Bravemount wrote:


Ok, thanks. There are several modules/weapons that currently have no sound or visual at all on duality (like smartbombs, or all drones having the same sound and visual) does that mean that you are currently working on those?

Are there other sounds that I have not covered and you would like to get my (or other players') feedback on?


The visuals, of course, I cannot do much about, but there are plenty of modules that have nothing still - for various reasons. I'm basically going over each and every module at the moment, when there is time, to either create a sound for it or do cosmetic changes to the current one. most sounds in EVE are quite old, that doesn't make them bad, but if EVE is to have a proper sounding experience and not suffer from the "Does EVE have sound" pun, then some changes have to be made, there is just quite a lot of stuff to change.

The main focus is on the turrets right now - and your OP on all of them, and what others have mentioned is really important, because they are of course meant to be awesome, sound big and be a dramatic change compared to the old sounds that where there. so anything you have on turrets right now, bring it on!

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.

Strata Maslav
Heretic Army
Sedition.
#24 - 2012-10-30 14:47:20 UTC
Is there a way I can hear these FX out of game? Is there a simple way of listening to these sound samples?
Iris Bravemount
Golden Grinding Gears
#25 - 2012-10-30 14:47:54 UTC
CCP Audio wrote:
Iris Bravemount wrote:


Ok, thanks. There are several modules/weapons that currently have no sound or visual at all on duality (like smartbombs, or all drones having the same sound and visual) does that mean that you are currently working on those?

Are there other sounds that I have not covered and you would like to get my (or other players') feedback on?


The visuals, of course, I cannot do much about, but there are plenty of modules that have nothing still - for various reasons. I'm basically going over each and every module at the moment, when there is time, to either create a sound for it or do cosmetic changes to the current one. most sounds in EVE are quite old, that doesn't make them bad, but if EVE is to have a proper sounding experience and not suffer from the "Does EVE have sound" pun, then some changes have to be made, there is just quite a lot of stuff to change.

The main focus is on the turrets right now - and your OP on all of them, and what others have mentioned is really important, because they are of course meant to be awesome, sound big and be a dramatic change compared to the old sounds that where there. so anything you have on turrets right now, bring it on!


Good! I think I wrote down everything I found in turret and launcher sounds. Just in case I forgot to mention it for a specific gun, I think it's always important to check how many barrels a gun has, because the name doesn't always mention it.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Iris Bravemount
Golden Grinding Gears
#26 - 2012-10-30 14:49:45 UTC
Strata Maslav wrote:
Is there a way I can hear these FX out of game? Is there a simple way of listening to these sound samples?


Nope, you have to log in to Duality, or check youtube for player made videos.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

CCP WhiteNoiseTrash
C C P
C C P Alliance
#27 - 2012-10-30 14:52:49 UTC
Iris Bravemount wrote:
Strata Maslav wrote:
Is there a way I can hear these FX out of game? Is there a simple way of listening to these sound samples?


Nope, you have to log in to Duality, or check youtube for player made videos.


There will also be a dev blog soon, about the new sounds and the thoughts behind them.

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.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#28 - 2012-10-30 14:54:23 UTC
Your name is changed in the notifications but not in the profile What?

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

See you around the universe.

Logan LaMort
Screaming Hayabusa
#29 - 2012-10-30 15:14:22 UTC
I'm really liking the new audio experience, I have a nice set of headphones and the first time I heard the new warp boom and cool down sounds, I kinda shivered. Those are pretty much perfect as far as I'm concerned, although I think the "engine cool down" sound effect when you exit warp would be better if it played just before you exited warp, as an audio notification to let you know that you're just about to exit warp, rather than after you've exited warp.

Overall I like the new turret sounds, although I agree with OP that some need a bit of an umph, again, the missile sounds are a great example of getting it right.

Question though. Does the background ambient music change when you're in hisec, lowsec and nullsec? I noticed it seemed a lot more "Alien" when I was in null which I found rather cool. It added a lot to the ambience Smile
CCP WhiteNoiseTrash
C C P
C C P Alliance
#30 - 2012-10-30 15:18:32 UTC  |  Edited by: CCP WhiteNoiseTrash
Logan LaMort wrote:
I'm really liking the new audio experience, I have a nice set of headphones and the first time I heard the new warp boom and cool down sounds, I kinda shivered. Those are pretty much perfect as far as I'm concerned, although I think the "engine cool down" sound effect when you exit warp would be better if it played just before you exited warp, as an audio notification to let you know that you're just about to exit warp, rather than after you've exited warp.

Overall I like the new turret sounds, although I agree with OP that some need a bit of an umph, again, the missile sounds are a great example of getting it right.

Question though. Does the background ambient music change when you're in hisec, lowsec and nullsec? I noticed it seemed a lot more "Alien" when I was in null which I found rather cool. It added a lot to the ambience Smile


Thanks.
The music experience is changed into an adaptive system, which changes depending on the system you are in. hi-sec. lo-sec. famous places, etc.. so you got that right :) as it is right now, you have the ability to turn on and off the jukebox, if you turn it on, the old system will take over and just behave as it used to. so no adaptive music.

The warp stuff, I know exactly what you are saying, but as mentioned before, some changes are not that easy to implement. there is a cooldown sound as your warp is about to exit, but it's often very masked because of the regular warp sound and so on. this is a tweaking matter, that I assure you that I'm already working on to make "perfect". But cooldown and a general better feeling of "warping" was the point in the initial changes made.

All the turrets will get heavy revision.

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.

Bienator II
madmen of the skies
#31 - 2012-10-30 15:36:57 UTC
what most games do wrong in my opinion is the sound of multi barrel guns. In real life, chainguns and similar have an insane firering rate. And they sound like that.

http://www.youtube.com/watch?v=9Wf6IYMNdeo
http://www.youtube.com/watch?v=0WQCcoKBEzs

in games however they sound regular machine guns

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

cBOLTSON
School of Applied Knowledge
Caldari State
#32 - 2012-10-30 16:01:03 UTC
CCP Audio, I have to say im impressed with the level of feedback you are giving especially considering he subject is EVE sound.

Im anticipating the winter changes and I hope you managed to get the sounds as good as your time will allow :)

The good old days of Unreal Tournament, fragging and sniping on Facing Worlds, listening to Foregone Destruction.......

Nagarythe Tinurandir
Einheit X-6
#33 - 2012-10-30 16:14:25 UTC
i only had time for a short test over the weekend, so im sorry if missed something.

there were no new options in the sound menu. the dev blog hinted at a new soundsystem and i hoped for a few more sliders, sepparating ambiet sounds like the station chatter and the windy rouge drone ambiet from sound effects like warp, weapons and modules.
would be really cool if you could ban the ambiet, well in the backround and enjoy the roaring of your weapons. atm i hve the situation where either the sound effects are right and the ambient to loud or the ambiet right and the weapons to low.
and no, i have not checked the "quieter weapons" box ;)

is there anyway to get something like this into retribution? *flutters eyelashes in CCP Audio's direction*
Logan LaMort
Screaming Hayabusa
#34 - 2012-10-30 16:17:43 UTC
CCP Audio wrote:
Logan LaMort wrote:
I'm really liking the new audio experience, I have a nice set of headphones and the first time I heard the new warp boom and cool down sounds, I kinda shivered. Those are pretty much perfect as far as I'm concerned, although I think the "engine cool down" sound effect when you exit warp would be better if it played just before you exited warp, as an audio notification to let you know that you're just about to exit warp, rather than after you've exited warp.

Overall I like the new turret sounds, although I agree with OP that some need a bit of an umph, again, the missile sounds are a great example of getting it right.

Question though. Does the background ambient music change when you're in hisec, lowsec and nullsec? I noticed it seemed a lot more "Alien" when I was in null which I found rather cool. It added a lot to the ambience Smile


Thanks.
The music experience is changed into an adaptive system, which changes depending on the system you are in. hi-sec. lo-sec. famous places, etc.. so you got that right :) as it is right now, you have the ability to turn on and off the jukebox, if you turn it on, the old system will take over and just behave as it used to. so no adaptive music.

The warp stuff, I know exactly what you are saying, but as mentioned before, some changes are not that easy to implement. there is a cooldown sound as your warp is about to exit, but it's often very masked because of the regular warp sound and so on. this is a tweaking matter, that I assure you that I'm already working on to make "perfect". But cooldown and a general better feeling of "warping" was the point in the initial changes made.

All the turrets will get heavy revision.


The adaptive system is really cool, I usually have a custom playlist on the jukebox but I had it turned off throughout my Duality testing just to hear the ambience. I'm a firm believer that audio is just as important as graphics and gameplay for immersion, so what I heard is certainly a huge improvement Smile

Personally I've always really liked the radio type noise you hear from rats and outside of stations. I'd love to hear more variations of this, possibly also from more sources in space like populated temperate planets or custom offices and such. I always thought it would be cool to hear radio chatter from your own ship or other player ships (I noticed some ship rumblings in the last Duality build which were nice), but I don't know how many people would agree with me on that.

I've heard how some parts of EVE's engine are pretty hard to work with and to be honest, I could easily live with what was on Duality. I look forward to the tweaks though as what is already implemented is damn awesome Smile
Gilbaron
The Scope
Gallente Federation
#35 - 2012-10-30 17:17:48 UTC  |  Edited by: Gilbaron
any chance we can get (fully configurable!!) sound warnings when getting targeted/scrambled/painted/whatever ?

that would be so fricking awesome
CCP WhiteNoiseTrash
C C P
C C P Alliance
#36 - 2012-10-30 17:22:18 UTC
Nagarythe Tinurandir wrote:


is there anyway to get something like this into retribution? *flutters eyelashes in CCP Audio's direction*


no!. ;)

There have been made some changes to the overall mixing and the "default" settings of audio, to better fit what you are pointing out basically.
I don't think this particular part of the new audio has been set for duality. But that might change things up a bit - a new slider option may be a bit much with this little time to go, but a better mix is definitely going down on my desk atm.

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
#37 - 2012-10-30 17:25:24 UTC
Gilbaron wrote:
any chance we can get (fully configurable!!) sound warnings when getting targeted/scrambled/painted/whatever ?

that would be so fricking awesome


Fully configurable won't happen atm.
but there are some changes to the sounds of the ship being targeted and scrambled, but yet again not configurable from the user end.

I have gone over them and will do again, mainly because I thought they needed a better warning type of sound so that it was clear what was going on.

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
#38 - 2012-10-30 17:27:38 UTC
cBOLTSON wrote:
CCP Audio, I have to say im impressed with the level of feedback you are giving especially considering he subject is EVE sound.

Im anticipating the winter changes and I hope you managed to get the sounds as good as your time will allow :)


Thanks. feedback is important from both ends of the spectrum when dealing with EVE imho.
As I said earlier here, to get out of the "EVE has sound" era - changes are needed, but that means so many changes that we really cannot get it all fixed in one go.

To make EVE a more modern sounding game.

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.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#39 - 2012-10-30 17:28:29 UTC
CCP Audio wrote:
Gilbaron wrote:
any chance we can get (fully configurable!!) sound warnings when getting targeted/scrambled/painted/whatever ?

that would be so fricking awesome


Fully configurable won't happen atm.
but there are some changes to the sounds of the ship being targeted and scrambled, but yet again not configurable from the user end.

I have gone over them and will do again, mainly because I thought they needed a better warning type of sound so that it was clear what was going on.

Scram from bubbles currenly does not show up on the action bar. If you could get a sound to turn on when trying to warp fails or when in a bubble that would be cool.

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

See you around the universe.

Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#40 - 2012-10-30 17:37:42 UTC
CCP Audio wrote:
Iris Bravemount wrote:
Strata Maslav wrote:
Is there a way I can hear these FX out of game? Is there a simple way of listening to these sound samples?


Nope, you have to log in to Duality, or check youtube for player made videos.


There will also be a dev blog soon, about the new sounds and the thoughts behind them.

AwesomeBig smile thanks for the dev responses, too.