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[Sound] Comprehensive feedback on new sounds

First post
Author
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#141 - 2012-11-19 07:22:11 UTC
Roll Sizzle Beef wrote:
Shield boosters and armor reps are still annoyingly repetitive.
Station ambiance + ship idle + mods cycling equals SO MUCH NOISE.
More toggles. more and more toggles.
I mentioned this in the team Klank dev blog feedback but
Graphic options up the wazoo are meant to save your PC stress and improve performance.
We need more sound options to save our brain and improve our experience.


This is why even with the great work going into the sound I will still be playing EVE zoomed out.

Tanking and support modules having sounds that just repeat a "whooom whooom whooom" are horrible after almost no time at all. If there was a way to make them quieter and more subtle?

I want to be zoomed in hearing all the sounds of EVE but if you're using any of these modules it really doesn't take long to get on your nerves.

Turelus CEO Utassi Security

Pierced Brosmen
The Scope
Gallente Federation
#142 - 2012-11-19 07:52:37 UTC
One thing EVE needs is an advanced audio setting.
Like a set of sliders to set the volume of different groups of sounds. Let's say armor and shield hardeners are one group, Turning that down will make the constant and annoying sound less intrusive or gone completely, Armor and shield reppers will be another group so you can hear them in action while not being annoyed by the sound of the hardeners. Sensorboosters, ECCM, command links etc. is one group. Guns and launchers another. Ship engines and warp sound is one and so on.

I think a lot more people would play with their sound on (or not zoomed out) if they could set the sound up to their liking.

I play with sound always, but I usualy zoom out to where I don't have to listen to my hardeners.
ITTigerClawIK
Galactic Rangers
#143 - 2012-11-20 00:38:12 UTC
ok after finaly finding some retribution sound videos i have to say i am not impressed with the projectiles so far at all,

http://www.youtube.com/watch?v=kMjuhdv8SPk

medium and large arts sound the same and the small ones relaly do sound like spud guns... IN SPAAAACEEE!


as for the hybrids from this video , thye sound like they are form an old school arcade game.

http://www.youtube.com/watch?v=_AuGEwMVJEI
Harland White
Adventurer's Guild
#144 - 2012-11-20 03:11:10 UTC
Turelus wrote:
Roll Sizzle Beef wrote:
Shield boosters and armor reps are still annoyingly repetitive.
Station ambiance + ship idle + mods cycling equals SO MUCH NOISE.
More toggles. more and more toggles.
I mentioned this in the team Klank dev blog feedback but
Graphic options up the wazoo are meant to save your PC stress and improve performance.
We need more sound options to save our brain and improve our experience.


This is why even with the great work going into the sound I will still be playing EVE zoomed out.

Tanking and support modules having sounds that just repeat a "whooom whooom whooom" are horrible after almost no time at all. If there was a way to make them quieter and more subtle?

I want to be zoomed in hearing all the sounds of EVE but if you're using any of these modules it really doesn't take long to get on your nerves.


I think the shield and armor hardeners/reppers should make a quiet "white noise" that doesn't scratch your brain after awhile. Something subtle that you can lightly hear while you're zoomed in, but that doesn't get obnoxious after awhile. Like the sound of a quiet breeze. The shield modules are more the culprits of the obnoxious noises, the armor modules aren't so bad, but I imagine they might get annoying after hearing them for awhile. I don't know...I'm a shield guy.

By their fruit you will recognize them.

Shamna Skor
Brutor Tribe
Minmatar Republic
#145 - 2012-11-21 04:18:51 UTC
I just tested Buckingham tonight 2012.11.45.827.

I was quite disappointed with the warp sounds. I found myself missing the sonic boom upon hitting max warp greatly. If there still is a sonic boom, it needs to be significantly louder.

Secondly, there was a sound when my NPC combat timer wore out (from shooting rats) but I was in a station. I doubt I need to be notified about that particular cooldown anyway with any sort of audio, but especially not in a station since the only effect is you won't auto-log off in space.

Keep it up. Looking forward to Retribution. Thanks for all of your efforts.
Logix42
Taxation Damnation
#146 - 2012-11-22 21:55:35 UTC
Shamna Skor wrote:
I just tested Buckingham tonight 2012.11.45.827.

I was quite disappointed with the warp sounds. I found myself missing the sonic boom upon hitting max warp greatly. If there still is a sonic boom, it needs to be significantly louder.


100% agreement. The warp sounds need work. Seeing as it's like a week away from release and the sounds still needs lots of work....I have to beg you, CCP Devs, don't release it until it's done. I don't care if it doesn't make this expansion, just take the time and do it right.

Go beyond the edge of space... Explore

Meolyne
Perkone
Caldari State
#147 - 2012-11-24 01:39:42 UTC
I'm worried, is everbody LOVES the Kill (ship destruction) new sound or what?

It's like you unlock a vault or something, i hate it, i can't stand it anymore !

Am i Alone ? Really ? oh that's a bad news for my ears !



Anyway, others changes are welcome.

Just one more thing, Cruise and Torps : as they're serious, should have a deeper and longer sound.
The fuel consumption to eject and align should be consistent and impressive. For those who think there is no sound in space, please get off this thread.

Here some RL videos

For cruise, best example would be tomahawk cruise missile.
Cape ST George Carrier Group
USS Stout firing missiles

For Torpedoes, should be even stronger, maybe like a SCUD or something like that.
Russian S-300 (SA10)
Patriot Launch

As most of videos has dumb music, it's quite hard to find true perfect sound on YT.
Droidyk
Maniacal Miners INC
The Legends In The Game
#148 - 2012-11-26 20:30:41 UTC
Onyx Nyx wrote:
I think afterburners should have this effect.


Wow. You're so right
Droidyk
Maniacal Miners INC
The Legends In The Game
#149 - 2012-11-26 20:32:12 UTC
Btw, there is no bass in any of the new sounds.. Add bass and everything changes..
Minmatar Citizen160812
The LGBT Last Supper
#150 - 2012-11-28 14:45:17 UTC
The new sounds are nice. Except for the annoying buzzer that goes off with all the timers and flags resetting. I keep felling like I answered a question wrong on a game show or something. Put the default to that one on OFF or make shutting it off easier to find...if there is a way...please tell me there is a way?
Nagarythe Tinurandir
Einheit X-6
#151 - 2012-11-28 22:00:42 UTC
Minmatar Citizen160812 wrote:
The new sounds are nice. Except for the annoying buzzer that goes off with all the timers and flags resetting. I keep felling like I answered a question wrong on a game show or something. Put the default to that one on OFF or make shutting it off easier to find...if there is a way...please tell me there is a way?


one does not simply turn off the buzz of timing
Droidyk
Maniacal Miners INC
The Legends In The Game
#152 - 2012-11-29 20:25:56 UTC
The lasers for example need some noticable undertone, that will make the laser more sounding, now its just clacking with muffled electronic sounds. But this apply also for blasters and railguns, they just feel too dry now.. couple the tone with a bass and it changes everything...
Shiva Aurilen
Caldari Provisions
Caldari State
#153 - 2012-11-30 14:16:15 UTC  |  Edited by: Shiva Aurilen
Just a quick bit of feedback from me regarding turret sounds. I agree that a lot of the bigger turrets need more oomph behind them. Some of the arty's sound like they are shooting through water. A lot of people have already provided some great feedback regarding this so finger crossed.

Laser impacts should sound more acidic, adding a little depth to what a laser would actually do to a ship. More fizzle and sizzle.

Projectile impacts, or as I understand them, metal hitting metal, should have a kinda ring to impacts, just like a bullet hitting a steel plate. More tings and pings.

Hybrid impacts should sound more electronic in their nature. More zips and zaps.

Obviously making different sounds for types of ammo used would be nice in future.

With regards to modules please no more looping whoops and such. Perhaps a very faint hum?
Leah Solo
Lag No Use
#154 - 2012-12-01 00:23:05 UTC
Shiva Aurilen wrote:

More fizzle and sizzle.

More tings and pings.

More zips and zaps.


Quoting for truth. Big smile

Sound team, get on fixing those underwhelming new sounds..I want my EVE to leave me stunned both visually AND auditorily! Make it happen.
Droidyk
Maniacal Miners INC
The Legends In The Game
#155 - 2012-12-02 19:36:02 UTC  |  Edited by: Droidyk
edit: written to wrong thread
Agoraxia
Sebiestor Tribe
Minmatar Republic
#156 - 2012-12-04 21:44:17 UTC
I'd like to bring attention to the new Warp Drive sound.

I understand that how we perceive sound is a subjective experience.
And with that subjective experience comes a personal expectation of what a particular sound should sound like.

But think about the old sound for a moment and try to replay it in your head.
The old Warp Drive had a BOOOM! to it. It sounded much like an explosion.

This is what I got from wikipedia:
A sonic boom is the sound associated with the shock waves created by an object traveling through the air faster than the speed of sound. Sonic booms generate enormous amounts of sound energy, sounding much like an explosion. The crack of a supersonic bullet passing overhead is an example of a sonic boom in miniature.

In my mind this description fits my expectations of what 'Warp Drive', when initiated, should sound like.
If anything I would have suggested working more in direction of enhancing what was already there.
Maybe making the sound and the graphics happening on screen at the same time, appear even more powerful.

But that's just me. Smile

I do a fair bit of sound design work myself and those who do know just how difficult it is to achieve a sound that you feel satisfied with yourself alone, much less meet the expectations of thousands of people playing EVE. Attention

Anyway, overall I enjoy the new sounds and I appreciate all the hard work that went into the making.

---
Agoraxia
Ganthrithor
School of Applied Knowledge
Caldari State
#157 - 2012-12-06 07:50:46 UTC
I don't understand how the new musical stuff is so decent (nice ambient loops, esp that map loop) but the other new sounds are so bad. Holy crap, the new explosions are awful. It sounds like someone dropped an ingot on the floor in a large concrete warehouse or something. What the christ?
Federally
Ministry of War
Amarr Empire
#158 - 2012-12-07 08:50:11 UTC
The new Medium Blaster sounds are so weak. They were bad before and now its worse. They just sound like toys, not like the massive weapons they are supposed to be.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#159 - 2012-12-07 17:49:17 UTC
There is a problem with the explosions, that has already been reported.
They are not supposed to sound like this and we are trying to localize the problem within the software and change it.

They where changed into being more versatile, ship type dependant and never alike - why it's like this is a mystery, but it will definitely be fixed. asap!

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.

Sharklight
Battle With Halibut Swords
#160 - 2012-12-07 18:10:34 UTC
I'd just like to echo the ambivalence others have noted towards the new warping and gate sounds.

I'm no sound engineer, but it really does feel like some levels are off- most of these additional sounds override the ones they're concurrent with, the racket near gates now is currently dialed at potato out of ten, and the oddly pitched noises your own 'drive makes, seems to detract more from the usual smooth low-level rumble than they give.