These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Jump Bridge volume

First post
Author
Corey Fumimasa
CFM Salvage
#61 - 2013-04-30 15:06:13 UTC
Captain Tardbar wrote:
CCP WhiteNoiseTrash wrote:
Personally I would like to make the game audio - AFK friendly. I'm not saying that I want people to play AFK necessarily, but I would like players to be able to walk away from the computer and then just by listening, be able to tell when they need to react or not and come back to the action.


You know what would be awesome. A sound that happens when somone enters local. Now this wouldn't be practical for hi-sec, but for low and null it would be very useful. Make it togable for when you want it to happen.

Though why I afk in low and null is beyond me.


Well it would be good not for full bore AFK, rather you could be in a dangerous situation but still feel confident concentrating on a single chat window or taking care of some market orders, or reading GD! =-P
Vera Algaert
Republic University
Minmatar Republic
#62 - 2013-04-30 15:39:53 UTC  |  Edited by: Vera Algaert
So I thought about why I feel about sound the way I do. And I thought the results are interesting enough to share:

First of all I don't hate sound in EVE as such. After watching the EVE keynote on the livestream I actually enabled sound in EVE for the rest of the evening because ohmygod all these feels.
The next day I disabled sound again because it seemed to assume an unrealistically close zoom level (I don't want the view of my battleship to block half my screen in order to hear turret sounds and environmental effects) and because it doesn't play well with multiple clients.
I give sound a try once or twice a year and on some level I want sound in EVE to be good enough that I can actually use it all the time.

Second, the question is ultimately whether you want EVE to be a high impact/immersion or a low immersion game.
As a customer I don't really care - I currently play EVE as a low immersion game and as a result run multiple clients simultaneously, play a completely different game (e.g. Civilization V) while running missions, watch the 4th season of The West Wing during pvp, ... but in games like WoW, RIFT, GW2 I have never run more than a single client or switched our of fullscreen mode and I did/do greatly enjoy them.
As an artist you are probably strongly prejudiced towards making EVE a high immersion game - which artist doesn't want people to pay as much attention to his work as possible?
From a business POV making EVE a high immersion game is difficult.
E.g. I have one (inactive) WoW account, one GW2 account, ... and five active EVE accounts. That may partly be due to the skill training system of EVE but it is also due to me running 2-4 accounts a lot of the time (as a single EVE client just doesn't fill my attention).
On the other hand new players will try EVE with a single account in fullscreen mode and many of them probably say "this game is so boring ... it doesn't manage to capture my attention at all ... and the IGB is a poor substitute for engaging gameplay". So making EVE more engaging/immersive would probably help with retaining them.

The question of sound is very much a question of immersion.

The problem is that sound alone is not enough (which is not entirely true - if I listen to some symphony or opera the music requires my entire attention - but hiring Beethoven to do some EVE soundtracks is probably out of the question), nice game sound isn't enough when the gameplay just isn't there.
Sound is super important to support the immersive properties of the gameplay but it can't create immersion from nothing.

If you encourage/force me to run single client with sound I am not only left asking myself why I pay for the ability to run 5 clients simultaneously, you also leave me bored and dissatisfied because the gameplay doesn't (imho) support the level of single-minded attention that comes with running just one client.

Yeah, as a sound dev you can't do anything about gameplay requiring my attention for only two seconds out of every ten. But that's at the core of my anger.

.

Astrid Stjerna
Sebiestor Tribe
#63 - 2013-04-30 18:33:06 UTC
CCP WhiteNoiseTrash wrote:


BUT! here is the problem on our end, the audio engine and a few other things have some problems because of the old system, mixed with new systems, code wrappers and API's


Ooph...legacy code. I know how much of a pain it can be to sort that kind of thing out. Good luck, and you have my sympathies! :)

I personally like the idea of having a 'radio officer' in the fleet that interprets all of the miscellaneous sounds...

'Sounds like a couple of frigates carrying.....I dunno, are those autocannons or railguns?'

I can't get rid of my darn signature!  Oh, wait....

Ackemi
The Gaming Avenue
Shadow Ultimatum
#64 - 2013-05-02 13:15:35 UTC
I'd just be happy if the "Audio Enable" checkbox actually worked...

Checking out the new sounds for a day every month or so would be much easier!

Lol

Banshee Screech
The Graduates
The Initiative.
#65 - 2013-06-05 19:25:54 UTC
So, Odyssey has come, and I had to rip my headset off again when jumping through a titan bridge and then through a jump bridge in a ~130 strong fleet.

The sound distance on the jump audio seems to be fixed somewhat, but what does that help when the camera now will auto-zoom in on the jump bridge and titan and put you at zero sound distance?

Also, the sound still amplifies itself into total distortion so it just sounds like an extremely loud clipped noise.
Sexy Cakes
Have A Seat
#66 - 2013-06-05 19:55:51 UTC
Banshee Screech wrote:
The sound distance on the jump audio seems to be fixed somewhat, but what does that help when the camera now will auto-zoom in on the jump bridge and titan and put you at zero sound distance?


LOL that sounds about right

f'ing CCP you guys are like the stupid blonde chick that is so fun to f*ck you won't get rid of her but my god does she do some stupid sh!t sometimes

I still love you long time though

Not today spaghetti.

Banshee Screech
The Graduates
The Initiative.
#67 - 2013-06-06 13:20:28 UTC
CCP WhiteNoiseTrash wrote:
Corey Fumimasa wrote:
I would very much like to vent about the recent changes to Eve audio. I am not going to do that as I realize that I am not the only player and that everyone has different tastes. But for the love of God please lower the jump bridge volume. I have my environmental turned down so that I can barely hear it and still the JB sounds like my computer is exploding. If I use a headset for voice then I just have to turn audio off.

I enjoy the environmental sounds and very much miss them, please tell me that this is something that is going to be fixed.


sorry about this, but we just recently became aware of this.
It's not supposed to be louder and none positional in space. It may sound cool so loud the first time, but after 500 jumps, not so much - as someone pointed out at the audio roundtable at FF2013.

This will definitely be fixed for Odyssey.


None positional has been fixed, stacking and clipping has not (and positional no longer matters since you're always zoomed in close on jumping).
It is still deafening and distorts when jumping, and on a couple of occasions it completely maxes out everything while in the tunnel (white noise).

Please give it a few tests with 100 or more (simulated) persons jumping at the same time just to understand :( It's incredibly long standing and makes people keep audio off.
Erotica 1
Krypteia Operations
#68 - 2013-06-06 13:47:43 UTC

Regarding having sound give an advantage, here's an idea:

Allow us to attach to a ship, let's say an afk miner, and cut open their ship to physically go in there and kill the pilot (perhaps with a Dust merc). If they have their sound on and are not afk, they can break free and fly away. If not, well, their loss Big smile

See Bio for isk doubling rules. If you didn't read bio, chances are you funded those who did.

James Amril-Kesh
Viziam
Amarr Empire
#69 - 2013-06-06 13:54:55 UTC
Congratulations CCP.
You fixed one sound and added another broken and obscenely loud one.

Enjoying the rain today? ;)

Banshee Screech
The Graduates
The Initiative.
#70 - 2013-06-07 07:31:12 UTC
So we waited a few years to have the bug acknowledged in the first place, then just a few weeks for a fix that didn't work... Hope the next iteration will be a bit faster.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#71 - 2013-06-10 13:53:28 UTC
Sexy Cakes wrote:
Banshee Screech wrote:
The sound distance on the jump audio seems to be fixed somewhat, but what does that help when the camera now will auto-zoom in on the jump bridge and titan and put you at zero sound distance?


LOL that sounds about right

f'ing CCP you guys are like the stupid blonde chick that is so fun to f*ck you won't get rid of her but my god does she do some stupid sh!t sometimes

I still love you long time though


well, love you too. I guess.

one of the things here, is that this camera effect was not in effect whenever this was tested out, so we didn't know about it - so therefore of course we couldn't have known.

but if this is still broken, then it requires more testing - as it's supposed to be fixed. the sounds shouldn't stack and cause for distortion whenever several players are jumping. It could be a code issue, which I cannot fix myself - but it's on my fix list, but trust me, the "fix list" is pretty long already; since EVE and Audio have had it's problems over time and until now there hasn't been the manpower or will to fix a lot of this, which is what I am trying to do with the rest of the team.

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.

Ranger 1
Ranger Corp
Vae. Victis.
#72 - 2013-06-10 14:02:26 UTC
CCP WhiteNoiseTrash wrote:
Sexy Cakes wrote:
Banshee Screech wrote:
The sound distance on the jump audio seems to be fixed somewhat, but what does that help when the camera now will auto-zoom in on the jump bridge and titan and put you at zero sound distance?


LOL that sounds about right

f'ing CCP you guys are like the stupid blonde chick that is so fun to f*ck you won't get rid of her but my god does she do some stupid sh!t sometimes

I still love you long time though


well, love you too. I guess.

one of the things here, is that this camera effect was not in effect whenever this was tested out, so we didn't know about it - so therefore of course we couldn't have known.

but if this is still broken, then it requires more testing - as it's supposed to be fixed. the sounds shouldn't stack and cause for distortion whenever several players are jumping. It could be a code issue, which I cannot fix myself - but it's on my fix list, but trust me, the "fix list" is pretty long already; since EVE and Audio have had it's problems over time and until now there hasn't been the manpower or will to fix a lot of this, which is what I am trying to do with the rest of the team.

Your efforts are appreciated, and I'm pretty sure that most of us realize that sound is EvE has been snarled up so long it's going to be tricky to sort it all out permanently.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.