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[Rubicon] Audio changes feedback

First post
Author
Ranamar
Nobody in Local
Deepwater Hooligans
#241 - 2013-11-22 08:57:39 UTC
It took me a couple days (I just happened to be mostly flying freighters around right after the patch) before I realized that the air-raid siren that I heard every time I undocked from Jita was people MWDing around. I suspect I'll probably get used to it, but it feels really overwrought to me, right now. The MWD deactivation sound is actually a lot less annoying than the MWD activation sound, probably because it is relatively quieter. I figured out after awhile it was supposed to be a revving engine, but it really just sounds like a siren to me.
Speedkermit Damo
Republic University
Minmatar Republic
#242 - 2013-11-22 10:24:55 UTC
I'm looking forward to the patch that fixes this terrible white noise that's constantly in the background. It's unbearable. I hate having to turn all the sounds off, but it's the only way I can play the game atm.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Lara Divinity
Pidgeon Cartel
#243 - 2013-11-22 10:34:49 UTC  |  Edited by: Lara Divinity
i do alot of exploration and gettin into a combat site is just terrible right now when activating my afterburner to get a nice transversal and shooting misiles at the same time the game gets extremely laggy the sound starts to stutter and chop up and all i really hear is the afterburner i barely hear my missiles firing or hitting somthing my buddies n i had to warp out twice cause the sudden combat lag got to much and even got one of our members killed. once everything is killed the game goes back to normal and the sound gets bearable i dint have all these issues in odissey i could play just fine no lags no stutter and smooth gameplay...now it just sounds like my ship is goin to blow up anytime soon while flyin at 326m/s. the afterburner and mwd fx r nice but they are way to loud somtimes its all i hear in combat especially in a fleet ... im just wishing for a smooth gameplay again cause right now it really isnt enjoyable...im running the eve repair tool in the hope somthing will get better .
Lara Divinity
Pidgeon Cartel
#244 - 2013-11-22 14:08:27 UTC
isnt there a way to manually reinstall the odissey soundpack cause rubicon sounds just keep causing way to much issues for me or at least add have that option added in the escape menu under audio and chat settings or somthing the only way the game is kinda playable is with sounds tottally turned off right now :/
James Amril-Kesh
Viziam
Amarr Empire
#245 - 2013-11-22 15:05:30 UTC
CCP WhiteNoiseTrash wrote:
ok, just a quick response here.
I'm out of the office today and tomorrow.

I have put in some temporary solutions for the wormhole and the MWD "thing" - so it should be bearably from now.
I will, as soon as I get back to Iceland on monday, make a more permanent solution, and make sure that the wormhole ambiance will work as before. (as I just realized a dependency in some of the stuff I used for the temp fix)

Well your temporary fix didn't work.

Enjoying the rain today? ;)

Pu de Kat
Viziam
Amarr Empire
#246 - 2013-11-22 16:29:05 UTC
The Friday patch did not correct the Wormhole entry sound if the correction was in that patch. I ran one client with "normal" sound levels sitting 11km from the exit. Any closer isn't safe in fact 11km is not safe. Then I ran another client with its sound off and entered and returned through the exit. My listening ship did not hear the entry sound only the normal wormhole background noise. The ship actually entering the exit will hear the wormhole entry sound but not someone at distance e.g. 30 km which is the way it was before Rubicon. Wormhole activities at the present time are not safe for mining, pi or rates. There is absolutely no security.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#247 - 2013-11-22 18:56:13 UTC
Pu de Kat wrote:
The Friday patch did not correct the Wormhole entry sound if the correction was in that patch. I ran one client with "normal" sound levels sitting 11km from the exit. Any closer isn't safe in fact 11km is not safe. Then I ran another client with its sound off and entered and returned through the exit. My listening ship did not hear the entry sound only the normal wormhole background noise. The ship actually entering the exit will hear the wormhole entry sound but not someone at distance e.g. 30 km which is the way it was before Rubicon. Wormhole activities at the present time are not safe for mining, pi or rates. There is absolutely no security.


I can't do anything until monday, sorry.
But I'll get to it straight away there.

but one of the points was that you now need to be closer to the wormhole to hear it and that the sound is different than the same sound as if you jumped yourself.
But I'll tweak it once I get back to the server I can tweak this 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
#248 - 2013-11-22 18:56:57 UTC
Tul Breetai wrote:
Still too obnoxiously loud, and all the cutesy little unnecessary sounds are drowning out the necessary sounds. Please nerf.

Edit: ALSO, like the old salvager sound bug, there is an "electronic" sound I think related to jumping stargates that doesn't shut off once activated until you turn the audio off and on again.


Yea, I know, I'll most likely remove it until I get a code that can make it the same size as the rest of the ships.

if you fly anything smaller than a BS, it is most likely too big and loud.
which of course is lame.

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
#249 - 2013-11-22 18:57:25 UTC
Pu de Kat wrote:
The Friday patch did not correct the Wormhole entry sound if the correction was in that patch. I ran one client with "normal" sound levels sitting 11km from the exit. Any closer isn't safe in fact 11km is not safe. Then I ran another client with its sound off and entered and returned through the exit. My listening ship did not hear the entry sound only the normal wormhole background noise. The ship actually entering the exit will hear the wormhole entry sound but not someone at distance e.g. 30 km which is the way it was before Rubicon. Wormhole activities at the present time are not safe for mining, pi or rates. There is absolutely no security.


you can hear a boom , up to 100 km from the wormhole. you just gotta listen ;)

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
#250 - 2013-11-22 18:57:53 UTC
Speedkermit Damo wrote:
I'm looking forward to the patch that fixes this terrible white noise that's constantly in the background. It's unbearable. I hate having to turn all the sounds off, but it's the only way I can play the game atm.


which white noise?
we haven't noticed it and have no reported bugs about that.

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.

David Laurentson
Laurentson INC
#251 - 2013-11-22 19:17:56 UTC
Pu de Kat wrote:
The Friday patch did not correct the Wormhole entry sound if the correction was in that patch. I ran one client with "normal" sound levels sitting 11km from the exit. Any closer isn't safe in fact 11km is not safe. Then I ran another client with its sound off and entered and returned through the exit. My listening ship did not hear the entry sound only the normal wormhole background noise. The ship actually entering the exit will hear the wormhole entry sound but not someone at distance e.g. 30 km which is the way it was before Rubicon. Wormhole activities at the present time are not safe for mining, pi or rates. There is absolutely no security.


Try 'look at' the wormhole. Audio volume is keyed off camera location.

Personally, I've always prefered to orbit at more like 80km and leave the camera sat on the hole.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#252 - 2013-11-22 19:29:03 UTC
David Laurentson wrote:
Pu de Kat wrote:
The Friday patch did not correct the Wormhole entry sound if the correction was in that patch. I ran one client with "normal" sound levels sitting 11km from the exit. Any closer isn't safe in fact 11km is not safe. Then I ran another client with its sound off and entered and returned through the exit. My listening ship did not hear the entry sound only the normal wormhole background noise. The ship actually entering the exit will hear the wormhole entry sound but not someone at distance e.g. 30 km which is the way it was before Rubicon. Wormhole activities at the present time are not safe for mining, pi or rates. There is absolutely no security.


Try 'look at' the wormhole. Audio volume is keyed off camera location.

Personally, I've always prefered to orbit at more like 80km and leave the camera sat on the hole.


exactly.
the sound from the wormhole is in a radius of 100km.
if you are 30 km away and your camera is even further away, making it a total of more, you won't hear a thing.

I can make it bigger, previously it was everybody on the entire grid that would hear it, equally loud. which it shouldn't be like.
If this is about being safe, then you just gotta adapt to new precautions as it can't be that you can just be basically anywhere you want and expect to be warned about jumping through the hole.

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.

Alvatore DiMarco
Capricious Endeavours Ltd
#253 - 2013-11-22 21:12:38 UTC  |  Edited by: Alvatore DiMarco
If I'm understanding correctly, the AB/MWD sounds are supposed to be very quiet from the front of the ship and then very loud from the back?

I'm mentioning this because I noticed while flying around some Caracal-class hulls (all three versions, actually) that the microphone actually picks up the MWD/AB sound the quietest when you're looking at the ship from one angle, but louder when you're directly in front. To clarify, the first hull was a Cerberus. From the back, the AB sound was loud and clear. All along one side (and also in front) the sound was present, but quieter. Continuing to rotate the camera around the Cerberus, I came to a point where I was looking at the side of the ship from a 90-degree angle and the sound was barely audible - just like you'd expect if I was looking at the ship from the front. A little later I noticed the same thing with a Navy caracal, except the point of quietest sound was in a different spot. For a regular Caracal, the location of quietest prop mod sound had moved again.

Was that clear at all?

I'll go back and test it properly to see if I can figure out anything useful.
Sedrie
Apple Industries Inc.
#254 - 2013-11-22 22:26:42 UTC
CCP WhiteNoiseTrash wrote:
David Laurentson wrote:
Pu de Kat wrote:
The Friday patch did not correct the Wormhole entry sound if the correction was in that patch. I ran one client with "normal" sound levels sitting 11km from the exit. Any closer isn't safe in fact 11km is not safe. Then I ran another client with its sound off and entered and returned through the exit. My listening ship did not hear the entry sound only the normal wormhole background noise. The ship actually entering the exit will hear the wormhole entry sound but not someone at distance e.g. 30 km which is the way it was before Rubicon. Wormhole activities at the present time are not safe for mining, pi or rates. There is absolutely no security.


Try 'look at' the wormhole. Audio volume is keyed off camera location.

Personally, I've always prefered to orbit at more like 80km and leave the camera sat on the hole.


exactly.
the sound from the wormhole is in a radius of 100km.
if you are 30 km away and your camera is even further away, making it a total of more, you won't hear a thing.

I can make it bigger, previously it was everybody on the entire grid that would hear it, equally loud. which it shouldn't be like.
If this is about being safe, then you just gotta adapt to new precautions as it can't be that you can just be basically anywhere you want and expect to be warned about jumping through the hole.


If you have to be so close that the (annoying) ambient noise drowns out everything else, then it doesn't really help anything because you're going to turn the volume down anyway. The wormhole activation sound is already quiet and unobtrusive enough that it's easily missed if your drunken corp mate does something stupid and makes you laugh on comms.

Or is this a move to get dedicated single boxing scouts to stare at one screen for hours on end? That'll look great on WH recruitment: "In need of incredibly myopic pilot who never wants to use an alt for anything useful to stare at overview tab for hours on end. Please apply inside." I'm fairly confident in saying that rarely is a scout sitting on a wormhole who doesn't have an alt (or main) doing something else in another window.


Errr, I mean...wait, EVE has sound?
Funless Saisima
School of Applied Knowledge
Caldari State
#255 - 2013-11-23 04:09:07 UTC
Please get rid of the new AB/MWD elevator-like sound. All you hear in a fleet is VROOOOVRROOOVRROOOOOOVOOOOM VROOOVROOOVROOOOOOM. I don't know how this got passed Sisi. I played rubicon on sisi quite a bit and did not hear this annoying sound.
Lara Divinity
Pidgeon Cartel
#256 - 2013-11-23 07:59:41 UTC
all i hear is my slow poke gnosis breaking the sound barrier every minit at 326 m/s kinda like a jetfighter flyin at mach 5 flying passt me getting into combat is also the same the sounds starts to crackle and chop up.ive updated my soundcard card drivers no improvement there ive run repair tool no improvement either im about to just delete the entire client and reinstall that also ...if that still dont help ill just have to keep getting into combat without sound at all untill this gets fixed hence my question to readd the option in the escape menu to use the odissey soundpack...wich gave me no issues at all btw and an option to turn ab and mwd off wouldnt be bad either cause as mentioned above in a fleet its all u hear.
Pu de Kat
Viziam
Amarr Empire
#257 - 2013-11-23 13:07:03 UTC  |  Edited by: Pu de Kat
hey guys been using the wormhole audio for a year when doing wormhole events so I know how it works. I like to be about 20 km if Im doing pvp and 80 -50- km if I am watching for my miners. Just sat there at 8500 meters cloaked with camera looking at WH and watched a buzzard come in. Did not hear a thing. The wormhole audio is not working.
Harvey James
The Sengoku Legacy
#258 - 2013-11-24 19:07:02 UTC
could you turn up the music on the new character selection screen please?
it doesn't match the same volume as the rest of the game so you have to turn it up to hear it well and then you log into game and the game is too loud then... you get deafened...

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Fotsman
Snuggle Society
Snuggle Society.
#259 - 2013-11-24 22:17:20 UTC
Ever since the patch Ive had scratchy like feed back on my sound fx - like there some loose connection - there isnt i dont get this feedback on any of my other applications - i use sound blaster xfi -
CCP WhiteNoiseTrash
C C P
C C P Alliance
#260 - 2013-11-25 08:19:02 UTC
Alvatore DiMarco wrote:
If I'm understanding correctly, the AB/MWD sounds are supposed to be very quiet from the front of the ship and then very loud from the back?

I'm mentioning this because I noticed while flying around some Caracal-class hulls (all three versions, actually) that the microphone actually picks up the MWD/AB sound the quietest when you're looking at the ship from one angle, but louder when you're directly in front. To clarify, the first hull was a Cerberus. From the back, the AB sound was loud and clear. All along one side (and also in front) the sound was present, but quieter. Continuing to rotate the camera around the Cerberus, I came to a point where I was looking at the side of the ship from a 90-degree angle and the sound was barely audible - just like you'd expect if I was looking at the ship from the front. A little later I noticed the same thing with a Navy caracal, except the point of quietest sound was in a different spot. For a regular Caracal, the location of quietest prop mod sound had moved again.

Was that clear at all?

I'll go back and test it properly to see if I can figure out anything useful.


Yea, I know exactly what you are talking about.
it's a bit odd, because they use the same 3D position, so this shouldn't be possible at all.

I have tried to locate the bug, without any luck - and I don't really want to turn them off, but I will of course have to, if this continues.

The angle of looking at the ships is the same for all the ships. the specific model of the ship though, may have it seem like it's a different angle perhaps, but the numbers are the same.
but certainly, the MWD and AB - are supposed to be audible from the boosters angle only and very faint from the front of the ship.

This is quite odd, because this is one of the bugs that showed up when the expansion went live and not when we were implementing 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.