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EVE Online: Rubicon - Feedback

First post
Author
Celeste Taylor
Ruby Dynasty
#201 - 2013-11-22 03:52:09 UTC  |  Edited by: Celeste Taylor
The new log in screen is really much nicer, although it would be neat to see a CQ style screen I do think the load speed factor was a wise choice,

I love the new ships and bought the BP right after patch. The Stratios is easily my favorite T1 cruiser. I've been waiting for a Covert Op cruiser+ that isn't a Force Recon. I love the huge drone bay and ship bonuses along with a nice Grid and CPU. Now if only there were a new BC/BS that could employ the T2 cloak. I like the idea of new weirder ships that are not just straight forward combat ships. I would love to see the "stay undocked and explore" idea with larger ships with larger cargo bays and more nifty non-combat related bonuses.

Also the new warp changes are great since I tend to like those faster ships plus I have a couple characters who use Viators.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#202 - 2013-11-22 08:03:43 UTC
Ezio Burner wrote:
Thanks ccp for f***up wormhole life again, first with ore sites now with warp speeds. I put lot of time training my alt for mining in wh after I finish odyssey came out with ore site free for all, thats ok all my spending time go to trash, now rubicon with crazy warp speed and interceptors, that is stupid crazy for a wh, do u guys forget we don't have LOCAL in wh? The probability for escape from an interceptor is almost null, even spamming dscan and keep eyes on it all the time without blinking, dscan works every 2 seconds without lag and one interceptor take only 2 to 3 seconds to arrive and catch, so that means we have only 1 or 2 sec max for try to scape, crazy! If before rubicon was risky now is more risky to use a mining barger inside a wh, anomalies are risky too and don't worth it, if I lose my ship I will lose more isk than the one I loot. At least in kspace is more safer because they have a local and can fly away to a safer spot if somebody enter, wh we never know if is people inside o not, somebody can alert with scout and bring and interceptor and catch right away without chance, is no way to scape that is stupid crazy...!!! Wh life is way more risky than low even like null and now u guys are making it more and more difficult to live, and the isk than we make don't worth it, now do anomalies in wh is like throw a coin to the air and pray for no interceptors because behind an interceptor will be always a fleet on the back, thats not fun, was more fun when the more faster to react is the one who survive, warp speeds and interceptors are too much OP for a wh even for kspace too, now ccp is trying to people lose and lose more ships looks like and make mining more difficult, and they don't care about small corps or solo players
All the others changes I like it

why not pop all the non static holes and leave an alt or two cloaked at statics? Leave sound up and you'll hear anything entering?

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Xenial Jesse Taalo
The Scope
Gallente Federation
#203 - 2013-11-22 09:31:39 UTC
Porucznik Borewicz wrote:
MWD soundeffect. Really CCP?...

The MWD soundeffect is louder then anything else in the game... CCP is at it again. You can't even hear Aura saying Warp Drive Active. Please CCP, get your sound levels straight before adding the samples to the game. And why, oh why, does it have to be a persistent, looped effect?! And what exactly was wrong with the subtle "Boooooosh!" soundeffect anyway? Sheeesh... Ugh



To be honest I'm sick of hearing every sound effect get derped up. Everything they touch sound effects-wise, they botch. CCP, stop fixing sounds that aren't broken. If you really must, then get a better team for it?

New MWD sound:
- jumps abruptly into its intro sound.
- does not pan its intro or outro sound like the rest of the effect loop.
- is really unconvincing in trying to be directional.
--- it sounds the same from the front as it does from the back
--- it sounds the same from the right as it does from the back (guessing this is a bug)
--- it sounds different from the left as it does from the right
--- can be heard zoomed way out from the front, but is totally silent if my camera is right in the ship's face, but to the side. It's just so unconvincing, because it has been implemented in such a cheap way.
- is sometimes on when I've just undocked.
- sounds like I'm a spectator at an F1 GP.
- the AB sound comes with squeaking metal.
- is obviously too loud. This is not MWD Online. To make it tolerable means Aura is barely audible.

So regardless of the fact that I'm travelling at 7km/s in space and am expected to believe that it's thanks to some mechanically whirring, squeaking engine, the implementation itself is just amateurish.

How hard is it to make a sound effect that synchronises properly with the speed, and pans correctly, and builds up in a way that makes sense. Like thousands of other games? Is it too hard to make something that the listener can believe is actually connected to what's happening? I could suggest that the sound should change for an overheated MWD as well, because surprise surprise that does nothing to the effect either, but I'm afraid that someone in CCP's sound team might actually do that and stuff that up too.

Of course it's not just the MWD that has me annoyed. They ruined the warp effect. Again, the listener now can't feel or imagine what the sounds are actually connected to. It used to be perfect, a nice soft "boom" and the listener could feel that they are now truly in warp. Nowadays... wtf is going on with warp? Am I falling down a toilet? Can't tell. It used to be perfect.

Stargate effect. Used to be boss. The listener used to understand precisely what every second of that sound meant.
Now it is a big confused slurp, just like the warp sound, with the odd "targetting" sound randomly sitting in there just being more distracting. And that is also obvious.

So yeah, it's not just that the new effect is bad, it's that they keep borking up things in really dumb, obvious ways.

Can we please have the AB, MWD, warp and stargate sounds all returned to pre-Inferno? They were all simply much better.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#204 - 2013-11-22 11:05:12 UTC
Xenial Jesse Taalo wrote:
Porucznik Borewicz wrote:
MWD soundeffect. Really CCP?...

The MWD soundeffect is louder then anything else in the game... CCP is at it again. You can't even hear Aura saying Warp Drive Active. Please CCP, get your sound levels straight before adding the samples to the game. And why, oh why, does it have to be a persistent, looped effect?! And what exactly was wrong with the subtle "Boooooosh!" soundeffect anyway? Sheeesh... Ugh



To be honest I'm sick of hearing every sound effect get derped up. Everything they touch sound effects-wise, they botch. CCP, stop fixing sounds that aren't broken. If you really must, then get a better team for it?

New MWD sound:
- jumps abruptly into its intro sound.
- does not pan its intro or outro sound like the rest of the effect loop.
- is really unconvincing in trying to be directional.
--- it sounds the same from the front as it does from the back
--- it sounds the same from the right as it does from the back (guessing this is a bug)
--- it sounds different from the left as it does from the right
--- can be heard zoomed way out from the front, but is totally silent if my camera is right in the ship's face, but to the side. It's just so unconvincing, because it has been implemented in such a cheap way.
- is sometimes on when I've just undocked.
- sounds like I'm a spectator at an F1 GP.
- the AB sound comes with squeaking metal.
- is obviously too loud. This is not MWD Online. To make it tolerable means Aura is barely audible.

So regardless of the fact that I'm travelling at 7km/s in space and am expected to believe that it's thanks to some mechanically whirring, squeaking engine, the implementation itself is just amateurish.

How hard is it to make a sound effect that synchronises properly with the speed, and pans correctly, and builds up in a way that makes sense. Like thousands of other games? Is it too hard to make something that the listener can believe is actually connected to what's happening? I could suggest that the sound should change for an overheated MWD as well, because surprise surprise that does nothing to the effect either, but I'm afraid that someone in CCP's sound team might actually do that and stuff that up too.

Of course it's not just the MWD that has me annoyed. They ruined the warp effect. Again, the listener now can't feel or imagine what the sounds are actually connected to. It used to be perfect, a nice soft "boom" and the listener could feel that they are now truly in warp. Nowadays... wtf is going on with warp? Am I falling down a toilet? Can't tell. It used to be perfect.

Stargate effect. Used to be boss. The listener used to understand precisely what every second of that sound meant.
Now it is a big confused slurp, just like the warp sound, with the odd "targetting" sound randomly sitting in there just being more distracting. And that is also obvious.

So yeah, it's not just that the new effect is bad, it's that they keep borking up things in really dumb, obvious ways.

Can we please have the AB, MWD, warp and stargate sounds all returned to pre-Inferno? They were all simply much better.

Workaround for this

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Xenial Jesse Taalo
The Scope
Gallente Federation
#205 - 2013-11-22 12:11:58 UTC
My mouth is literally hanging open...

You just won Eve.
Ezio Burner
Tequila Boosters
#206 - 2013-11-22 15:01:02 UTC
Infinity Ziona wrote:
Ezio Burner wrote:
Thanks ccp for f***up wormhole life again, first with ore sites now with warp speeds. I put lot of time training my alt for mining in wh after I finish odyssey came out with ore site free for all, thats ok all my spending time go to trash, now rubicon with crazy warp speed and interceptors, that is stupid crazy for a wh, do u guys forget we don't have LOCAL in wh? The probability for escape from an interceptor is almost null, even spamming dscan and keep eyes on it all the time without blinking, dscan works every 2 seconds without lag and one interceptor take only 2 to 3 seconds to arrive and catch, so that means we have only 1 or 2 sec max for try to scape, crazy! If before rubicon was risky now is more risky to use a mining barger inside a wh, anomalies are risky too and don't worth it, if I lose my ship I will lose more isk than the one I loot. At least in kspace is more safer because they have a local and can fly away to a safer spot if somebody enter, wh we never know if is people inside o not, somebody can alert with scout and bring and interceptor and catch right away without chance, is no way to scape that is stupid crazy...!!! Wh life is way more risky than low even like null and now u guys are making it more and more difficult to live, and the isk than we make don't worth it, now do anomalies in wh is like throw a coin to the air and pray for no interceptors because behind an interceptor will be always a fleet on the back, thats not fun, was more fun when the more faster to react is the one who survive, warp speeds and interceptors are too much OP for a wh even for kspace too, now ccp is trying to people lose and lose more ships looks like and make mining more difficult, and they don't care about small corps or solo players
All the others changes I like it

why not pop all the non static holes and leave an alt or two cloaked at statics? Leave sound up and you'll hear anything entering?



I understand and works for people with enough accounts or medium size corp, but we are an small corp we need all character on duty, and sometimes we have like 5 to 6 wh gates open. to collapse all of them are risky and take lot of time for a small corp
Rikiri Kardo
Warriors of the Dark Vale
#207 - 2013-11-22 15:20:48 UTC
Ok, after living with it for a few days... I really don't see that you guys had to slow Battleships down so much. More speed for ceptors? Great! But this is just adding more dead game time while we warp. Not needed , just my opinion for feedback. (and I'm usually one of the silent masses of Eve)
Nitrous Nine
Nobody in Local
Deepwater Hooligans
#208 - 2013-11-22 15:55:53 UTC  |  Edited by: Nitrous Nine
Nitrous Nine wrote:
I just want to express my love for the new warp speed changes! Big smile

Catching ratters has never been easier! With warp speed rigs, and implants in my stiletto, I can catch a ratting battleship easily in an anom even if he starts aligning the second I enter system.

I proved this four times yesterday:
http://eve-kill.net/?a=kill_detail&kll_id=20543956
http://eve-kill.net/?a=kill_detail&kll_id=20544969
http://eve-kill.net/?a=kill_detail&kll_id=20551171
http://eve-kill.net/?a=kill_detail&kll_id=20551488

Thanks CCP! I love the warp & Interceptor changes!


After a few more days of hunting in my Stiletto, I found that my first post was not quite true. Although on the first day of the patch I caught every BS I warped to, I assumed that ment that with the warp speed changes I could catch them even if they started warping as soon as I entered system. However, over the last two days there have been several times when the BS was just leaving grid when my stiletto came out of warp, so my initial assertion that I could catch a BS even if they start warping the instant I enter system isn't true, but if even waiting a few seconds before waping could spell their death. Despite this it is true that with the warp speed changes catching ratters is much easier. Here are four more examples since patch to prove that point:
http://eve-kill.net/?a=kill_detail&kll_id=20578166
http://eve-kill.net/?a=kill_detail&kll_id=20577811
http://eve-kill.net/?a=kill_detail&kll_id=20566040
http://eve-kill.net/?a=kill_detail&kll_id=20565314

Like some other posters said, they are not fit for anti-tackle. I think that with Rubicon we'll see an evolution of more anti-tackle BS fits and natrual selection will weed out the ones that don't adapt.

- Nitrous
Andy Landen
Deep Core Mining Inc.
Caldari State
#209 - 2013-11-22 20:08:23 UTC  |  Edited by: Andy Landen
Guttripper wrote:
James Amril-Kesh wrote:
MWD sound is now way too loud, and I'm hearing it loudly for other ships at a distance.

I purposely set the volume higher to see if there was any changes.

One thing I noticed was once the ship reaches maximum warp (in my test case, I used a blockade runner), the sound goes from a somewhat low rumble to a tinny sound - rumble rumble rumble eeeeeeeeee rumble rumble rumble before decelerating. Of course, growing up around them, I would love to have the high speed equivalent to a late 60's to early 70's big block muscle machines out of Detroit going all out down the strip. You'd think all that engine power pushing that mass would be guzzling fuel like nothing fierce and thus sound throaty.

Just a thought! Blink

No space jam in warp. At top speed, the ship just coasts. No need for the engine until it has to slow down again. Removing space jam in regular flight for the next release? Considering the coasting in warp, how about warp in any direction without requiring a target destination "lock" in order to allow constant coasting during warp?

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

KIller Wabbit
MEME Thoughts
#210 - 2013-11-22 20:58:45 UTC
Nitrous Nine wrote:
Nitrous Nine wrote:
I just want to express my love for the new warp speed changes! Big smile

Catching ratters has never been easier! With warp speed rigs, and implants in my stiletto, I can catch a ratting battleship easily in an anom even if he starts aligning the second I enter system.

I proved this four times yesterday:
http://eve-kill.net/?a=kill_detail&kll_id=20543956
http://eve-kill.net/?a=kill_detail&kll_id=20544969
http://eve-kill.net/?a=kill_detail&kll_id=20551171
http://eve-kill.net/?a=kill_detail&kll_id=20551488

Thanks CCP! I love the warp & Interceptor changes!


After a few more days of hunting in my Stiletto, I found that my first post was not quite true. Although on the first day of the patch I caught every BS I warped to, I assumed that ment that with the warp speed changes I could catch them even if they started warping as soon as I entered system. However, over the last two days there have been several times when the BS was just leaving grid when my stiletto came out of warp, so my initial assertion that I could catch a BS even if they start warping the instant I enter system isn't true, but if even waiting a few seconds before waping could spell their death. Despite this it is true that with the warp speed changes catching ratters is much easier. Here are four more examples since patch to prove that point:
http://eve-kill.net/?a=kill_detail&kll_id=20578166
http://eve-kill.net/?a=kill_detail&kll_id=20577811
http://eve-kill.net/?a=kill_detail&kll_id=20566040
http://eve-kill.net/?a=kill_detail&kll_id=20565314

Like some other posters said, they are not fit for anti-tackle. I think that with Rubicon we'll see an evolution of more anti-tackle BS fits and natrual selection will weed out the ones that don't adapt.

- Nitrous



Are you keeping track of the distance for each attempt? Could simply be longer warps giving them the extra seconds they need.
Rammix
TheMurk
#211 - 2013-11-23 01:55:25 UTC  |  Edited by: Rammix
Oraac Ensor wrote:
Rammix wrote:
Oraac Ensor wrote:
Rammix wrote:
MWD activation sound is awful. Like scratching a glass with metal. Awful.

This is obviously playing differently on different systems. I think it's great, doesn't sound anything like metal on glass to me - more like the revs being turned up on a powerful electric motor.

How so? So many games, so many sounds and this one is so special that it sounds SO differently on different SYSTEMS? Nonsence.
Maybe you're just a bit deaf to the higher-pitched sounds. Lol It can be if you have listened to a similar pitch sound which was too loud.

So the game can't work differently on different systems?

Go tell that to all the players complaining that their launcher is messed-up - mine is fine so there can't be anything wrong with theirs, right?

[Edit] Same goes for all the graphics distortions that people complain of. Nothing wrong with my graphics, so theirs must be behaving exactly the same, right?

Sound doesn't change on different - relatively modern - systems, it's just ridiculous. It can depend only on your speakers and only veeery slightly.
A known thing: some people find the screeching high sound of scraping a glass with a metal very unpleasant, and other don't find that sound annoying at all.
And I'm not the only person who hates the new sound, there are a lot of us.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Rammix
TheMurk
#212 - 2013-11-23 02:13:42 UTC
Min Mar wrote:
WHs generate random noises when nothing is happening to them. For example, while watching a WH, it made the "decrease in size" sound but no one had gone through to generate the sound.

Yeah, noticed it once.

Rikiri Kardo wrote:
Ok, after living with it for a few days... I really don't see that you guys had to slow Battleships down so much. More speed for ceptors? Great! But this is just adding more dead game time while we warp. Not needed , just my opinion for feedback. (and I'm usually one of the silent masses of Eve)

Coming out of warp in a BS is now so slow, that you can say "Hello!" and "How are you doing?" in local to people on the grid while you're still entering it.
I suppose, with 10% TiDi you can even say "hello" to everyone of 200 people on the grid personally and ask about health of their relatives.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Oraac Ensor
#213 - 2013-11-23 03:39:54 UTC  |  Edited by: Oraac Ensor
Rammix wrote:
Sound doesn't change on different - relatively modern - systems, it's just ridiculous.
But the picture does?

So the sound is uniquely immune from distortion, but everything else is vulnerable?

I don't buy that.

If a graphics card can mess up the picture I see no logical reason why an audio card can't mess up the sound.

Rammix wrote:
A known thing: some people find the screeching high sound of scraping a glass with a metal very unpleasant, and other don't find that sound annoying at all.
Quite probably, but I repeat: the sound on my system bears absolutely no resemblance to metal on glass (and I speak as someone who cringes at the sound of a knife scraping across a plate).

Rammix wrote:
And I'm not the only person who hates the new sound, there are a lot of us.
So you, like lots of others, don't like the sound or don't like it as it is interpreted by your system. Fine, I don't doubt what you say, but I'm simply offering the opinion that it could be due to some sort of incompatibility between CCP's software and your sound card.

No need to get your knickers in a twist.
Rammix
TheMurk
#214 - 2013-11-23 06:29:10 UTC
Oraac Ensor wrote:
Rammix wrote:
Sound doesn't change on different - relatively modern - systems, it's just ridiculous.
But the picture does?

So the sound is uniquely immune from distortion, but everything else is vulnerable?

I don't buy that.

You don't get that.
Video in games is not a streamed film, it's being dynamically made up by very complex algorythms.
The sound is on the contrary - is a stream stored in a file and played when needed with some effects and mixing. Basically - as far as I can understand - the whole sound "picture" is a hierarchy of scripted streams.

Oraac Ensor wrote:

If a graphics card can mess up the picture I see no logical reason why an audio card can't mess up the sound.

Your image of how it's working is too far from realism. It's not graphics card missing with a picture, it's code making graphics cards do unexpected things.
If sound card was SO crappy that could mess with sound in such degree it would be sensible in every application, not only in eve. Putting it simple, for playback, sound cards convert digital sound streams into analogue signal.
What graphic cards do is much much more complex, their work is somewhat similar to what CPU does but has differences coming from specializition on graphics.

Your whole line of thinking is so utterly absurd that I have to explain obvious things (like, that graphics cards and sound cards do things of totally different levels of complexity).

Oraac Ensor wrote:

Rammix wrote:
A known thing: some people find the screeching high sound of scraping a glass with a metal very unpleasant, and other don't find that sound annoying at all.
Quite probably, but I repeat: the sound on my system bears absolutely no resemblance to metal on glass (and I speak as someone who cringes at the sound of a knife scraping across a plate).

Not exactly that sound, but mwd is close to it. Don't know what else to say. Try to zoom closer or reset camera and only then activate mwd, with volume up. If you'll still like it when it's loud, well, the Sound Guys of ccp and you share the same taste for sounds.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Rek Seven
University of Caille
Gallente Federation
#215 - 2013-11-23 11:06:35 UTC
Ezio Burner wrote:

I understand and works for people with enough accounts or medium size corp, but we are an small corp we need all character on duty, and sometimes we have like 5 to 6 wh gates open. to collapse all of them are risky and take lot of time for a small corp


Here is a workaround for that... Move out of wormhole space!

Wormholes haven't been designed so you can mine risk free. If you're not cleaver/brave enough to close incoming wormholes and then keep eye on the system scanner for new signatures, then you would be better off in high sec.

Ja'ho sun
Series of The Ridiculous
#216 - 2013-11-23 21:20:40 UTC
plz remove the reset camera **** when alt+click is used. really makes it stupid hard when I try to kite a fleet and my camera resets every time I click where I want to go. remove or allow for a change in hotkeys in the shortcut window
Swiftstrike1
Swiftstrike Incorporated
#217 - 2013-11-24 19:35:24 UTC
The thumbnail pictures of command ships with new models still shows the old model on kill mails.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Porucznik Borewicz
GreenSwarm
#218 - 2013-11-24 20:16:01 UTC  |  Edited by: Porucznik Borewicz
Xenial Jesse Taalo wrote:
Porucznik Borewicz wrote:
MWD soundeffect. Really CCP?...

The MWD soundeffect is louder then anything else in the game... CCP is at it again. You can't even hear Aura saying Warp Drive Active. Please CCP, get your sound levels straight before adding the samples to the game. And why, oh why, does it have to be a persistent, looped effect?! And what exactly was wrong with the subtle "Boooooosh!" soundeffect anyway? Sheeesh... Ugh



To be honest I'm sick of hearing every sound effect get derped up. Everything they touch sound effects-wise, they botch. CCP, stop fixing sounds that aren't broken. If you really must, then get a better team for it?

New MWD sound:
- jumps abruptly into its intro sound.
- does not pan its intro or outro sound like the rest of the effect loop.
- is really unconvincing in trying to be directional.
--- it sounds the same from the front as it does from the back
--- it sounds the same from the right as it does from the back (guessing this is a bug)
--- it sounds different from the left as it does from the right
--- can be heard zoomed way out from the front, but is totally silent if my camera is right in the ship's face, but to the side. It's just so unconvincing, because it has been implemented in such a cheap way.
- is sometimes on when I've just undocked.
- sounds like I'm a spectator at an F1 GP.
- the AB sound comes with squeaking metal.
- is obviously too loud. This is not MWD Online. To make it tolerable means Aura is barely audible.

So regardless of the fact that I'm travelling at 7km/s in space and am expected to believe that it's thanks to some mechanically whirring, squeaking engine, the implementation itself is just amateurish.

How hard is it to make a sound effect that synchronises properly with the speed, and pans correctly, and builds up in a way that makes sense. Like thousands of other games? Is it too hard to make something that the listener can believe is actually connected to what's happening? I could suggest that the sound should change for an overheated MWD as well, because surprise surprise that does nothing to the effect either, but I'm afraid that someone in CCP's sound team might actually do that and stuff that up too.

Of course it's not just the MWD that has me annoyed. They ruined the warp effect. Again, the listener now can't feel or imagine what the sounds are actually connected to. It used to be perfect, a nice soft "boom" and the listener could feel that they are now truly in warp. Nowadays... wtf is going on with warp? Am I falling down a toilet? Can't tell. It used to be perfect.

Stargate effect. Used to be boss. The listener used to understand precisely what every second of that sound meant.
Now it is a big confused slurp, just like the warp sound, with the odd "targetting" sound randomly sitting in there just being more distracting. And that is also obvious.

So yeah, it's not just that the new effect is bad, it's that they keep borking up things in really dumb, obvious ways.

Can we please have the AB, MWD, warp and stargate sounds all returned to pre-Inferno? They were all simply much better.
Signed, signed and signed. CCP get the old soundeffects back. Yesterday I was in the 1900 peeps fight in ZJA-6U and ALL I WAS HEARING was this crappy new MWD effect. Literally it was the ONLY thing I could hear. Zoom levels? Actual distance to ships using the MWD module? Direction? Whateeeeeeevaaaaaaaaaaaa... This crap was EVERYWHERE. It's in the same league of fail as the can / wreck "KA-KLANG!" crap was. And needs to be reverted ASAP just like it. This s*%t is so annoying.

EDIT: Christ, there is also a new AB sound!? Oh boy...
Sakura Nihil
Faded Light
#219 - 2013-11-24 21:03:03 UTC
This is minor, but when you dropped the number of slots on the Malediction from 4 to 3, it makes a fully-fit ship look weird. Fit one up with turrets or launchers, and you'll see what I mean.
Vaju Enki
Secular Wisdom
#220 - 2013-11-24 23:02:41 UTC
Xenial Jesse Taalo wrote:
Porucznik Borewicz wrote:
MWD soundeffect. Really CCP?...

The MWD soundeffect is louder then anything else in the game... CCP is at it again. You can't even hear Aura saying Warp Drive Active. Please CCP, get your sound levels straight before adding the samples to the game. And why, oh why, does it have to be a persistent, looped effect?! And what exactly was wrong with the subtle "Boooooosh!" soundeffect anyway? Sheeesh... Ugh



To be honest I'm sick of hearing every sound effect get derped up. Everything they touch sound effects-wise, they botch. CCP, stop fixing sounds that aren't broken. If you really must, then get a better team for it?

New MWD sound:
- jumps abruptly into its intro sound.
- does not pan its intro or outro sound like the rest of the effect loop.
- is really unconvincing in trying to be directional.
--- it sounds the same from the front as it does from the back
--- it sounds the same from the right as it does from the back (guessing this is a bug)
--- it sounds different from the left as it does from the right
--- can be heard zoomed way out from the front, but is totally silent if my camera is right in the ship's face, but to the side. It's just so unconvincing, because it has been implemented in such a cheap way.
- is sometimes on when I've just undocked.
- sounds like I'm a spectator at an F1 GP.
- the AB sound comes with squeaking metal.
- is obviously too loud. This is not MWD Online. To make it tolerable means Aura is barely audible.

So regardless of the fact that I'm travelling at 7km/s in space and am expected to believe that it's thanks to some mechanically whirring, squeaking engine, the implementation itself is just amateurish.

How hard is it to make a sound effect that synchronises properly with the speed, and pans correctly, and builds up in a way that makes sense. Like thousands of other games? Is it too hard to make something that the listener can believe is actually connected to what's happening? I could suggest that the sound should change for an overheated MWD as well, because surprise surprise that does nothing to the effect either, but I'm afraid that someone in CCP's sound team might actually do that and stuff that up too.

Of course it's not just the MWD that has me annoyed. They ruined the warp effect. Again, the listener now can't feel or imagine what the sounds are actually connected to. It used to be perfect, a nice soft "boom" and the listener could feel that they are now truly in warp. Nowadays... wtf is going on with warp? Am I falling down a toilet? Can't tell. It used to be perfect.

Stargate effect. Used to be boss. The listener used to understand precisely what every second of that sound meant.
Now it is a big confused slurp, just like the warp sound, with the odd "targetting" sound randomly sitting in there just being more distracting. And that is also obvious.

So yeah, it's not just that the new effect is bad, it's that they keep borking up things in really dumb, obvious ways.

Can we please have the AB, MWD, warp and stargate sounds all returned to pre-Inferno? They were all simply much better.


Fix MWD and AB sounds!

The Tears Must Flow