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[Rubicon] Audio changes feedback

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Author
Lil' Brudder Too
Pistols for Pandas
#281 - 2013-11-27 17:21:55 UTC  |  Edited by: Lil' Brudder Too
CCP WhiteNoiseTrash wrote:
That's the thing. ;) it worked on SISI and on our internal server.
the second it went live on TQ - something odd happened.

Ever think that *maybe* you need to adjust SiSi or your internal to be more like TQ so that this thing doesn't happen....every...single...patch.

Also...
Lil' Brudder Too wrote:
Things like the new (awful) MWD and afterburner sounds seem bugged...when someone on grid runs them, the sound will continue to play when you are offgrid from the source (and seem to get MUCH louder whilest doing so). (With the new cepter warp speed, i'm still hearing the MWD sounds from the guys at the undock/gate...after i've already exited my warp to the next gate.

Also they seem to get 'paused' when going through a gate, then continue on the other side. Also, this sound seems to not have any 'distance reduction' in volume when others are doing it. It seems to be my camera's proximity to my own ship, not my ships proximity to the source, that determines volume.

Also, stop resetting my friggin camera!!!!
CCP WhiteNoiseTrash
C C P
C C P Alliance
#282 - 2013-11-27 18:43:13 UTC
Lil' Brudder Too wrote:
CCP WhiteNoiseTrash wrote:
That's the thing. ;) it worked on SISI and on our internal server.
the second it went live on TQ - something odd happened.

Ever think that *maybe* you need to adjust SiSi or your internal to be more like TQ so that this thing doesn't happen....every...single...patch.

Also...
Lil' Brudder Too wrote:
Things like the new (awful) MWD and afterburner sounds seem bugged...when someone on grid runs them, the sound will continue to play when you are offgrid from the source (and seem to get MUCH louder whilest doing so). (With the new cepter warp speed, i'm still hearing the MWD sounds from the guys at the undock/gate...after i've already exited my warp to the next gate.

Also they seem to get 'paused' when going through a gate, then continue on the other side. Also, this sound seems to not have any 'distance reduction' in volume when others are doing it. It seems to be my camera's proximity to my own ship, not my ships proximity to the source, that determines volume.

Also, stop resetting my friggin camera!!!!


Did you ever think about, that telling that to the audio guy has no effect at all since he can't do anything about exactly 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.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#283 - 2013-11-27 18:44:50 UTC
Pu de Kat wrote:
Good Morning guys,
Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders.


if you are 30km from the wormhole, you should hear a dark thud when someone goes 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.

Pu de Kat
Viziam
Amarr Empire
#284 - 2013-11-27 22:22:32 UTC
Still - I miss the old wormhole entry sound. Much harder to watch us Football while mining as the sound is now pretty subtle.Mining is boring enough without making it stressful.Lol
CCP WhiteNoiseTrash
C C P
C C P Alliance
#285 - 2013-11-27 23:31:17 UTC
Pu de Kat wrote:
Still - I miss the old wormhole entry sound. Much harder to watch us Football while mining as the sound is now pretty subtle.Mining is boring enough without making it stressful.Lol


I totally agree.
Yet I remember a pretty big fuzz for the last expansion, because I changed the actual sound of the WH jump :D

But I am putting something similar back. Yet it was a bug that you could hear it this far away, the way you could - so many players seem to use it to their advantage and information about what is going on, that I cannot just remove and have no intention of breaking it.

So I'll come up with something similar.

after all . I do mine in wormholes myself ;)

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
#286 - 2013-11-27 23:49:36 UTC  |  Edited by: Alvatore DiMarco
CCP WNT, any update on your supervisor or whoever allowing/disallowing you to mess around with the Bastion sounds? I know there's no way a sound could be modified and remixed and sent out to SiSi so quickly, but I'm curious on if the idea to touch them at all was given approval or not.
Tul Breetai
Impromptu Asset Requisition
#287 - 2013-11-28 15:00:04 UTC
CCP WhiteNoiseTrash wrote:
Pu de Kat wrote:
Good Morning guys,
Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders.


if you are 30km from the wormhole, you should hear a dark thud when someone goes through the hole.

Confirming this is audible and kinda cool, it was difficult to get used to at first but once spending hours camping a wh while dozing, I'm back to the old routine of waking up everytime I hear it! Of course, it's harder to discern, ESPECIALLY WITH THE VVVVVRRRROOOOOOOOOOOMVVVROOOOM VRRRRRRRRRROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM, and honestly, when my very existence depends on camping a wh for hours at times, it's not op to be able to consistently hear the sound while multitasking.

I like that it differentiates between entering and exiting, but it's an annoying complexity, not the cool kind like small turrets named "Medium Pulse Lasers" -.-

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#288 - 2013-11-28 23:35:54 UTC
Alvatore DiMarco wrote:
CCP WNT, any update on your supervisor or whoever allowing/disallowing you to mess around with the Bastion sounds? I know there's no way a sound could be modified and remixed and sent out to SiSi so quickly, but I'm curious on if the idea to touch them at all was given approval or not.


That part does not need as much approval as much as so many other things.
I have just been extremely busy fixing all the bugs - that appeared out of thin air - that I haven't been able to touch on this yet. sorry.

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
#289 - 2013-11-28 23:38:35 UTC
Tul Breetai wrote:
CCP WhiteNoiseTrash wrote:
Pu de Kat wrote:
Good Morning guys,
Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders.


if you are 30km from the wormhole, you should hear a dark thud when someone goes through the hole.

Confirming this is audible and kinda cool, it was difficult to get used to at first but once spending hours camping a wh while dozing, I'm back to the old routine of waking up everytime I hear it! Of course, it's harder to discern, ESPECIALLY WITH THE VVVVVRRRROOOOOOOOOOOMVVVROOOOM VRRRRRRRRRROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM, and honestly, when my very existence depends on camping a wh for hours at times, it's not op to be able to consistently hear the sound while multitasking.

I like that it differentiates between entering and exiting, but it's an annoying complexity, not the cool kind like small turrets named "Medium Pulse Lasers" -.-


small turrets named medium ???

I changed some stuff on the wormhole, so it's more audible further away and easier to hear in many cases. but the sound won't be the same as it used to be, because that is the sound of "you" going through.
It will only be the booming sound and so on, when someone goes through, so you will have to know your sounds - but shouldn't be too hard to differentiate between them all to know that someone just went through.

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
#290 - 2013-11-29 05:47:14 UTC
CCP WhiteNoiseTrash wrote:
small turrets named medium ???


He's referring to the fact that a long time ago, the largest frigate-sized lasers were named "medium" for some strange reason. It was confusing to some people and they have since been renamed.
Tul Breetai
Impromptu Asset Requisition
#291 - 2013-11-29 13:20:35 UTC
Alvatore DiMarco wrote:
CCP WhiteNoiseTrash wrote:
small turrets named medium ???


He's referring to the fact that a long time ago, the largest frigate-sized lasers were named "medium" for some strange reason. It was confusing to some people and they have since been renamed.

It was cool, and really not that difficult.

CCP WhitNoiseTrash: New wormhole sounds are fine, I've gotten used to them, but I'm hearing the same sound when they exit and enter now. Was chasing a cheetah just before downtime, didn't even realize he left again.

And not to hassle you too much, but when are the prop mod sounds gonna be fixed/removed? I leave my world sound on max, because *wormholes*, and it's painful. Can't you make wormholes louder or prop mods softer?

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#292 - 2013-11-29 14:36:18 UTC
Tul Breetai wrote:
Alvatore DiMarco wrote:
CCP WhiteNoiseTrash wrote:
small turrets named medium ???


He's referring to the fact that a long time ago, the largest frigate-sized lasers were named "medium" for some strange reason. It was confusing to some people and they have since been renamed.

It was cool, and really not that difficult.

CCP WhitNoiseTrash: New wormhole sounds are fine, I've gotten used to them, but I'm hearing the same sound when they exit and enter now. Was chasing a cheetah just before downtime, didn't even realize he left again.

And not to hassle you too much, but when are the prop mod sounds gonna be fixed/removed? I leave my world sound on max, because *wormholes*, and it's painful. Can't you make wormholes louder or prop mods softer?


The wormholes should be more audible on monday.
along with some other changes.

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
#293 - 2013-11-29 15:22:34 UTC
Quick poll here:
Which sound cards are you using?

on-board realtek ? soundblaster whatever?
send me a PM. I'm gathering data on the subject.

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.

Sable Moran
Moran Light Industries
#294 - 2013-11-29 15:43:30 UTC  |  Edited by: Sable Moran
CCP WhiteNoiseTrash wrote:
send me a PM.


You have your CSPA fee on, it's only the default 2950 ISK but you might want to disable that. Anyway Evemail sent.

Edit: After thinking it a bit it occurred to me that CCP might want to create another ISK sink and if that is indeed the case, carry on good sir after all more ISK sinks are needed. The sink / faucet balance isn't quite there.

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

Maximus Aerelius
PROPHET OF ENIGMA
#295 - 2013-11-29 19:36:01 UTC
Sable Moran wrote:
CCP WhiteNoiseTrash wrote:
send me a PM.


You have your CSPA fee on, it's only the default 2950 ISK but you might want to disable that. Anyway Evemail sent.


All the above...and sent along with links.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#296 - 2013-11-29 20:10:27 UTC
Looks like the Monday patch is on Sisi already confirmed with audio changes. Test awayBig smile

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

See you around the universe.

CCP Habakuk
C C P
C C P Alliance
#297 - 2013-11-29 20:46:14 UTC
Salpun wrote:
Looks like the Monday patch is on Sisi already confirmed with audio changes. Test awayBig smile


Singularity has only the first part of the changes for Monday, as far as I have seen. More changes will come with the next patch (probably tomorrow).

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#298 - 2013-11-29 21:17:27 UTC  |  Edited by: Salpun
CCP Habakuk wrote:
Salpun wrote:
Looks like the Monday patch is on Sisi already confirmed with audio changes. Test awayBig smile


Singularity has only the first part of the changes for Monday, as far as I have seen. More changes will come with the next patch (probably tomorrow).

Thanks for the clarification.
Update: Second half of the patch is on Sisi now

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

See you around the universe.

Lil' Brudder Too
Pistols for Pandas
#299 - 2013-11-30 23:19:37 UTC
Are you going to fix the fact that all these MWD/AB sounds from everyone else's ships are dependent on how far you have your camera away from your ship...and not how far away your ship is from them on the actual grid?

(currently warping past an RvB fight 200k away from gate is painful when the camera gets reset to closest zoom on my personal ship)
CCP WhiteNoiseTrash
C C P
C C P Alliance
#300 - 2013-12-01 02:28:32 UTC
Lil' Brudder Too wrote:
Are you going to fix the fact that all these MWD/AB sounds from everyone else's ships are dependent on how far you have your camera away from your ship...and not how far away your ship is from them on the actual grid?

(currently warping past an RvB fight 200k away from gate is painful when the camera gets reset to closest zoom on my personal ship)


Currently the mic' is set to the camera, meaning that you may zoom out from your own ship, but that may put you closer to other things.
We could do so, that your ships was the center of the curves controlling everything, but that would create other problems.

We are of course working on a system, where you would be able to customize these settings, but so far it's all just a wet dream

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.