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1.7 Sound Overlaps...

Posted: 30-06-2003 16:19
by Bodom
So far I like everything in 1.7 except for the sounds. I've noticed a major bug recently that is only intensified by the increased crowd volume on every map. In 1.7, if too many sounds take place in a small period of time (crowd sounds are really the cause of this), you get certain sounds drowned out or completely killed, usually the important ones. For example, while playing cube I'll often not hear myself get hit by someone's gun (you normally hear the grunt), which really throws off my gameplay because I think they missed. Also, I've noticed hammer sounds missing in a lot of places, as well as missing pain grunts coming from other players when you hit them. Finally, with such an incredibly quiet charge sound (too quiet if you ask me) and a very noisy crowd, keepers/defense have a harder time than they should. It's a definite defensive advantage to play on a map without a crowd now.

Posted: 30-06-2003 16:22
by R3L!K
i've noticed missing sounds too

Posted: 30-06-2003 16:37
by Khushdi
me too in my last game on cube :(

Posted: 30-06-2003 17:06
by InSaNe
It's just another try to save DB by DavidR, if you ask me the criwd should be eliminated or be very quiet, but I'm very pissed about the keeper. At least the keeper should hear the charge up sounds so we can actually stop one on ones....


-[V3]InSaNe

Posted: 30-06-2003 17:23
by Bodom
There needs to be a period of testing with the charge up sound and its effects on keeps...it's either going to really create a large skill based gap between the truly great and just mediocre keeps, or it's going to kill keeping completely.

Posted: 30-06-2003 17:45
by InSaNe
Yeah IMO it's gonna eliminate keeping...


-[V3]InSaNe

Posted: 30-06-2003 18:21
by 1234Bedlam
Kill keeping?

Sorry but I find that funny :P

Posted: 30-06-2003 18:25
by Bodom
Kill keeping as in you'll see no new keepers coming from the community to replace ones that lose interest in the game, simply because keeping is too hard w/o sound.

Posted: 30-06-2003 19:50
by 1234Bedlam
No one liked to keep anyway.

Spawn in goal stay there - thats whats spammed on our public servers every few minutes. It seems to be working for the most part - sure the first goal might be a easy one because nobody spawns in goal to start off with.

Posted: 30-06-2003 20:05
by drifter
<<< keeper

I've been playing 1.7(beta) for about 3 weeks now, I have no issue any more hearing the power up, (it took me a few games to get used to it) getting some headphones is my best advice.

I can't comment too heavily on the "missing sounds" subject - apart from the fact I haven't noticed anything yet myself.

There has already been quite a lot of feedback on the "powerup sound" topic while 1.7 was in the beta stages. (if you're interested in them, do a search, it doesn't bite! :) )

As far as playing the game with quote "no sound" /quote is concerned, A lot of online and FPS games these days rely on sound to give you "the edge". I would not want to play db without sound, even, (heaven forbid) if I did play on the pitch instead of in the net.

Posted: 30-06-2003 21:09
by Surge
i'll keep occasionally at starts of games and such becuase no one else will (because no 1 spawns keep at the start). I dont have a problem trying to keep because the more i do it the better i get at it. If they're shooting past where you can hear them charge, you'll most likely save it anyways.

Posted: 01-07-2003 00:28
by Khushdi
my missing sounds have gotten worse, i just had a clanwar, and i contanstly lost sound all the time, i dont know whats up

Posted: 01-07-2003 00:31
by YoYo789
do your speakers work? :P

Posted: 01-07-2003 01:04
by Catalyst88
The only sound I seem to miss is the charge-up when shooting, it's still far too quiet...

Posted: 01-07-2003 01:19
by The_One
i never have a problem hearing the charge up sound, but then i'm using headphones.