Jump to content

Audio Is Offensive


85 replies to this topic

#21 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 03 April 2015 - 07:32 AM

oy,.. and the smoke pouring off the awesome..
Progress isnt linear is it? or necessarily in the right direction. .

#22 LordBraxton

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,585 posts

Posted 03 April 2015 - 07:35 AM

Everything was better in CB. My group of friends support a (conspiracy) theory, that most of the CB assets were recycled from some long forgotten Smith&Tinker Pre-Alpha. Which is why PGI has been unable to match the quality of any of their original assets since. (Ureal3-Cryengine is the hole in this theory) still... It just doesn't add up, when you have the same team of developers... unable to match their product quality from 3 years ago... Seriously, WHY were the graphics\effects\sounds\animations\collision\everything better 2+ years ago??

#23 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 03 April 2015 - 07:40 AM

View PostMoonfireSpam, on 03 April 2015 - 07:28 AM, said:


Well it is MWO forums. Going to also say the sounds are in a decent spot (although not sure why they were ever changed, the old ones are better). It would be far more annoying if it sounded like being in a boiler room then entire time.

Hyperbole in the OP is offensive.

i take offense . It isnt hyperbole what so ever.. It is a description of the sounds in the game, which IMO, are horrible .
Furthermore, the absence of ANY type of improvement in said sounds over the course of years now is inexcusable.

Saying at least it doesnt sound like inside a boiler room is, if I were to guess, false equivalence.

btw. I wear headphones too.

Since we dont have collision , iow, meat, between the mechs and environment, visual fidelity between mechs and the environment that looks artificial .. at best, something like the audio landscape becomes VERY important..

#24 Insects

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 995 posts
  • Locationstraya

Posted 03 April 2015 - 07:43 AM

Open sound modification up to the community, simply make it "legal" to use own sound files.
Zero PGI resources or effort.
We all gets sounds not made on an 80's synthesizer keyboard.

#25 Thorn Hallis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,902 posts
  • LocationUnited States of Paranoia

Posted 03 April 2015 - 07:50 AM

A lot of technical fidilety was lost over time. Dunno why it is that way, but it makes me sad to watch old videos of MWO and then start up the client.

#26 Shredhead

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,939 posts
  • LocationLeipzig, Germany

Posted 03 April 2015 - 09:06 AM

View PostLordBraxton, on 03 April 2015 - 07:35 AM, said:

Everything was better in CB.

Hyperbolic nonsense! Film grain and blur effects were nasty, PPC sounds were awful, the rest of the sounds were mostly meh, fps in CB were horrible.

Quote

My group of friends support a (conspiracy) theory, that most of the CB assets were recycled from some long forgotten Smith&Tinker Pre-Alpha.

Bullshit.

Quote

Which is why PGI has been unable to match the quality of any of their original assets since. (Ureal3-Cryengine is the hole in this theory) still... It just doesn't add up, when you have the same team of developers... unable to match their product quality from 3 years ago... Seriously, WHY were the graphics\effects\sounds\animations\collision\everything better 2+ years ago??

Only 16 players, less effects, smaller maps, no HSR, less assets.

If you can't hear the ambient sounds, turn up the volume! I agree there need to be sounds for bumping into stuff, and I liked the old (non pulse) laser sounds better, but that's about it.
If you think this game was better in CB, you need to get rid of those rose colored glasses, seriously!

#27 xeromynd

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,022 posts
  • Facebook: Link
  • Twitter: Link
  • LocationNew York

Posted 03 April 2015 - 09:49 AM

View PostLordred, on 03 April 2015 - 07:21 AM, said:

Presenting, old Laser noises, Missile noises, PPC noises, and AC Noises.


They were much better then what we have now.




Thank you thank you thank you.
This thread is something that's never gained traction before.

Literally ALL of the sounds back in beta were better than what we have now.
Listen to everything in this video. Guns sound MEAN, especially the IS LL. The PPC actually sounds like a giant particle cannon, not the sloshy dull boring sound we have now.

Also, remember when LRMs used to freakin' spiral at targets!!

Only sound I like now is the IS LB10, all autocannons sound weak and generic. UAC is kind of cool I guess.
Biggest problems imo are the sloshy PPC sound and all IS missiles. Clan missiles are awesome, IS missiles sound more like flamers than missiles.

#28 Catra Lanis

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,183 posts
  • LocationSweden

Posted 03 April 2015 - 09:59 AM

I don't like the AC:s slap slap slap. Yes a real one has a rather dry and sharp sound but this is a game. I'd like a throatier sound, doom doom doom!

#29 terrycloth

    Member

  • PipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 769 posts

Posted 03 April 2015 - 11:18 AM

Huh. I always thought the sounds were pretty well done. Everything sounds distinct so that you can often tell what's going on just by listening to it, and there are the little touches like the airless HPG map. And every mech gets its own engine+torso twisting noises.

Clan LRMs especially... that sound is like sex.

#30 That Dawg

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 1,876 posts

Posted 03 April 2015 - 11:20 AM

Leave the sound PLEASE

God only knows what a kick in the balls "fixing" the sound would do to my frame rates

#31 Madcap72

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 752 posts
  • LocationSeattle

Posted 03 April 2015 - 11:30 AM

Should make it more realistic.



have the sound be the screaming of pumps and fans, with occasional exteriror noises from either really loud weapons muffled through the nerohelmet (bascially everything sounding like HPG manifold) or if in a low power state (i.e. throttled down) maybe have exteriror mikes like are mentioned in the books.

#32 That Dawg

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 1,876 posts

Posted 03 April 2015 - 11:40 AM

View PostMadcap72, on 03 April 2015 - 11:30 AM, said:

Should make it more realistic.



have the sound be the screaming of pumps and fans, with occasional exteriror noises from either really loud weapons muffled through the nerohelmet (bascially everything sounding like HPG manifold)



LOL, my 10 year old Honda doesn't make those noises!

#33 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 03 April 2015 - 11:45 AM

The only sounds I have a problem with are the sound of limbs getting blown off, it's way to high pitched, sounds like breaking glass and residential electrical conduit, instead of sounding like shearing high-tensile metals and high tension fibers snapping(plus, why does a destroyed limb have to always fall/be blown off?).

And ammo cooking off...sounds like popcorn popping on the other side of the house.

Other than that, we do need more immersive and interactive sounds...especially concerning collisions.

Edited by CocoaJin, 03 April 2015 - 11:47 AM.


#34 Madcap72

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 752 posts
  • LocationSeattle

Posted 03 April 2015 - 12:23 PM

View PostThat Dawg, on 03 April 2015 - 11:40 AM, said:



LOL, my 10 year old Honda doesn't make those noises!

Is your 10 year old Honda 25-100 tons and powered by a fusion reactor with high energy and chemically powered weapons hanging all over it utalizing electro-optical control circuitry to manouver, fire, and communicate?

So yea, I bet it doesn't. ;)

#35 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 03 April 2015 - 12:34 PM

View PostAlistair Winter, on 03 April 2015 - 06:05 AM, said:

The small lasers and small pulse lasers sound like bird songs, not 500 kilogram (!) lasers.

By technicality lasers don't make any sound at all; if you did hear a sound from a laser it's because it has a faulty connection or wiring issue.

But that said, before a laser fires or after it recharges, you would in theory hear something of a mini transformer, especially since a large part of the lasers is that they supposedly have power transformers amplifying the power from the engine to focus it into a beam of "no more than 0.1 to 0.2 seconds".


Posted Image
The above was written before "pulse lasers" actually came into the rules. The 'pulse' laser versus the 'beam' laser are in regards to standard laser variants, with 'pulse' laser in this case referring to 'Zap' lasers of 0.1 to 0.2 second beams. And the minor corrections that came later.
Posted Image
That's 1987.

Of course, lasers are supposedly fired multiple times for their "rating"... meaning like autocannons, you shoot several times to do the stated damage, and each of these "several" shots get dealt to the same body part over and over (tabletop suffers horrifically from pinpoint damage from a lore perspective).

There's also the beam lasers. Many of these I sort of conjured up on my own long before reading these cool bits of info, such as this here:

O.o;

Since there's 44 unique variants of standard medium lasers (not Clan, not ER, not pulse; just regular medium lasers) for battlemechs, with over 60 variants total, it stands to reason that many of them would have different styles.

Later stuff, after the introduction of Pulse lasers into BT, depict pulse laser weapons as practically laser machine guns. Significantly less energy per shot, rapidly fired in a few various methods depending on the brand, and the accumulative effect will generate more damage in the same period of time, as well as more heat, be a bit less effective at range due to the MG-like nature of pulse lasers, and is sometimes mentioned to have multiple emitters (leading to why it weighs twice as much for small and medium class pulse lasers).

Anyway... rant aside. The lasers themselves make absolutely no sound, just like laser pointers and other laser weapons. Even the hum often depicted in high powered lasers are not actually from the laser but from flaws in design work. Much like faulty wiring will cause an outside lamp to 'buzz'.

At best, with charge-up style lasers or while other, 'beam' style lasers are firing you might hear transformers or some other power amplifiers running. Possibly turbines or some other means.




Just imagine these much louder... much, much louder. Sadly, "realism" isn't actually cool. It's the transition from the awesome sounding Bad Company 2... to Battlefield 3's realistic sounds..

So yeah. Anyway... perfectly agree. Many of the sounds really downgraded between 2012 and now. Some are better, most are not.

#36 xeromynd

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,022 posts
  • Facebook: Link
  • Twitter: Link
  • LocationNew York

Posted 03 April 2015 - 12:35 PM

Immersion sounds:

Forest Colony:
-Localized reverb in the cave

Forest Colony & Frozen City Snow:
-Snow hitting and melting on the cockpit window.
-Some occasional wind or something

River City:
-Actual fire or smoke or sounds for buildings that are on fire, distant artillery and battle SFX are already great.

Viridian Bog:
-Lots of potential for nature/animal noises in the distance, especially that worm creature that makes no sound. Trees and brush as you walk by them.

Caustic Valley:
-Pump/factory noise in the bases.
-Rumbling near the caldera



Generators need more noise, turrets need more noise,

#37 Lyoto Machida

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,082 posts

Posted 03 April 2015 - 12:44 PM

View PostLordred, on 03 April 2015 - 07:21 AM, said:

Presenting, old Laser noises, Missile noises, PPC noises, and AC Noises.


They were much better then what we have now.






#38 LordBraxton

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,585 posts

Posted 03 April 2015 - 12:52 PM

View PostShredhead, on 03 April 2015 - 09:06 AM, said:

Hyperbolic nonsense! Film grain and blur effects were nasty, PPC sounds were awful, the rest of the sounds were mostly meh, fps in CB were horrible.

Bullshit.

Only 16 players, less effects, smaller maps, no HSR, less assets.

If you can't hear the ambient sounds, turn up the volume! I agree there need to be sounds for bumping into stuff, and I liked the old (non pulse) laser sounds better, but that's about it.
If you think this game was better in CB, you need to get rid of those rose colored glasses, seriously!


8v8 was better than 12v12 IMO, the old maps were small, but perfect for 8v8, even though I wanted larger maps. There were more effects back then. The graphics were WAY, WAY, WAYYYYY better. The performance has always been ****. The only thing I agree with is that HSR and hitreg has SLIGHTLY improved over the past ~3 years. Everything else? not so much. They even claimed they'd have a fixed knockdown system in ASAP! I guess theyre still workin on that... jk...

#39 Rat of the Legion Vega

    Member

  • PipPipPipPipPipPip
  • The Bushido
  • The Bushido
  • 384 posts

Posted 03 April 2015 - 12:56 PM

Wish they'd add some variety to the menu music. I turned it off because it grows tiresome quickly.

#40 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 03 April 2015 - 01:00 PM

YTF dont all of the AC weapons (Clan & is) have a BADASS reload mechanism sound like the is AC10???? To some degree this needs to be added, if not to the AC2/5 it certianly needs to be added to the LBX20/10. A big boom is not enough for me, I need that IMMERSIVE reload clang!

On a side note, getting hit by a gauss makes a seriously AWESOME twang, more of that and were good!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users