Feedback on Sounds In Game
Using this thread instead of creating a whole new one...
When there are too many mobs walking around, the "walking" sound drowns/kills almost all other sounds in the game. It would be nice if there was a way to keep them all. Also as far as the music: It would be good to crossfade it a little more or at least add some fade out/fade in. In many zones the music just cuts off and then loops again. A few seconds of fading I think would remove that jarring music change. |
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Without prejudice.
The game's Audio Configuration options presently have adjustments for: a. Sound Effects Volume b. Music Volume May I suggest a 3rd option: c. Ambient Background Volume. I found the surf ambient volume for the "Shore Encampment" area too intrusive for me. Reason: My hearing in a non-combat situation must change. Maybe I hear it more. Flight-or-fight situations ambient background sound may be not as noticable by me. Another sound suggestion: In my gaming life, I heard a very soft bell tolling very very slowly, and found it very relaxing... just as a quiet surf would be. Maybe you could include that in an area where relaxation is needed. If you introduce a "Jazz" rythm timing (an in-between time to when you expect the bell to toll), the extra time before it actually tolls will grab attention to it even though it will be whisper quiet. Something I read years ago has stayed with me. "The things that you think are important... aren't" or something very similar. The examples were the painting of the sun. It is not the yellow that makes your eyes squint... it is the shadows. Another example was.. It is not the detail of the main focus that impresses, but the detail in what you don't notice at first. I think the rythm may be just as important as the sound itself. That is maybe why the bell toll sound had such a memorable effect on me. I have no training in sound. I tend to focus, rather than have an overview.. so my suggestions should be taken in that light. Thank-you [big grin] Last edited by Ambu#3570 on Sep 12, 2011, 10:53:21 PM
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" I agree with this, there were several times i didn't even realize i had leveled up. Maybe use Viking style war horns, a metal hammer on anvil 'clang', a somber/ominous bell ring. Just a minor nitpick/thought. Last edited by Grendel976#0036 on Sep 19, 2011, 6:48:50 PM
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Just throwing this in here, I am noticing footsteps that are seemingly right besides me when they are actually a few "screens" off. I think you can tweak those sounds alittle.
Also, when aoeing large groups of monsters with for example ice nova, all sound goes way too mute. So is your face.
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Edit: Cannot remove posts.
Last edited by TheSmokingChimp#1786 on Jan 26, 2020, 9:53:04 AM
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" I wouldn't mind an audio setting for that one too. And another one: d. Footsteps volume (the player character) After hours in the game, the constant sound of my (or other folks) somewhat squishy-shoe sounding footsteps is something I'd like to turn off, independently of the other "sound effects." The music & spell effects I find nicely done and I love the beach wave ambient noises and such. But I don't like the pat-pat-pat-pat sound of feet in any game for very long. :) |
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Ok i dont know if this may just be my sound, however, i've noticed a lot of times when im using Frost Nova that with a small group being attacked the sound is consistent and audible each time it's cast, when you get to a larger group the sound tends to skip out and only occur 1 in 3 casts so to speak.
I havent gone into playing my Light Nova witch yet to see if the same thing occurs with it. |
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My only problem with the sound is the lack of it when you miss. Really wish there was a sound cue for missing since I just thought I was lagging when my hits wouldn't connect. Took me a while to realize that I was in fact missing and not lagging since there was really nothing to indicate otherwise.
A different animation for when you miss wouldn't hurt either. ign: WESTSIDEWOOKIEE
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Would be cool if there was Echo in Dungeons =)
Poe veteran! Have been here sense November 2010.
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