Another rant post about audio

Majority of Havoc runs end in a wipe to some sort of issue the game has. Lack of audio, instant pouncing hounds, buggy bursters, ninjas in carapace, etc. Literally what is the point if all the difficulty that comes from this game is artificial and stemming from bugs that ramp up with every patch. Hounds especially are egregious this update and seemingly only do their instant pounce over anything else. You can’t count on them acting normally.

Side note, the knockback effect hounds and the LT boss charge have needs to go. There’s no reason for these things to be in the game considering it has genuinely zero counterplay.

And yes I necroed my own post I’m rather upset. These bugs need to be addressed the game is slowly becoming more and more unplayable.

I feel like this is partially intended (when they run into a straight line and pounce), but they have been doing no wind-up pounces when facing a compeltely diffirent diresction like insane as of lately, which is soooooo annoying

I started recently playing VT 2,some of this crap came from it to darktide, like assassin rat(dog analogue) with his ass pounces and other ai breaks or trapper rat clunky sound being lost within really thick engagement, like horde+patrol = good luck hearing it. Sometimes i can hear how his sounds get gradually more silent as other enemies appear.

I had two poxbursters in a row with audio issues on the bridge section of Dark Communion in Havoc 40, one did not make any sound, no beeps, no jumping sound, no explosion sound, the second one did not make a sound until it jumped.

And this was not even in a particular hectic moment either, so there was not a lot of other sounds that could have drowned them out.

Dark communion on that last part of the bridge has had that audio problem in that specific area since the map launched. Amazing it hasn’t been patched or looked into yet.

How is Specialist spam not a contributor to audio cue overload? Every Specialist has a sound cue, time is finite and all compete with each other for a slot. Ratchet up the Specialists and there WILL be sound cues missed.

Can’t predict the future with surgical precision? Skillcheck!

I don’t know since the post i was answering to doesn’t mention specialists once, so chill and step on brakes!

As for the rest, yes claiming that enemy spam is a core issue for most audio problem is indeed an oversimplification, because vast majority of the current sound issue is caused by the interaction between broken staging, tiles and depth propagation!

I don’t wanna be rude or argue, but there are several “sounds” issues happening at once and we might not be talking about the same one, okay? But right now, some of the sound cues missing and sounds cues overload are two completely separate things with a separate reasons for happening!

The silent burster? Or silent trapper? That’s because the game either doesn’t know where you are or where the burster/trapper is or that the tiles are supposed to be next to each other. Nothing to do with sound engine or overloads!

giphy (4)

That reads like very specific industry jargon that a dev would be familiar with and I’m not, but still…

Is it possible that maybe, just maybe one of the reasons it doesn’t know where the Burster/Trapper is, is because it’s attempting to track more than the engine is capable of tracking?

Say, do you have it sometimes happen that bursters etc ignore the pushback from shouts and other area effects? Just go straith thru it like it didn’t happened?

That makes sense, i had a feeling it had something to do with the location we were in.

The broken audio is absolutely getting to breaking point with my desire to keep playing this (3,000+ hours, this is the only thing burning me out).

@FatsharkQuickpaw Begging you to request to the devs this is the #1 issue they focus on improving/fixing.

Yup occasionally.

Yeah so that and some of the sound issues are related, one issue with several different manifestations.

Maybe you sometimes also saw mobs just standing and doing nothing being confused for unnatural amount of time, that’s also part of the same problem.

That’s what i meant by calling it a gross oversimplification, because large chunk of the sound issues got nothing to do with the sound!

If we ever had a list about “small” issues which you would give your left nut to fix, this is the one.

I have no idea whos idea it was to add “random” stagger to the game which results in a LOSS of control over your character, but in a game build around supposed player movement and dodging this an insanely bad design decision / accidental impact.

I even had few cases where a silent dog run past me and “pushed” me off the map when I was sliding. Absolute garbage moment to moment gameplay. I don’t think the issue with captain void shield explosion has been fixed either.

or you see it coming, have full stamina since you’re just standing there, push it, and nothing happens, you get hit and look like a complete noob that can’t shove a pox.

same for the damn dogs jumping sideways without any wind-up, or with a sound heard only in that very moment,if at all.

Look I’ma be honest this one is just him not hearing the trapper because his music is on.

Interesting, can you elaborate a bit more on how the interaction between staging, tiles and depth propagation causes the “vast majority of the current sound issues”?

Maybe but it was a satisfying combo to watch and one I’m all too familiar with. :upside_down_face:

I hear every enemy in that clip but the trapper.