The sound of fire spreading is also not playing… along with poxbursters prior to their leap and trappers taunting you when approaching your location.
That is all, please hire better people.
The sound of fire spreading is also not playing… along with poxbursters prior to their leap and trappers taunting you when approaching your location.
That is all, please hire better people.
I’ve not the time, nor software, but maybe you (or someone) could record the audio, independently, of each of these:
poxburster
mutant
trapper
10 pox walkers
and then overlay them all with the same start time. I’m really curious to know what it’d sound like!
I suspect it’d be an audio mush, likely dominated by the overly loud mutant, which is the difficulty I guess FS are facing in to right now.
By overloading the game with specials and elites, in order to provide the balance they thought they needed in patch 13 (XBOX - Hello), it’s suddenly just a cacophony of competing sound cues.
“Regardless of what we discover, we understand and truly believe that everyone did the best job they could, given what they knew at the time, their skills and abilities, the resources available, and the situation at hand.”
–Norm Kerth, Project Retrospectives: A Handbook for Team Review
People are generally pretty good at doing the right thing. The blameless retrospective exists for a very good reason, and blaming individuals is rarely productive when trying to solve problems. I would highly recommend this video that talks about how and why systems and procedures fail.
Thank you for saying this!
I agree with the idea of what OP is trying to say, I doubt many people on this earth are as angry and frustrated with the soundless specials as I am (just left yet another game and lost all progress & rewards thanks to a soundless cheat burster). I mean, I literally just yesterday created a topic about how I’ve logged these things for months now, and how absolutely done I’m starting to be with the game because of this.
But the blame game is pointless. Games are hugely complex. And working under pressure, forced to take shortcuts - like it seems happened with Darktide what with its release - can leave countless long-lasting problems that dramatically affect everything down the line. Stuff like that is rarely even up to the devs themselves. Everyone there is no doubt very good at their job and trying their best.
But this issue really does need to get fixed, and fast.
It’s an institutional, structural or managerial issue (probably all 3) that it’s been unfixed all this time.
I am just certainly consoles version compability botlenecked the system. Most Xbox user play on tv’s anyway with no headsets.
Theoretically the Audio settings should fix it but it most likely isn’t fine tuned on the priority list as seen with Mutants being as loud all the time if their standign next to you.
Rushed Work. Also Audio Engineering in a virtual world is not the same as just mixing plain audio per se. You can easily make more layers in a game WHEN a sound cue plays for example trapper is near you at 30 m play the sound player is 7m (range is somewhat 5 to shoot) play a sound before.
This is what fatshark needs to fix. It used to be like that Enemy spawns they run up to you they play sfx then they walk the last meters to be in range.
From that point you can start doing priority Sound cues Trapper - Bomber - Dog - Flamer - Bomber then you could most likely fine tune WHEN EACH of those play their SFX. They could make a rule they always make a sound as of now theoretically. OR make a system if xyz meets this distance to the player play a sound. This would theoretically not overload the system and make such issues as we have at the moment.
Example Flamer Plays a sound when he is 20 m in range of the player (plenty of distance cause he still needs to close the distance of 15 m) at 10 m make a voiceline and at 5 m the famous click sound
One way to “mix” it theoretically. But in a nutshell rn it’s just mutants overshadow everything cause of poor priority sfx listing
If it’s 10 enemys you could just make a new voicelines for each enemy which sounds like a horde of xyz. Instead of all being a single same unit sfx. One way to fix it. As seen with hunting grounds SPAWN wave / sniper gauntlet. Then you can apply my meter rule et voila it should be no longer that overloaded
Waves of Poxburster have their beep beep beep and Mutants their argh. Atm you only hear argh
+1. Game sound has serious issues, and also with conversations.
They have gotten rarer, but when they do play they are really disjointed, like it’ll be half way into conversation ABC, and it’s just stop and convo XYZ starts.
I put a topic on this here:
and I’m trying to record some to demonstrate it, but I’m not ready to upload any.
Worst of all when there’s too many enemies pawned you can’t hear any footsteps, so like 10crushers approaching from behind during ambush you will never know unless constantly checking your back…game is just still extremely rough man not just audio, every other technical aspect as well, like jaggy animations, laggy servers and performance, they still can’t figure out the best CPU utilisation model, I’ve tried all sorts of CPU thread options but none makes a difference, my GPU utilization constantly dips below 80% despite having 7800x3d with cl30 6000 ddr5 ram…
I’d rather they just ban people who call for others to be fired without having the slightest clue to what the actual cause of the problems are.
At least I know you are up to no good, but I have no idea what conditions the audio engineers work under or if this is their fault, a fault of the engine, programming error, the list goes on.
Stop calling for people to lose their livelihoods. It’s rarely called for.
My post was in jest, we all know the person responsible is the only one that can fix it.
Maybe once they are back from their 10month long vacation they can fix it.
Whose job is it to have a clue what the actual cause of the problem is then?
how about the crafting engineer instead? they’ll fix the sound next week!
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