Disable specials need a hotfix, sound cues must be reliable. It is unfair and frustrating in its current state

Please read what I said instead of just assuming things. I’ll say it again: “All specials are fine. If you can’t hear them it’s your problem.”

I have no idea where you got that me not having issues = you not having issues. I mean the very notion where I said “it’s your problem” should be proof enough that I infact do see you are having issues hence “your problem”. And that is precisly the issue.

Since I am stuck here again with zero issues regarding this topic I have to ask anyone with these issues.
What is it that makes you have these issues when others like myself don’t have them?
Are you running mods? Are you on an old system? Are you on a bad ISP? What is the difference? It has to be something since I seem to always avoid these issues while others seem plagued by it. Especially when we take into consideration that we are running the same game with the same files. I should be having the same errors as you do. But I don’t.

It’s just strange.
Hopefully it gets solved for you. I really hope it does.

Sure, but how would i know? Its fairly possible that several players dont have any problems with red douplicates. But at least i would be able to provide proof for the matter.

@anon26183726 I dont have the proof, that it happens regularly. A few other bugs also causes unfair deaths sometimes, so why shouldnt they be high priority?

You wouldn’t, really. You could maybe prove that you had red dupes. Wouldn’t prove that it was so with other players and that it was a problem to any reasonable number of players.

Others could proof it too, which they already did in the red dupe thread here in the forum, which is currently one of the biggest.

Could still be coincidental considering how many people there are playing, any kind of proof here on these forums could be dismissed as anecdotal and statistically irrelevant. We could, however, just take it for granted that if people complain about an issue since day one and still do to this day, that there MIGHT be something there.

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Yes, but here we are again, talking about what has the priority. OP claims, that his problem has 100% priority, because he has sound issues everytime. I dont, so a fix for that wouldnt do much for me, i would like to see something else fixed, like the red dupes and i dont want to wait several month. Both are problems existing since the release, both are problems mentioned often times. Since i dont have that much of a problem with the sound cues, i certainly can wait for a fix, but if this happens regularly for other people, it sure is a huge problem. But i dont know if they exxagerate or just experience the problems i have too, but get destroyed by it more often, because bad. Thats why i am asking for video proof, that it actually happens on a regular basis and with alsmost every special and patrol in the game.

I did not say it should be main priority, I did however say it should higher up. And for the record, it isn’t just my problem as you imply.

Better?

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I don’t want to spam these, but something needs to be done IMHO.
So here are two more examples from the same match about silent Packmasters:
https://youtu.be/ytXg4q9cf1c
(Recorded today and that’ll be it from me about Packmasters)

Please fix:

  • Being backstabbed warning noise (the woosh), it’s very unreliable.
  • Stormvermin jumping down is completely silent.
  • Enemy movement sounds (footsteps, climbing, jumping). Sometimes it’s very loud, sometimes they’re completely silent.
  • Monk screech timing is very variable. Having many instances of only hearing the screech after they’ve closed the distance and attacked.
  • Audio cues that normally work breaking in high noise (amount, not volume) situations.

Sounds I would like:

  • Callouts for berserkers, maulers and monks
  • Callout for chaos patrols
  • Unique movement sounds for berserkers and monks
  • Unique sound when berserker aggros.

The lack of callouts for every other elite except Chaos Warriors and Stormvermin feel like a glaring omission. The game relies on both visual (tagging) and audio cues to provide information, so having audio missing for half the elites in the game is a bit crippling.

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I can’t wait for people to show up to say silent specials or sound in general isn’t a problem after this Sonnstill patch and silent blightstormers. :>

I guess we just have bad soundcards and are bad players.

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I can hear both of these and I’m using the earbuds that game with my cell phone.

I heard the 2nd one but not the first.

Anyhow let us know how the packmaster in particular is after the patch earlier today.

Well, I can hear both as well, but this one in particular only after circling the corner and he is standing face to face with the packmaster. Are you saying that is working as intended? That there is not supposed to be any audio cues from disablers until you’ve seen them?

Otherwise, I would say it sounds like the blightstormer is interrupting the audio cue from the packmaster, which then just spawns in and starts rattling.

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The issue is when we can hear them their audio generally only becomes audible when they’re right in your face or after it’s too late. I don’t remember this being a problem in VT1 over the last year or so. Packmasters are currently quieter/sneakier than Clan Eshin assassins and that makes zero sense.

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You pretty much can’t hear them closing in.
I went through the video several times and I’m quite sure that you actually can hear the packmaste in both scenarios, but he is super quiet. The sound effect does not start playing untill the very last second when he is about to grab you. Add the loud weapon spam, boss noises/horde sound effects on top of that and you have a 98% silent packmaster assassin.

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Aye, then factor in that a lot of classes have obnoxiously loud audio built into their weapons/abilities, ie. ult ambiance sound effects on any class that has an ult with a duration, overheat/vent sounds on Sienna/Bardin, ranged attack sounds, dialog, it gets cheesy fast. No other special seems to suffer this problem though so it’s a simple matter of Packmaster audio being too quiet and not being audible at a far enough distance.

@Fatshark_Hedge Maybe there could be a distinguishable spawn sound for Packmasters like all other single-target disablers have? Again though, this isn’t an issue in VT1 so I think louder and higher priority audio starting farther away would be fine. Also, if it’s ever at all possible, the audio being upgraded from 2.0 stereo to at least 5.1 surround would be fantastic.

Audio for the specials shouldn’t be clamped now and should have top priority over other enemies. There should be a slight improvement on the range in which you hear them as well.

We’re very keen to hear specific feedback post 1.1.1.1.

Thanks :slight_smile:

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People already stated what was meant with “hearing” them,
so I won’t elaborate on that.

But! Now after the hotfix I haven’t had any issues so far. Packmasters are audible as soon as they spawn and you actually have time to react. So thumbs up for that. :slight_smile:

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Packmasters are still total garbage, but at least they’re easier to hear now. So that’s…improvement of a kind, I guess…

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Well, that’s great.

There is now…

  • Silent hordes, often when paired with a boss.
  • Blightstormers in particular are not consistently chanting and will sometimes just cast a storm, however their storms are once again making sound
  • Packmasters and gutter runners are still coming up silent sometimes, unless it is working as intended that you wont hear a sound until you actually see them. (Which was not the case in V1)

The sound cues certainly are not as reliable as they should be to offer a fair experience, now the cause of this naturally I am unsure. So I’d love if you could clarify, are packmasters and gutter runners only meant to make their presence clear through a sound cue if you see them or are in line of sight?

I am still having genuine issues having fun when I am punished and take damage or die from disabler specials I do not even know are there. I reinstalled just the other day, and on the first map a troll spawned at the start of Halescourge, followed by a wave we could only hear running with no horde sound cue, followed by a silent packmaster, and this was as host.

I can only assume with my limited knowledge and understanding, that several sound cues within a short span of time on top of each other delay or even silence some.

In any case, thanks for responding and I, and certainly many others here appreciate it. The End TImes: Vermintide is one of my all time favorites, and I wish for its sequel to do better, as many others here no doubt.

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You’re supposed to hear their queues within a specific range from their unit irrespective of line of sight. The whispering of the assassin is intended to random (in terms of direction) so as not to give away his position.

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