i swear to god, ALL specialists and elites NEED their volume turned up or SOMETHING to make them stick out more because ESPECIALLY after this weird bug i recently just notcied with the damn pox bursters that seems to have exteneded to the trappers where they are SILENT, its a million times worse… like im seeing havoc-forged get caught in nets in damnation and even heresy or blown to pieces by bursters or caught by dogs… PLEASE, i know there will be people saying “they have heard this a million times and dont care and wont do anything about it” but they will hear it a million more until they DO SOMETHING about it with everyone who reads this, PLEASE like this so fatshark HAS to see this…
Sound is clearly is a problem.
I play without music (in game one), and notice that if we have more that 30 enemies attackin u at once - others soundclues just got cutted out.
maybe not the mutants
I actually think it’s the mutants that cause this. They are so VERY loud, have similar priority to the others, and often get their voice lines cut off half way through when they get 'rock to da face!'d or otherwise blown away. But then I tend to notice some other sounds take a second after they get cut off to trigger, and thus if you have a mutant running around you tend to also get silent specials along with it.
This mainly tends to happen when the director hates you, and starts running specials together. If a trapper/mutant/pox are all on screen at once, whatever came first tends to be what’s heard, and once it’s dealt with, there will usually be ‘dead air’ outside of the same type of special also running at you again.
For whatever reason their sound system can’t play multiple sounds at once/they refuse to allow it too, and with special/elite spam now being the way, you’ll never get overlap, at best you’ll get a mutant ‘RAAAAA’ then a few half notes of ‘tick tick I’m gonna-’ and then ‘RAAAAAA’ again. And similar goes with a pox burster on screen before a trapper nabs you, a mutant tossing you into a burster who you only heard the explosive sound of, etc etc. I think Dog’s are a part of this too, but I have less issue with them as they are largely reactable (their’ bite’ sound que happens at enough off a cadence before hand that you can ‘swap push’ before they reach you, and because the push is radial you don’t even need to be looking at them, unlike a trapper/mutant who you HAVE to dodge away from horizontally or get hit anyway).
Why I just say ‘you gotta mod it unfortunately’. I’m not the most happy about having Spidey Sense on my screen, but I limit it to just these specials for a reason. When you hear one, it’s nice to be able to check and go ‘ok there’s also a trapper and dog too’, because the game unfortunately won’t give that info to you until it’s to late half the time. Sometimes that’s not true, when it has the decency of doing them one at a time while the rest of the horde is happening. But once you start getting multiple, haha, you’re in danger.
I think there are other sound mods that work independent of the sound system that work well too, since they just do what spidey sense does but instead of visual, do it auditory like the games supposed to. I just only ever found mods for trappers, so felt the need to go for the one that ‘netted them all’. Cause sometimes I do hear the trapper but not the dog, sometimes the mutant not the trapper, etc etc. But yeah, I hope someday they’ll just let them all be independent/force them to only spawn ‘one kind’ at a time, but until then, modding is the only way to keep your play sessions ‘consistent’, and make it YOUR fault when you get hit by these things, and not the games.
(I also feel this is probably why high end pre-made players continue to say ‘this isn’t a problem for them’, because they specifically play in stacks that drop the specials instantly so they only ever tend to have one type on screen/only allow one type. I do notice I don’t tend to have this problem when in ‘competent stacks’ on auric/rarely even look at/focus on my spidey sense at all. But as soon as you’re with teams of rejects that just hit 30 an hour ago and have literally no idea what a ‘focus the special’ playstyle even is, that’s when you also suddenly start getting silent specials ruining your day as nobody is dealing with them besides you, and now there’s 3 types on screen and only one gets to yell at you. Very much something us ‘quick play andy’s’ feel the most.)
i really don’t think mod helps, i feel like i play best when vanilla, this feeling made me keep removing one mod after the other
my list became so short i can just post it here and its readable
mod list
LogMeIn
animation_events
afk
BetterMelk
bot_spawner
camera_freeflight
ChatBlock
CollectibleFinder
CorrectMissionVotingInfo
creature_spawner
debuff_indicator
ForTheEmperor
FoundYa
FullAuto
guarantee_special_action
Healthbars
hub_hotkey_menus
ItemSorting
ManyMoreTry
more_characters_and_loadouts
NoNews
Nothing New
NumericUI
PingMonitor
PreferAuric
PsykaniumDefaultDifficulty
Ration Pack
scoreboard
ScoreboardDamage
smaller_talent_tree
ui_extension
and yes, players that leaves wounded gunners and dogs behind to move to the next mob juicy cluster either because they are pushing it for the score or just tunnel visioned are probably a bigger foe than the AI director himself
I even got a shorter one than that XD
Mod List
more_characters_and_loadouts
creature_spawner
show_remaining_dodges
Spidey Sense
true_level
danger_zone
Cause yeah, honestly the vanilla experience is honestly quite enough for me mostly (I’ll need to see what some of these do though/maybe add some depending XD). I even went back and forth on adding mods in general for a while, but the literal need for more loud out slots eventually got me to do it, and then I just went and looked for more.
But at the end of the day I tend to intuit most things/have fun doing that, so I don’t go for much more than this. I like the dodge indicator as I tend to lose myself in ‘panic dodging’ sometimes, and need the red on screen to go ‘STOP AND BLOCK/PUSH YOU IDIOT’ before my micro dodges get me nuked. And I like true level because ‘number go uppy’ makes me happy. (and creature spawner is just great for testing different things so you can figure out the ACTUAL effects of things before trying to do it on combat).
But the other two are literally just there because of this problem. I need to know when a team mate shoots a barrel so I don’t go off the cliff. I need to know when specials are getting overwhelming so I can know ‘ohh my team mates aren’t doing their share, time to just focus on that then real quick’. For a lot of players this might not be an issue, but for one that ‘is more into this game than any of their friends unfortuantely’, it’s an ‘unfortunate necessity’ to not get overly angry at the game itself for not giving you proper warning in high stakes situations. I’d rather fall over because I’m dumb, not because the game is. (and trust me, I still very much do because my tunnel vision is the stuff of legends sometimes and I need a few nets/dogs to my face to get me to pull out and focus on the tools I gave myself XD).
that list is crazy short even for a purist, someone like you might want to implement these
the first one in particular should really really be implemented in the game, it was in the other tides
much chin rubbing hmm, yes, I think these*
Upping the volume will not help if the sound cue doesn’t play in the first place.
Sound cue issues have been fluctuating over the course of the game’s development but they have always been there, just sometimes not as bad. Recently, they got much worse.
From my sources I’ve heard that the main issue is not the sound system itself, but rather the intensity on higher difficulties which Fatshark’s been ramping up consistently over the years. The sound system was well-designed, but not for this kind of intensity and making it work in such circumstances is an almost Sisyphean task. But since Fatshark won’t nerf the things that do need nerfing, and those things make game trivial in turn, and thus players ask for more difficult content… you get the drill.
It’s a feedback loop with the core issue being Fatshark’s unwillingness to properly balance the game. I know it sounds odd given the sound cue issue appears very technical at first glance but it does makes sense when you look at the game’s history.
I’m like 99% sure the problem is number of sounds playing at once, and horde/spawn sounds completely obscuring or preventing any new sound. It’s not limited to specials. It happens if you fire your ranged weapon while there is more than one wave/horde/dog pack spawning at the same time as specials and backstab/ping noises - your gun just makes no noise on top of the fact that all of those sounds obscure the position and distance of specials. Cementing that belief is the fact that it happens far far more often on damnation where there are many more sounds playing at once.
As I’ve said earlier, the absolute state of sound in DT:
-
Tne lone guardsman running around on the floor above you? Can hear his stomps, heavy breathing perfectly fine
-
Bulwark and Crusher train that just spawned from the door behind you? Completely silent. The only reason I reacted to them is because I turned to check the door opening sound.
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