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#31 | |
![]() Join Date: Apr 2007
Posts: 1,855
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So if youre just advancing and not doing anything like fireing you could hear far distant stuff going on, but once in a firefight you would tottaly forget about the sounds since they wouldnt stick out anymore. | |
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Ingame name: A.Behr
Xfire: arjan1994 |
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#32 |
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PR2 Manager
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When everyone was silent on Street, you could hear stuff in the distance out of the map.
It sounded intrusive and irritating. Currently, if a firefight is occuring 300-400m away from you, you can hear it nicely in the distance - it adds atmosphere and tension to a map, knowing that those noises relate to real combat taking place on the map, right now. That's good. Random sound effects - that are combat-related and similar to 'player-controlled' noises such as gunshots etc - shouldn't be included as they really do break some of the tension and atmosphere that can be built through the lulls and climaxes of combat; noises ebbing and flowing. By all means, more ambient noises for things like wildlife, city noises etc etc - but I'd hate to see anything like the set-up that Street had back in the game. |
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#33 |
![]() Join Date: Feb 2007
Posts: 143
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Don't agree with it either, the already existing real distance sounds are more then enough to bring immersion imo. Besides, on a map like ramiel it would be quite strange hearing gunfire and explosions in the city when the US hasn't even arrived yet.
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#34 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Right now, with every gunshot you hear you know that there was someone firing it at something, possibly at you. With what you are suggesting, gunshots just become meaningless.
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#35 | ||
![]() Join Date: Apr 2007
Posts: 1,855
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No they wont? if you read my posts you could see i made my point clear about the difference between player and ambient sounds Quote:
Freakin read, as stated before some map could use other ambient sounds! and they could start later in the round too? | ||
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Ingame name: A.Behr
Xfire: arjan1994 |
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#36 |
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Banned
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I had just recruited a best friend of mine to play PR, and he was really surprised to find out that the distant real gunfires he was hearing were not back round added sounds, but the real gunfights going on. He noticed it right away as a new player and enjoyed it very much. Been playing myself for a long time and i still enjoy it too. Too many of those distant sounds that are not 100% player made, will not induce the danger and excitement level, as those are all fake.
In example, in COD4, there is ALOT of that, and its annoying.... it really is, there are times where i mute the game cuz its repetitive and fake. But in PR, when you hear those gunshots from far, its something to run to to help your team. You find yourself going, Holy Chit! Thats one helluva gunfight going on at the north city, better go support! So, i really dont think its necessary, its fantasticly done as it is. |
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#37 | |
![]() Join Date: Feb 2007
Posts: 143
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Quote:
Besides, why don't we just let the DEV's focus on awesomeness like Sangin for 0.9, not these little things that don't add to the experience | |
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#38 |
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I'd love some extra ambient noises. Not necessarily in the form of other engagements, especially not small arm ones (though a few very distant and quiet Artillery/planes would be nice given the right context).
But, the things like the dog barking or rooster in Konrengal are great and extremely immersive. However, it should only be as Oddsodz has put it, server side. |
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#39 |
![]() Join Date: Apr 2007
Posts: 1,855
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Ingame name: A.Behr
Xfire: arjan1994 |
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#40 |
![]() Join Date: Mar 2007
Location: Yooooorkshire!
Posts: 2,136
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All these reasons for not having small arms in the background (all pretty much revolving round wanting as much awareness as possible) are really silly. It's nice to have that kinda awareness, but in real life people don't stop shooting at each other cos some people a few kilometres away are trying to find where the nearest firefight is.
If there was the odd bit of small arms it'd sound VERY ambient for starters, so you could still differentiate the two, and it wouldn't be constant or anything like in games such as COD4 etc, although with COD4 the maps are so small in comparison it's understandable they have more of those kinda sounds in the background. The server side thing is pretty sensible though, hope there's a way of doing that. |
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