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Old 05-23-2009, 01:15 PM   #31
arjan

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Default Re: Distance sounds

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Originally Posted by [R-DEV]Masaq View Post
Anyone remember Street? That map had ambient firefight noises.

By the time you'd played it more than five or six times, the endless loop of gunfights, mortars and whatnot was enough to drive you nuts, and made it virtually impossible to tell when a gunshot was anywhere near you because it was deafened out by the ambient stuff.

I'm not really in favour of it, personally.
If you read the posts you could see i was talking about sounds that arent interfering with gameplay, only if everyone would be silence, you could hear stuff in the distance (out of the map)

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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Old 05-23-2009, 01:23 PM   #32
[R-DEV]Masaq
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Default Re: Distance sounds

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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Old 05-23-2009, 01:40 PM   #33
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Default Re: Distance sounds

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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Old 05-23-2009, 01:46 PM   #34
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Default Re: Distance sounds

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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Old 05-23-2009, 01:48 PM   #35
arjan

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Default Re: Distance sounds

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Originally Posted by Jonny View Post
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.

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:
Originally Posted by hyraclyon View Post
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.

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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Old 05-23-2009, 01:58 PM   #36
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Default Re: Distance sounds

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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Old 05-23-2009, 02:17 PM   #37
hyraclyon

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Default Re: Distance sounds

Quote:
Freakin read, as stated before some map could use other ambient sounds!
and they could start later in the round too?
I did read, and if you mean ambient sounds like birds in the forest and sounds of the city then i'm all for it. But just not sounds of battle, for the reasons that Masaq and Jonny already mentioned. Would become annoying because it would keep on looping, and sounds that are actually happening in the operation area are far superior to sounds that do not even represent a real battle. After all, the mod is still called Project -Reality- Situations like a squad moving through a city while it's dead quiet, and then suddenly coming under heavy fire from an insurgent ambush just wouldn't be the same anymore.

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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Old 05-23-2009, 02:39 PM   #38
McBumLuv

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Default Re: Distance sounds

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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Old 05-23-2009, 02:51 PM   #39
arjan

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Default Re: Distance sounds

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Originally Posted by hyraclyon View Post
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

i think it would, it would give a total new feel to a combat zone, but eh its just me...

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Old 05-23-2009, 05:01 PM   #40
AnRK
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Default Re: Distance sounds

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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