Footsteps too silent v2

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Souls Of Mischief
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Re: Footsteps too silent v2

Post by Souls Of Mischief »

Murphy wrote:Just because you prefer to remain on the low side of situational awareness in CQB doesn't mean everyone plays like you. Footsteps have been a life saver for many players I'm sure, if you don't notice a difference why bother posting?
Because low footstep noise = low situational awareness. Let's forget about our eyes and other players who can help pinpoint enemy location/warn us about their presence. You know, a thing called teamwork.

Since apparently everybody experiences this, it's a non-issue. But I guess players with slow reflexes need this to help them kill people.
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fatalsushi83
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Re: Footsteps too silent v2

Post by fatalsushi83 »

I agree with Murphy, here. In the past I've relied a lot on listening for the enemy's footsteps (especially when guarding a cache) but now they do seem a little quiet. Just because people are saying they want footsteps to be louder doesn't mean they don't want teamwork and communication.
Murphy
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Re: Footsteps too silent v2

Post by Murphy »

Souls you mean to say you have never been alone with enemies crawling around you? It is useful if you decide to use it, if you want to remain close minded that is your choice. The rest of us should not suffer because you don't use footsteps, it's obvious many of us do (seems like a lot of long time players use this, get with it man).
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Souls Of Mischief
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Re: Footsteps too silent v2

Post by Souls Of Mischief »

Murphy wrote:Souls you mean to say you have never been alone with enemies crawling around you? It is useful if you decide to use it, if you want to remain close minded that is your choice. The rest of us should not suffer because you don't use footsteps, it's obvious many of us do (seems like a lot of long time players use this, get with it man).
Nice assumptions there. So what if "long time players" have used this approach? Old habits die hard, bruh. Get with the present, man. I sure as hell did.

You aren't suffering, since the footstep volume is so low, most of the players can't hear them. So you aren't put in a disadvantage.
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Murphy
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Re: Footsteps too silent v2

Post by Murphy »

Souls Of Mischief wrote:Nice assumptions there. So what if "long time players" have used this approach? Old habits die hard, bruh. Get with the present, man. I sure as hell did.

You aren't suffering, since the footstep volume is so low, most of the players can't hear them. So you aren't put in a disadvantage.
Again with the same point "I never used it so why should anyone care". Please bring something new to the discussion against the idea of bringing footsteps to their previous volume in relation to other sounds.
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K4on
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Re: Footsteps too silent v2

Post by K4on »

Tested with some peeps on mestia today, you can still hear people sprinting within 40meters if no firefights are going on. personally, don't feel this is bad.
DonDOOM
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Re: Footsteps too silent v2

Post by DonDOOM »

[R-DEV]K4on wrote:Tested with some peeps on mestia today, you can still hear people sprinting within 40meters if no firefights are going on. personally, don't feel this is bad.
Yep, no idea what all the fuss is about. Could hear foot steps, on dirt, 30 / 40 meters away easily, with the effects volume on 30%.
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PlaynCool
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Re: Footsteps too silent v2

Post by PlaynCool »

It's maybe not that you can't hear the footsteps, but that the sound of the step itself has become very quiet. I tried setting my audio on max volume and still had some problems hearing footsteps, and if the enemy is walking it's waay harder to hear them. Also with all the mumble chatter, distant explosions and shots in combat it is very hard to hear any movement. Not saying this is a bad thing, but someone sneaking up on you and appearing in the last second is very common now, literally had them popping in front of my scope 2-3m away during engagements.Also we must consider that in most of the firefights someone will try to rush your position. Btw i'm using only headphones, mid class nothing fancy.
Forgive my bad English... :?
Headless86
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Re: Footsteps too silent v2

Post by Headless86 »

DonDOOM wrote:Yep, no idea what all the fuss is about. Could hear foot steps, on dirt, 30 / 40 meters away easily, with the effects volume on 30%.
Thats true, but its not the case all the time. Sometimes you just dont hear shit. Why?

+ Assets and background noise are still too loud imo. Heard a apc about 400m today as if it was 50m away. Too loud, not even mentioning the constant soundbugs.
And gunfire too quiet. A shooting machine gun really destroys your ears when youre close. A cow flying by (50-100m distance) is louder than the AR just next to you.
Prevtzer
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Re: Footsteps too silent v2

Post by Prevtzer »

The thing is that before 1.0 I could clearly hear people proaning 30m away even though my squad was talking, sprinting and helis were flying around. The proaning sound was so obviously coming from a different position, even though it was really silent.

Since 1.0 positioning seems to be worse for some reason, maybe more bass was added to the sound samples (bass has no direction, this was only a problem with the cow and the chinook before 1.0).
DonDOOM wrote:Yep, no idea what all the fuss is about. Could hear foot steps, on dirt, 30 / 40 meters away easily, with the effects volume on 30%.
[R-DEV]K4on wrote:Tested with some peeps on mestia today, you can still hear people sprinting within 40meters if no firefights are going on. personally, don't feel this is bad.
Well, on those kind of maps I used to hear sprinting from 140m away, walking 100m and proaning 40m. Sometimes even more, depends on the occlusion.

BF2 and therefore PR is one of the last games with hardware accelerated audio, which was the main reason I got into it in the first place. No need to kill that.
Souls Of Mischief
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Re: Footsteps too silent v2

Post by Souls Of Mischief »

Murphy wrote:Again with the same point "I never used it so why should anyone care". Please bring something new to the discussion against the idea of bringing footsteps to their previous volume in relation to other sounds.
Erm... Did you read what I wrote? I made it quite clear that I did in fact used this approach. That certainly wasn't my point.

Here, I'll help you out, bruh -
Souls Of Mischief wrote: Since apparently everybody experiences this, it's a non-issue.
Souls Of Mischief wrote:You aren't suffering, since the footstep volume is so low, most of the players can't hear them. So you aren't put in a disadvantage.
___________________________
Prevtzer wrote:The thing is that before 1.0 I could clearly hear people proaning 30m away even though my squad was talking, sprinting and helis were flying around. The proaning sound was so obviously coming from a different position, even though it was really silent.

Since 1.0 positioning seems to be worse for some reason, maybe more bass was added to the sound samples (bass has no direction, this was only a problem with the cow and the chinook before 1.0).





Well, on those kind of maps I used to hear sprinting from 140m away, walking 100m and proaning 40m. Sometimes even more, depends on the occlusion.

BF2 and therefore PR is one of the last games with hardware accelerated audio, which was the main reason I got into it in the first place. No need to kill that.
Well, thank god these noises aren't as pronounced.
Last edited by Souls Of Mischief on 2014-04-13 09:37, edited 3 times in total.
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Cossack
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Re: Footsteps too silent v2

Post by Cossack »

Prevtzer wrote:The thing is that before 1.0 I could clearly hear people proaning 30m away even though my squad was talking, sprinting and helis were flying around. The proaning sound was so obviously coming from a different position, even though it was really silent.

Since 1.0 positioning seems to be worse for some reason, maybe more bass was added to the sound samples (bass has no direction, this was only a problem with the cow and the chinook before 1.0).





Well, on those kind of maps I used to hear sprinting from 140m away, walking 100m and proaning 40m. Sometimes even more, depends on the occlusion.

BF2 and therefore PR is one of the last games with hardware accelerated audio, which was the main reason I got into it in the first place. No need to kill that.
Now tell me if you would be in real battle, you could still hear like that, while shooting and explosions (both these sounds are 10 times if not 100 times louder) are going on? Hear someone crawling 40m away, that should be fixed right away.
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Mineral
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Re: Footsteps too silent v2

Post by Mineral »

I guess you guys think of the old loud footstep sounds as a 'feature', and that now it is broken.

While I think the team's standpoint is that the previous footstep sounds were just incredibly loud, and thanks to Anders we were able to sort of balance out all the sound volumes into a more authentic way.

The fact that you now can no longer hear somebody 100m sprinting on a battlefield is a good thing IMO. Hardware accelerated audio should be used right, and I think now it finally is when it comes to the footsteps in correlation to other sounds since 1.0 :)
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Rudd
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Re: Footsteps too silent v2

Post by Rudd »

The fact that you now can no longer hear somebody 100m sprinting on a battlefield is a good thing IM
indeed, these soldiers aren't wearing their high heels on a Friday night 'clicking' around the battlefield.
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Prevtzer
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Re: Footsteps too silent v2

Post by Prevtzer »

[R-DEV]Mineral wrote:Hardware accelerated audio should be used right, and I think now it finally is when it comes to the footsteps in correlation to other sounds since 1.0 :)
Yeah right, the positioning is far worse and you can sometimes still hear people running more than 100m away, but on another occasion you can't hear them 10m away :-? Please don't talk about this stuff.
AfterDune
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Re: Footsteps too silent v2

Post by AfterDune »

What have YOU done so far? All I hear is you complain, but you haven't investigated this matter one bit? Come up with some "proof". Compare footsteps on different terrains and distances. Do sprint, walk and prone. Record all your findings and post them here. Only then will we be able to tell if there's actually something going on.

WE have done our part. We've looked at the files, the settings and did tests with a bunch of testers. They all say it's fine as it currently is. Now it's YOUR turn.
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Mariuska
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Re: Footsteps too silent v2

Post by Mariuska »

1. Get a sound card.
2. Headphones.
3. Shut your mouth and shut up others from not necessary discussions or mute (mumble,ts and so on ... ).
saXoni
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Re: Footsteps too silent v2

Post by saXoni »

[R-DEV]Mineral wrote:While I think the team's standpoint is that the previous footstep sounds were just incredibly loud, and thanks to Anders we were able to sort of balance out all the sound volumes into a more authentic way.
What the fuck are you on about? Do you have any idea how fucked up the audio is in the current version of the mod?

User infracted for inappropriate language, resulting in a 7 day ban due to previous infractions. - Spec
Last edited by Spec on 2014-04-13 20:43, edited 1 time in total.
Rudd
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Re: Footsteps too silent v2

Post by Rudd »

What specific aspect are you talking about Saxoni? "fucked up" is neither a nice nor constructive way to feedback. Be specific, be suggestive. As far as footsteps themselves are concerned however I think the point has been made.

I remind you that the sound team WANT to create an enjoyable and realistic experience, being rude to them makes them not want to perform their role; which would be a massive loss to the PR team.
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Prevtzer
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Re: Footsteps too silent v2

Post by Prevtzer »

[R-DEV]Rudd wrote:What specific aspect are you talking about Saxoni? "fucked up" is neither a nice nor constructive way to feedback. Be specific, be suggestive. As far as footsteps themselves are concerned however I think the point has been made.

I remind you that the sound team WANT to create an enjoyable and realistic experience, being rude to them makes them not want to perform their role; which would be a massive loss to the PR team.
Well, this was mentioned several times, but - sometimes you can hear people moving 100m or more away, but on another time you can't hear them 10m away.

The sound bugs seem to be a taboo issue and it might be just me, but on Saarema every 2nd heli seems to leave a sound bug. It gets extremely annoying.

Also positioning, as mentioned, seems to be much worse. I'm not sure if the sound samples have more bass or what, but the overall soundstage seems reduced by 50% in comparison to pre 1.0. I'm sure it's not but it just sounds that way.

Those are the 3 main issues I was having, feel free to post defensive replies.
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