Becoming deaf when Criticaly Wounded /Dead

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Becoming deaf when Criticaly Wounded /Dead

Post by Redamare »

Basicaly its what the title says ... when you get criticaly wounded and there are enemys around ... people usuialy call out to their squad over mumble or viop the position of enemy movments. suchas .. there coming up that hallway or there over by that rock ( since thats where you got shot.

already you have a red bloody screen when wounded you can still see enemys that walk over you but if you couldnt hear their foot steps so well i think that would help with game play.

basicaly.. when you are criticaly wouned Tone out the world around you make everything sound like its behind a brick wall ( if you were really about to die on the ground your situational awarness wouldnt be a great as if you were all 100% running around.

and when you become Dead Dead... instead of still being able to hear whats going on around you such as gunshots and apcs moving .. have the low groaning effect sound ( like when you are being supressed or a granade blows next to you )
-not the high pitch Ringing sound that will give every one headaches after 2 minutes.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Jaymz »

Problem here is, the same sound filtering is used for boththe suppressed state and the wounded state so If it were raised then you'd go deaf whenever suppressed.

What we can do, is make the critically wounded sound louder to try and drown out footsteps etc.

For the dead state, BF2 provides no template for us to do anything I'm afraid :(
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Redamare »

:( that is annnoying ... soo like you cant just CUT out all sounds all togeather when your dead?? basicaly ... make the game go Mute untill you Enter back into the spawn zone?
Teh0
Posts: 54
Joined: 2008-06-12 08:00

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Teh0 »

It would be really realistic if we could kill wounded enemies by shooting their lying bodies to make sure medics can't rise them up. Is it hard coded then? But we can allready burn bodies so why bullets can't totally kill them?
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Dev1200 »

Teh0 wrote:It would be really realistic if we could kill wounded enemies by shooting their lying bodies to make sure medics can't rise them up. Is it hard coded then? But we can allready burn bodies so why bullets can't totally kill them?

I've also always wondered this. Checking bodies to make sure people are dead seems to be common sense.. but you can't do it in pr =*(
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: Becoming deaf when Criticaly Wounded /Dead

Post by dunem666 »

This is bad enough not being able to talk in team chat when dead or wounded.
dunem
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Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Haji with a Handgun »

This would make being a medic damn near impossible. This means you couldn't call out for the medic and tell your squad where you died.
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Ssential
Posts: 37
Joined: 2009-05-29 13:45

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Ssential »

Teh0 wrote:It would be really realistic if we could kill wounded enemies by shooting their lying bodies to make sure medics can't rise them up. Is it hard coded then? But we can allready burn bodies so why bullets can't totally kill them?
If you had to walk to the body and make sure he's dead then maybe. This way, the medic and his squad has actually a chance to rescue the body. But If you could just shoot the body from afar medics would be pretty much jobless... And I doubt soldiers would do that in real life :-/
And even if, sometimes gameplay >> realism, even in a "realism" mod.
Haji with a Handgun wrote:This would make being a medic damn near impossible. This means you couldn't call out for the medic and tell your squad where you died.
When you're dead you can't be revived anyway, so I don't see the problem.
OP's suggestion (sometimes it's advantageous when you read it carefully, really... :razz: )
Redamare wrote: basicaly.. when you are criticaly wouned Tone out the world around you make everything sound like its behind a brick wall ( if you were really about to die on the ground your situational awarness wouldnt be a great as if you were all 100% running around.

(You would still be able to hear the surroundings (i.e. your squad mateys trying to find you), just not as clean)


and when you become Dead Dead... instead of still being able to hear whats going on around you such as gunshots and apcs moving .. have the low groaning effect sound ( like when you are being supressed or a granade blows next to you )
-not the high pitch Ringing sound that will give every one headaches after 2 minutes.
Last edited by Ssential on 2010-08-17 20:42, edited 5 times in total.
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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: Becoming deaf when Criticaly Wounded /Dead

Post by M_Striker »

'[R-DEV wrote:Jaymz;1417668']Problem here is, the same sound filtering is used for boththe suppressed state and the wounded state so If it were raised then you'd go deaf whenever suppressed.

What we can do, is make the critically wounded sound louder to try and drown out footsteps etc.

For the dead state, BF2 provides no template for us to do anything I'm afraid :(
Yeah, how about a very loud heartbeat sound. That would be interesting...
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Becoming deaf when Criticaly Wounded /Dead

Post by LithiumFox »

....how about not?

Everything is already loud as is. D: I don't need a loud THUMP THUMP waking up my family. ._. they just got used to the gunshots and explosions. (I play very loud. Very immersive. ^_^)

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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Spec »

As for the dead-dead state - in vBF2 the camera was near the body, looking to the direction from which you got shot. What about changing it to be a 3rd person camera again, though blacked out of course, and like a million miles up in the sky? You could still hear, but there would be nothing.
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Zoddom »

Spec_Operator wrote:As for the dead-dead state - in vBF2 the camera was near the body, looking to the direction from which you got shot. What about changing it to be a 3rd person camera again, though blacked out of course, and like a million miles up in the sky? You could still hear, but there would be nothing.
thats a nice idea, but since 3rd person cameras usually follow the player its probably hardcoded.

but what about the spectator mode, you can use in vanilla (i dont know when you can use it, i jsut can fly around sometimes i get instant killed....) when youre dead.
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: Becoming deaf when Criticaly Wounded /Dead

Post by Cobhris »

Teh0 wrote:It would be really realistic if we could kill wounded enemies by shooting their lying bodies to make sure medics can't rise them up. Is it hard coded then? But we can allready burn bodies so why bullets can't totally kill them?
I think I did this in PoE2 once, so it might be possible in the engine.
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