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2790 The Ultimate Question!
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1. Which is better: pancakes or waffles?
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PANCAKES
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WAFFLES
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For now the custom presets can be deleted or renamed from the User/Zomboid/joypadbindings folder (might be named something similar, not at my desk atm to confirm the exact name)
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The new controller update is almost perfect!! I just really want to have free aim toggled when entering precision mode. The snap back on controller makes it so bad. Rather having it totally free and sit still wherever you left the aim when holding the precision button would be better. It’s insanely hard to aim when it goes back to center when you aren’t putting constant input on the stick. This has been my biggest grip with it but it’s sooooo close to what I hoped for.
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By DryRuin8864 · Posted
I don't know how to start this so let me give you an example as a baseline. Although I'm being more specific about the obvious, that being gunshots, explosions, car horns, tire popping, etc. Sounds that are meant to be loud, But, this does also apply to some environmental aspects such as wind/blizzards. Now what i mean by "Making the game sound louder without being louder" is as it suggests, but let me explain in case you don't understand fully. I am replaying one game, and i pay attention to sound design. One of which being a attack helicopter in the distance, in IRL measurements i'd probably assume around 1km away shooting at a tall building. The thing I've noticed is how "Muffled" it all sounded, like its something that's happening miles away but its way too close realistically. Now, if the sound design were realistic, me and everybody in the vicinity would've probably be deaf or have impaired hearing permanently/temporarily because of how loud it would be. Helicopters/planes are quite difficult to miss, you can hear them also from kilometers away, you'll hear it before you see it. So that was also unrealistic with how i did not hear the helicopter in the game when it was that close. If that wasn't enough, it was in the open. no other buildings were taller than that one, and it was wide open. Yet it sounded so muffled as if its happening miles away, but within a unpredictable terrain such as tall buildings similar to the one being shot at, muffling the sound further. But again, it was in the wide open. That's what i mean with making the game sound louder without being louder. For example, the newest firearms, (some old ones such as the revolvers) have a new sound which sounds strong, aggressive and loud. meanwhile other guns (i think the MSR 788) sounds weak. Quiet. Despite the powerful cartridge it fires. (unless the sound changed, idk) Now the point of "Making sounds sound louder" isn't to blow your eardrums (IRL) and having to tune down the volume of your game, that's not good sound design that just loudness. The point is to make things seem loud as they would be realistically. If you've ever stood a bit too close to a powerful firecracker, you might know how the high decibels basically make your hearing vanish instantly. Only after a few seconds does the ringing start before hopefully your hearing restores back to normal. I suggest adding this feature where ringing in the ears may happen. Maybe not outright tinnitus, at least not something that's constant 24/7 because it would be annoying. But maybe traits such as the "Hearing Sensitive" having the ringing in the ears last for longer, if for example shooting a gun. This would bring wearing the Ear Protection headsets impactful to gameplay if you want to stay situationally aware, crucial to MP servers if they're a bit... extreme. Or as I've mentioned wind. Maybe hearing it whip around if its strong, or hear the breeze itself not just the leaves moving from the wind. In general, i feel like this game lacks Ambient Sounds. Now if that is the case, I'm not here to argue. This is just what i feel like. You don't really hear birds chirping, you don't really hear fish jumping out of the water, you don't really hear any animals in the wild unless at a farm, you don't really hear the wind unless there's this mystical fog and there's some ambience, whatever that really is. And it only gets worse if you turn of the "Meta" thing for sounds such as coyote's or gunshots in the distance (that's all I've heard at least) Those are just some of the few things I've noticed during gameplay, i didn't really sit around and observe so excuse me if I'm wrong on some parts. Nonetheless, I really wish this game could create its atmosphere through sounds. If you feel like I'm exaggerating the importance of sound design, here is a question for you. Have you ever played with the trait "deaf"? Or better, don't have that trait, just play as you normally would. But maybe every 10 minutes of your gameplay turn the sound off. then after 10 minutes turn it back on, so on so forth. Eventually you'll also notice the point I'm raising here. Sound, matters. And how that sound is implemented in a game also matters, take my example i provided. EDIT: My intention is to simply make the world seem alive, by sounds happening everywhere without the player's input. Bushes should make sounds from the wind, not only when my character walks through them. Just a short explanation. -
By Montpoupon · Posted
Hmm maybe. I mean there's no option to delete or name custom presets either but I'm just assuming since this is the initial release they're working on that in general. -
I fear you may be suffering from the same issue as in the post you linked. The issue is on the devs radar but with no reliable way to reproduce it they are having a hard time narrowing down the problem. I will forward this post on to them to add to the list of evidence.
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