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Author |
Thread Statistics | Show CCP posts - 17 post(s) |
Oraac Ensor
777
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Posted - 2017.05.11 12:53:17 -
[181] - Quote
Please provide individual dedicated sliders for 3rd Party Warp and Station Interior. |
Yoggy NA
Ophiuchus Inc. Bright Side of Death
0
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Posted - 2017.05.11 13:01:58 -
[182] - Quote
My $0.02 to the topic:
UI click *TICK**TICK**TICK* made me extremely frustrated. I had to go to the forums to figure out how to disable it. I call this anything *but* simplification of UI which was quite intuitive (if a little bit complicated) before. But hey, off-screen UI space is free, you don't need to pay ISK (or precious monitor space during normal playing) for another options tab. UI level set to 0 keeps my sanity level without *TICK* every millisecond, but at the same time deprives me of a nice informative Locking sound. I think I can live with D-Scan *BOOM*, but an option to turn its volume down would be nice. Wormhole and gate activations mean rather different things, they should be separate.
A suggestion: CCPleaseGäó make tooltips over audio sliders informative. Mouse over some generic-named slider which could mean 15 different things should bring up the list of things it controls. Not '0' number! Thank you, I CAN see where my slider is, after all, it was me who moved it there! Examples would be 'UI Sound Level' and 'Secondary Interfaces'.
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Felyx Ravencroft
16
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Posted - 2017.05.11 13:24:40 -
[183] - Quote
CCP Antiquarian wrote:Changes are underway in response to the constructive feedback here.
The Audio Director is working on this directly and expects iterations to be ready for deployment as early as next week. I'll continue to post as the work continues.
Thank you - this is encouraging to hear (pardon the pun.) |
Tipa Riot
Federal Navy Academy Gallente Federation
3713
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Posted - 2017.05.11 13:27:21 -
[184] - Quote
The most annoying things, are those which are associated with routine jobs AND don't transport meaningful information.
These are (so far):
1. the dscan "bong", a 1sec delayed sound after finishing dscan does not have any value but distracts and annoys only 2. the background sound in probe-map, just gives you headache, there is no meaningful purpose (yes, you know you have your map open, when you have your map open)
I personally would just remove these sounds. Period. If you want to keep them, I would propose to collect them in a slider like "fancy but useless sounds".
To be clear there are many useful sound effects, like the wallet sound, the scan result sound, because you may look somewhere else and not notice that something happens you may want to react on.
I'm my own NPC alt.
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Axhind
Eternity INC. Goonswarm Federation
339
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Posted - 2017.05.11 13:54:05 -
[185] - Quote
Actually the best solution for everyone might be to simply put all the sounds as.mp3 or whatever into a folder, clearly name them and let players decide which ones they want to have and which ones they don't. You can even reset that folder on major updates. That way CCP doesn't have to do anything for our money and we still get to stay sane while playing eve.
Edit: Should be relatively easy to make a third party program that can change levels of the individual files or even just replace them with nothing. |
Annexe
I N E X T R E M I S Tactical Narcotics Team
157
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Posted - 2017.05.11 13:54:35 -
[186] - Quote
Tipa Riot wrote:
...To be clear there are many useful sound effects, like the wallet sound.
Cha Ching!
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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Dominous Nolen
V0LTA WE FORM V0LTA
309
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Posted - 2017.05.11 15:19:52 -
[187] - Quote
In regards to the scanning sounds/activation noises when scanning
Can you perhaps give more of an indicator of scanning initiation from the probes. The old system seemed to be alittle more immediate in terms of feedback of a cycle, but the current "warble" of the probes before they sweep. In this current iteration it feels like there is no immediate feedback on scanning and often I find myself trying to recycle probes while waiting for the sweep to start after the probes move.
Maybe change the activation delay/ give more of a feedback indicator or change the sound back to the previous probe move notification sound.
@dominousnolen
"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood
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Estilad Grenrum
Dreddit Test Alliance Please Ignore
6
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Posted - 2017.05.11 19:56:12 -
[188] - Quote
So you guys posted the info a day before the release, and surprise surprise everyone was pissed over the changes, and now youre just saying that "changes are coming." Don't get me wrong, I'm really happy that you're doing a revision to the change, but you should let us know what the plan is more than a day in advance so we can actually discuss it and the next release isn't just us being pissed again. |
Bruce Warhead
TaxEvasion1
15
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Posted - 2017.05.12 12:15:55 -
[189] - Quote
Okay so from my experience till now:
The Crimewach needs to be able to be disabled without disabling all the Ship Health Alarms :( It is driving me crazy to hear that ticking down every minutes :(
I really need a dedicated option for locking sound, it helps me a lot to realize when I am done locking on a client and can now start shooting.
And give me an option to removed that ******* zirping sound that I through was for dieing targets but apparently just happens randomly while I am shooting????????. Using multiple clients and getting that every few seconds is hell of annoying. I can't remember hearing that one before the patch, driving me crazy.
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CCP Antiquarian
C C P C C P Alliance
248
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Posted - 2017.05.12 13:36:40 -
[190] - Quote
The first adjustments to this have been made and can be seen on Singularity.
1. Reintroduction of the UI Click slider. 2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.
More to come as the team continues working.
And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):
Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.
Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game: UI elements - controls, buttons, windows, toggles, notifications, timers, warnings Music - prerecorded space, hangar, and CQ music Speech - prerecorded voice, voiceovers, mentor dialogue World (in space and in station) - ship engines, turrets, footsteps
"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.
"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.
"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.
"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)
"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.
The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider. Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds. Secondary interfaces, UI Click, and Warning Sounds are all UI sounds.
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for immediate fulfillment of your archaic social media needs.
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Vila eNorvic
66
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Posted - 2017.05.12 15:06:59 -
[191] - Quote
CCP Antiquarian wrote:2. Reassignment of the 3rd Party Warp sound to the Jump Activation category. Isn't that where it's been from the start?
CCP Antiquarian wrote:3rd Party warp -> Jump Activation This really needs its own dedicated slider (or have its base level increased). |
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CCP Antiquarian
C C P C C P Alliance
249
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Posted - 2017.05.12 15:08:17 -
[192] - Quote
It was meant to be there, but was erroneously linked in a separate slider.
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for immediate fulfillment of your archaic social media needs.
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Alvarez Akachi
CSR Legion Patrol
11
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Posted - 2017.05.12 15:28:07 -
[193] - Quote
CCP Antiquarian wrote:The first adjustments to this have been made and can be seen on Singularity.
1. Reintroduction of the UI Click slider. 2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.
More to come as the team continues working.
And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):
Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.
Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game: UI elements - controls, buttons, windows, toggles, notifications, timers, warnings Music - prerecorded space, hangar, and CQ music Speech - prerecorded voice, voiceovers, mentor dialogue World (in space and in station) - ship engines, turrets, footsteps
"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.
"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.
"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.
"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)
"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.
The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider. Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds. Secondary interfaces, UI Click, and Warning Sounds are all UI sounds.
You know something, all my levels on the left side are at 100% except for music. And if i ever win the american lottery, your the type devteam that would make me spend it all in getting some controlling shares in CCP just to fire you.
I can not hear Aura, My locking is either too high or not high enough. I dont want to hear space wind but would love to hear the DAMN gate fire. |
Dominous Nolen
V0LTA WE FORM V0LTA
312
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Posted - 2017.05.12 15:29:49 -
[194] - Quote
Can confirm Aura is alittle quiet.
@dominousnolen
"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood
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Vila eNorvic
66
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Posted - 2017.05.12 16:28:13 -
[195] - Quote
CCP Antiquarian wrote:The first adjustments to this have been made and can be seen on Singularity.
1. Reintroduction of the UI Click slider. 2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.
More to come as the team continues working.
And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):
Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.
Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game: UI elements - controls, buttons, windows, toggles, notifications, timers, warnings Music - prerecorded space, hangar, and CQ music Speech - prerecorded voice, voiceovers, mentor dialogue World (in space and in station) - ship engines, turrets, footsteps
"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.
"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.
"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.
"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)
"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.
The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider. Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds. Secondary interfaces, UI Click, and Warning Sounds are all UI sounds. The elephant in the room that is being ignored in all of this is the fact that there must be thousands, if not tens of thousands, of different computer configurations in use. Every one of those will handle audio in its own unique way and each user will set his/her own individual preferences, resulting in almost infinite possible variations - each of them requiring its own unique set of tweaks.
Given that situation, it is impossible to provide users with a workable system if effects are grouped together in a way that means no individual effect can be adjusted without altering all the others in the group. You are forcing us in to a situation where if we want to adjust one effect we have to accept unwelcome alterations to all the others in the same group. How could you even begin to imagine that to be sensible in any way? |
Dominous Nolen
V0LTA WE FORM V0LTA
312
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Posted - 2017.05.12 16:34:18 -
[196] - Quote
Vila eNorvic wrote:CCP Antiquarian wrote:CCP Antiquarian wrote:3rd Party warp -> Jump Activation This really needs its own dedicated slider (or have its base level increased). Yes this please. I am also not a fan of having to listen to the warp tunnel to maintain audio settings for other ambient sounds such as explosions. I like hearing things go boom, not the whoosh of my ship as it warps
We still need a separation of star gates vs wormholes. Lumping them all together means that to hear the wormhole stability cues requires me to have to listen to the buzzing of the star gates.
Does adjusting the UI sound level impact any of the settings maintained on the new bindings that you mentioned or, are those independent and tied to the master audio level only?
Quote: Explosions -> Ship Effects Modules -> Ship Effects Warping Effect -> Ship Effects
Please make these their own independently controllable setting again. I had modules turned down to next to nothing to prevent hearing the background of the modules while idling in citadel. Warping was also 0 and explosions... Well your new explosions are just prudy as hell, the accompanying audio in the multi stage explosion is nice to have turned up.
@dominousnolen
"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood
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Sergey Hawk
The Sith Syndicate REFORD
204
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Posted - 2017.05.12 17:12:11 -
[197] - Quote
I really do not understand why you started making these changes for audio settings. No need to reinvent the wheel. Just turn back the old audio menu. And finally tell the Audio director that he is an idiot. Every time we tell you: "We do not like annoying sounds like DONG, scanner wolf howling, Cricket, 'You need to be within range' and others. Don't waste our money for this crap please." But each time no one hears us. How deaf person can hold the position of the Audio director?
Aura: "You need to be within range to execute this function."
Kimi Räikkönen: GÇ£Leave me alone, I know what IGÇÖm doing.GÇ¥
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AgentMaster
Platinum Octopus Infernal Octopus
7
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Posted - 2017.05.12 17:23:16 -
[198] - Quote
Sergey Hawk wrote:I really do not understand why you started making these changes for audio settings. No need to reinvent the wheel. Just turn back the old audio menu. And finally tell the Audio director that he is an idiot. Every time we tell you: "We do not like annoying sounds like DONG, scanner wolf howling, Cricket, 'You need to be within range' and others. Don't waste our money for this crap please." But each time no one hears us. How deaf person can hold the position of the Audio director?
Support every word
Blessed is the man who has nothing to say and remain silent yet!!
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Baboo Yagu
Imperial Academy Amarr Empire
23
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Posted - 2017.05.12 18:17:03 -
[199] - Quote
CCP Antiquarian wrote:The first adjustments to this have been made and can be seen on Singularity.
1. Reintroduction of the UI Click slider. 2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.
More to come as the team continues working.
And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):
Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.
Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game: UI elements - controls, buttons, windows, toggles, notifications, timers, warnings Music - prerecorded space, hangar, and CQ music Speech - prerecorded voice, voiceovers, mentor dialogue World (in space and in station) - ship engines, turrets, footsteps
"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.
"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.
"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.
"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)
"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.
The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider. Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds. Secondary interfaces, UI Click, and Warning Sounds are all UI sounds.
Here's a solution. Just re-implement the advanced audio options! Because, you know, they worked just fine! Why start messing with things that worked in the first place? |
Oraac Ensor
781
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Posted - 2017.05.13 01:28:04 -
[200] - Quote
CCP Antiquarian wrote:It was meant to be there, but was erroneously linked in a separate slider. So where is this separate slider? |
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Annexe
I N E X T R E M I S Tactical Narcotics Team
163
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Posted - 2017.05.13 03:57:40 -
[201] - Quote
Baboo Yagu wrote:Here's a solution. Just re-implement the advanced audio options! Because, you know, they worked just fine! Why start messing with things that worked in the first place?
Can CCP comment on why the Advanced Audio Settings needed a change?
At least Aura had some reasoning behind it, with the NPE and the new dialogue. But I can't seem to work out why the Advanced Audio needed changes, it's not like any new sounds were added? And I'm sure if CCP were doing a massive audio overhaul, we would have known about it ;)
It's been a saying forever, "if it ain't broke, don't fix it". And again, we have updates.eveonline and SISI for a reason, I suggest these get used correctly and allow the players to know EXACTLY what's going on and why it's going on, and allow us to explore and provide feedback BEFORE they get implemented into TQ.
Come on CCP Antiquarian, I thought you said you had learnt from the GONG! experience ;)
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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Matthias Ancaladron
Wrath of Angels Solitaire.
294
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Posted - 2017.05.13 13:19:17 -
[202] - Quote
Bull ****.
If you want to encourage people to experience Eve's soundscape bring back the juke box and remove the stupid dynamic music that plays the same electronic song in every combat situation. |
Queloor Zefram
Star Explorers Reckoning Star Alliance
13
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Posted - 2017.05.13 18:25:04 -
[203] - Quote
CCP, I am severly disappointed by you culling the advanced audio settings.
The feedback you got was very very critical of CCP changing the advanced audio settings, yet you persisted in implementing the change.
And additionally once again you f***ed over all wormholers too, tyvm, we really appreciate how much you like our paid subscriptions .... The rationale you stated was that only 9% of all players used the advanced sound settings, but did you get statistics of how many of these players reside in wh space ?
If anything the audio options need more abilities to customize the sound experience and not less.
Eve is a game that had inspired passion in myself for the game, but I get the feeling CCP does not really care anymore about these passionate players. You implement changes that nobody needs and nobody cares for and remove functionality that people do need.
The long asked for acls for corp bookmarks or the ability to have alliance bookmarks is just one more symptom for your neglect of player's wished.
If this were just one more game then I could not care less, but this is eve, which is a game that I have not just played 3 weeks and lost interest, but a game that has kept my attention for 3+ years.
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Darius Caliente
The Pinecone Squad United Federation of Conifers
137
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Posted - 2017.05.13 18:49:12 -
[204] - Quote
So these new sliders are awful... I'm still not sure what combination I need to get critical warnings like modules are out of charges. It seems that this has been buried in some unrelated category.
There's a very simple way to fix this CCP, you can name these as you please but:
Important #1: Gate Activation + Wormhole Activation Important #2: Warnings (Shield, Armor, Hull, Capacitor) + Modules are out of charges Important #3: Turrets (turns, launchers, smartbombs)
Semi-Important #1: Wormhole Sounds Semi-Important #2: Ship Warp Sound, Targeting Sounds + Warp Drive Activated Semi-Important #3: Ship Explosions, Kill sounds
Useless Garbage #1: Ship Engine Hums Useless Garbage #2: Station Sounds, Gate Sounds, Really any object that makes noise Useless Garbage #3: All other "unnecessary" noise - UI Clicks, D-Scan noises
The test case for this should be as follows:
#1 Does 'Important' keep me from dying? #2 Does 'Semi-Important' convey useful information or interesting information #3 When 'Useless Garbage' is turned off can I zoom in all the way on my ship without noise and weird sounds that make your ears bleed when you multibox and can I sit in station in silence.
If you can meet those criteria the problem is solved. Right now, that criteria not met and important sounds are mixed with really unimportant sounds, leaving us to have awful noises or valuable information but not both. |
Nai Nesealc
Pink Unicore United Federation of Conifers
4
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Posted - 2017.05.13 18:53:11 -
[205] - Quote
Darius Caliente wrote:So these new sliders are awful... I'm still not sure what combination I need to get critical warnings like modules are out of charges. It seems that this has been buried in some unrelated category.
There's a very simple way to fix this CCP, you can name these as you please but:
Important #1: Gate Activation + Wormhole Activation Important #2: Warnings (Shield, Armor, Hull, Capacitor) + Modules are out of charges Important #3: Turrets (turns, launchers, smartbombs)
Semi-Important #1: Wormhole Sounds Semi-Important #2: Ship Warp Sound, Targeting Sounds + Warp Drive Activated Semi-Important #3: Ship Explosions, Kill sounds
Useless Garbage #1: Ship Engine Hums Useless Garbage #2: Station Sounds, Gate Sounds, Really any object that makes noise Useless Garbage #3: All other "unnecessary" noise - UI Clicks, D-Scan noises
The test case for this should be as follows:
#1 Does 'Important' keep me from dying? #2 Does 'Semi-Important' convey useful information or interesting information #3 When 'Useless Garbage' is turned off can I zoom in all the way on my ship without noise and weird sounds that make your ears bleed when you multibox and can I sit in station in silence.
If you can meet those criteria the problem is solved. Right now, that criteria not met and important sounds are mixed with really unimportant sounds, leaving us to have awful noises or valuable information but not both.
#truestory |
HyperFlareX
Know your Role League of Unaligned Master Pilots
30
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Posted - 2017.05.13 20:46:01 -
[206] - Quote
CCP Antiquarian wrote:The first adjustments to this have been made and can be seen on Singularity.
1. Reintroduction of the UI Click slider. 2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.
Thank you so much!
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Queloor Zefram
Star Explorers Reckoning Star Alliance
13
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Posted - 2017.05.13 21:23:56 -
[207] - Quote
CCP Antiquarian wrote:The first adjustments to this have been made and can be seen on Singularity.
1. Reintroduction of the UI Click slider. 2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.
More to come as the team continues working.
CCP made a mistake in removing these sound options. Now please just be adults, say mea culpa and asap put the old advanced sound settings back.
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Ken Dramile
Star Explorers Reckoning Star Alliance
0
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Posted - 2017.05.13 23:11:07 -
[208] - Quote
Pls reinstate the old sliders for sound as I do not like the d-scan sound and want to isolate it, with the new set up I have to remove a wide range of sound so I do not have to listen to that one sound. I press d-scan every couple of seconds and the new sound is too much to hear constantly, so also the ability to remove that one sound alone would be great. |
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CCP Antiquarian
C C P C C P Alliance
249
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Posted - 2017.05.13 23:23:06 -
[209] - Quote
HyperFlareX wrote: Thank you so much!
Don't thank me. I am just the guy letting you all know what's happening and helping the Audio team sort through the feedback.
I've added the additional comments to the list for consideration.
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for immediate fulfillment of your archaic social media needs.
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Zero Davahum
9
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Posted - 2017.05.14 02:11:28 -
[210] - Quote
I have mild hearing loss and that makes it very difficult for me to hear quieter sounds when louder sounds are present, I simply cannot hear any of EVE's quieter sounds like 3rd party warps or shield/armor/hull warnings and in larger fleet fights I could not understand what my FC was telling the fleet to do unless I turned all of the quieter sounds up and turned the louder sounds sounds down a little bit so they are all equalised in volume.
This new update has removed the ability to do this, sounds that have different volumes are catagorised under the same slider so now I am pretty much being forced to play without sound because its pointless to play with it. Thanks for killing my immersion CCP, I really hope you will consider undoing this ridiculous change to audio settings. |
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