#Please return the prior quickplay climbing speed sounds
199 messages · Page 1 of 1 (latest)
lol
Please return the prior quickplay climbing speed sounds
do not scream your requests in all caps thanks
my thoughts currently
- old sounds were not an issue and made sense to me (woosh = speed, obviously)
- new ones, while inoffensive, don't really make sense
- also you can't hear them when spectating another player. it might be intentional, but i feel like it makes more sense for a spectator to hear everything the player is hearing (even for something as insignificant as climb speed)
idk i enjoy them, theyre much more sudden and i can hear them better whenever the sound plays at the same time as a different sound
toggle is out of the question
why is toggle out of the question though, it's a distinctly negative user experience to not be able to turn off distracting sounds
welp, just adding my 2 cents that the speedup/down events occur rather frequently, and that a notification-like bloop sound is in my opinion too attention grabbing and detracts from the smooth stacking experience like somebody poking at your shoulder when you're trying to focus on a task
compared to the previous, which seems to fit with the whole rocket boosting up thing up the tower and into space, and isn't an unexpected sound that keeps coming to grab your attention directly
once you notice it, it's actually more annoying than the current sound
I don't think it's fair to say what I would feel as more annoying, given that I didn't pay attention to it until after the change
and if we roll it back you'll notice it now
nobody on the dev team likes the old one over the new one
the old one is way too annoying to provide information
well if the devs are intent on the change, then all I can do is to leave an opinion here
wait I just realised, aren't you the music woman*
I can try to appeal to your reasoning! The boop is clashing with the background music!
~hopes hard the change is reverted now~
well i'm looking forward to the improved version
right now it feels like I need to be looking for a open chat window somewhere whenever the speed change sound plays
its a new sound so you're not used to it
if you want the old climbspeed sounds just use tetr.io plus like omg
it allows you to change any SFX in the entire game
The new boop sound is not cooking. It doesn't feel like an energy drive. I'm expecting some kind of one shot wobble bass or smth else that sounds powerful
oh i'm going to look into that, modding is allowed right?
as long as its like
skins
and doesn't affect gameplay
skins and SFX modding allowed, so is custom maps in custom solo, but nothing else
iirc
I just want to replace that one sound with no sound
yeah you could find a way to do that
that being said
i don't really know how to do SFX with tetrio+
you'd have to ask uniqmg or look at the tetrio+ guide lol
well you just scroll a list and click browse and replace it with a silent .ogg file
it's not rocket science
i'll figure out the menu navigation one day
i don't know only because i've never really messed with it before
btw if anyone in here wants the old sounds i have them on my computer
these are all the sound effects. speed_down has 1 but speed_up has 4 for some reason
ahaha I have some embarrassing news, I thought the speed_down sounded like speeding up because of how whooshy it is. I've been believing wrongly that my poor performance is wooshing upwards
gaslighted myself into thinking i'm doing well climbing up the tower
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I heavily disagree, I enjoyed the wooshes a lot. It wasn't loud, felt like it fit the aesthetic, and didn't feel intruding. The new one is a lot more intruding, and while it does do a better job at conveying information, it feels very hard to ignore. When I first began the tower, I never payed attention or cared for the woosh sounds, I was able to ignore it, and I feel like that's something important for the UX of newer players who probably wouldn't care for their climb speed. When I did begin to care, the woosh felt like a good fit. For the sound design itself, it conveys that feeling of "going faster" or "slowing down". This new one just feels like a notification bell, and doesn't fit a "I'm climbing faster or slower" feeling.
(fyi here's the pending replacement for the current sound)
(it changes per floor/song)
but yeah i tend to agree. maybe it could've faded out globally for a little while when you're at the border of leveling up and down over and over but besides that i thought the originals were acceptable
There's also concern for newer players of the game. I have a lot of friends who have recently been getting into TETRIO, and the first thing I thought of when playing on the new update was that the new sounds feel very distracting, and for them, focusing on their climb speed is the last of their worries, as newer players are much more overwhelmed on trying to stack and handle garbage. Installing a mod is not a good solution.
besides, T+ can't easily replicate the old sound logic
you'd have to fight a turing complete visual programming language to reimplement it lol
I like these much better, they feel like leveling up. I'll miss the "speeding up!" feeling, but this is pretty good. They also don't feel distracting/intruding, which was my main concern with the new sounds.
I also noticed that the climb bar flashes in sync when leveling down. I like that, as knowing what the sound correlates to can be confusing.
as a reminder, the sounds that are currently in were never intended to be in, i have no idea how they got there
i submitted them as a draft idea
nobody told me it was going to production
so i spent early in the morning making better ones...
now my sleep is fucked up LOL
noooo
the slowing down sound reminded me of something from tetra legends, no wonder :p
lmao that explains why they are so disruptive
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I didn't hear the old one, but the new one is like joining a discord call every time I make a quad, like, idk man I don't care about the speed up this much that I wanna get a Facebook notification ping on my email client every time I make a quad, idk if you get what I mean
Soon I'll get a notification on teams and get a notification to join a meeting each time I make a quad
Unironically thought it's a bug when I heard it it 7 times
new update: climb speed sfx replaced with knock brush
I'm honestly not sure if that's better or worse
worse
The new climb speed sounds do in fact catch me off guard.
they are already being replaced
ok but then the developers lose needing to support this shit
true
still short, but better than a discord ping sfx
Not joining discord chat by making a quad, pog
toggles are troublesome strips of duct tape for things that would benefit from real fixes. adding a toggle fixes nothing and makes development harder. it's far better to take the current system and fix it as needed.
that said, I prefer the new sounds over the old ones. the old sounds were loud, and they got obnoxious when frequently crossing a climb speed level in both directions
the new new sfx are actually pretty good
new thoughts on the new sfx that came from this maintenance
- i like that the new sound is recognizable and doesn't get smothered by all the other sounds that are going on
- they still sound kinda tetra legends-y and feel out of place, but not as much as the initial 1.7.0 sounds
- i still kinda want to hear them while spectating other people
- evidently i'm in the minority that likes the woosh sfx better, but the current ones are not bad overall
the wooshes blended in better and made sense
but these aren't bad
dynamic sfx are cool imo
+1 on that the old sounds blended in more, they sound a bit like everything else (incoming garbage, b2b release) but personally I see that as a positive, not a negative. and yes, the old sounds got annoying when you kept going slower and faster for a bit, but that was not addressed at all, the new sounds are just as annoying when it happens
the old sounds also made sense, i mean its easy to associate a whoosh noise with going fast, if you've never played the game before I think most people will at least know it has to do with going up even if they don't know it specifically means climbing speed. now it kinda just sounds like the game thinks that quad was really cool so heres a noise
also i dont understand the development argument about toggles, when i open any game's settings menu, the more different sound categories with their own sliders/mutes there are, the better. personally I am indifferent to the old sound existing or not but I really really really want the new noise to not be there (+like many other players I do not care enough about current climbing speed for it to need an audio cue)
if the problem is that its too loud then, i mean, im probably missing something, but why not just make it quieter
oh, the sounds today are way better than the discord notifications, i checked by playing qp
i thought this thread was about the 1.7.0 initial sounds
it is
yes
from a developer's POV, it's a nightmare to maintain. every time there's a change that someone doesn't like, "make it a toggle" often gets suggested. if toggles were implemented every time, there would easily be dozens of toggles. that means an exponentially increasing number of ways to break things or get unintended behavior because toggles can interact with each other. developers would have to ensure that everything works properly for every toggle and many combinations of toggles. that situation only gets worse as the number of toggles increases.
besides, adding a toggle doesn't fix anything. they're just a workaround. sure, adding a toggle might be easy in the short term, but it suffers in the long term. it's far better just to fix the problem and be done with it
toggles also don't make much sense from a development perspective. let's say that a game uses [thing A]. the developers have found problems with [thing A]. fixing it is out of the question because the problems are more fundamental (e.g. it's incompatible with what's planned), so it's better to replace it entirely. [thing A] gets replaced with [thing B], but [thing B] has some problems. inevitably, people suggest making toggles.
scenario 1: you can now toggle between [thing A] and [thing B]. hooray, you're stuck with two flawed systems, but at least you get a choice between them! the experience is only as good as the least flawed option, however.
scenario 2: developers listen to feedback about [thing B] and make changes accordingly. the problems have been solved as much as possible. the experience is better, so there is no need to go back to [thing A].
which scenario is better? answer: || scenario 2 ||
there is no "fixing" the sound because both the volume and how you perceive the sound is entirely subjective
you are saying lets remove the option to change arr because everyone should be playing arr 0 anyway
what the actual fuck are you saying?
the reason we are careful about toggles is not only what cyl has said, but also to avoid the config menu becoming a huge parameter dump
I agree with you about the argument about toggles. There are app development reasons behind why it isn't a good idea, but it also comes across as disingenuous to the end consumers especially given the desire of actual users to use mods to make aftermarket modifications where none was made available by the developers themselves. Clearly there is a demand for it, but because of philosophical design reasons that not all end users appreciate or understand, it feels like end users are punished and made to feel less-than for not understanding the ramifications of poor design philosophy.
"philosophical design reasons"
you mean concrete design reasons?
i mean, design reasons live in the mind, and aren't a physical tangible product, so all design reasons are philosophical design reasons
that is not to say that the reasons aren't real or compelling, they are, to the right audience, but to the general layperson it doesn't feel compelling
????????????????????????????
I'm gonna just steer this convo back on track here
We don't just make toggles willy nilly
we go though a process to decide them as needed
the current tetrio config menu is a horrible clusterfuck with bad UX, which will be fixed in the redesign, but it means until then, we are careful not to just keep filling it up more and more
I get that toggles aren't a thing to be made willy nilly. I'm describing what the process feels like to an outsider that is being told about the internal processes that by all means it's totally fair for developers not to explain. So we're really getting a lot more insight into the developer mind than we typically have
the point is, we want the game to present a certain way as well
the more options you give, the more people can deviate from your design
this is why allowing 100% grid opacity was a mistake, for example
it looks really not good, and gives the game a bad look that we don't like, but it's a legal option in the game
It feels like how users of new mobile phones were complaining about button location redesigns and removal or inclusion of buttons, or removal of the earpiece 3.5mm jacks. End users in the end are the empirical dataset that tells developers whether they feel good or bad about a change. And when a developer says "we're not doing that because of (developer specific reasons)" it does not feel good to the end users that did not like that change and it feels disingenuous because a certain look was prioritised such as total removal of 3.5mm input jack.
your choice of words comes off as pretentious by the way, in case you were curious
anyway, let me just wrap this up, garbo told me he'd support a toggle for the audio cue, so this conversation is basically over
i'm not trying to be pretentious, i'm trying to be accurate in my description
it will likely be added at some point sometime soon, but it's not 100% guaranteed
this is why I used the phrase "comes off"
you can try to be a certain way, doesn't mean it will not come off a different way
my bad, the intention isn't to rub devs the wrong way
exactly the way we feel about the changes!
I'm not rubbed the wrong way, just trying to let you know in case you're not a native speaker
I mean the difference here is that we have a design we use for the game
and that's that, really
you might not like it
it's a game, right? not a tool
you know, if you told me the use of c minor for the floor 1 track was distracting or something (some people hate certain keys idk), I'm not really gonna do much for that
I'm not gonna add a toggle to have a different musical key, for example
making a toggle for every possible sound effect makes it just legal to completely change the game in critical design ways
so we're careful on the options we give
the unfortunate situation is that anyone opposed to the current sounds now are in the vocal minority, and some of it is from being resistant to change, some of it is genuine opinion, but either way there are far fewer complaints of the new audio cues
like I said, we'll be looking into adding a toggle to disable the climb speed audio cues, but the sounds themselves are not going to change as of now. that's final, so this conversation is over
That’s a lot of messages
i thought you said you didn't want a toggle for that
or osk idk
oh is there a disagreement
In any case, the new-new sounds are a distinct improvement over the old-new sounds. I like how it blends more with the background now compared to the notification-like boop previously. Honestly wasn't expecting a change that quickly. Thanks Dr Ocelot for working on them
over the past couple of days, i've spent a lot of time evaluating what the sounds are good for from an audio design perspective
and the conclusion is that it was a miss in a lot of ways, so it will pretty much 100% move to a setting
i think it is useful to give the players insight into what the actual evaluation lead to, so i'll just forward my internal message here:
so, ive been doing a lot of thinking over the climb speed sounds in general, and whether they actually were a good design choice to begin with. as garbo had mentioned yesterday, the prior climb speeds for the majority were simply just not something that was really audible to them, and blended it more than i had expected. so, when we pushed sounds that were more recognizable, there were complaints. some of these complaints were due to the nature of the sound, some of them can reasonably be written off as "it's different so i don't like it", but regardless of these complaints, ive been thinking about it from an objective sound design analysis
the first thing to question is what the climb speed actually means to the player, and how much certain events matter. climb speed, as a mechanic, is vital to quick play because the multipliers you get from it can make or break your final altitude. it also serves as a really clever way to keep the more skilled players filtered to the top, and the lesser skilled players towards the bottom. however, that being said, the control the player actually has over the climbing speed is generally just how skilled their play is. if you take a mechanic like charging b2b, that requires actual decisions to ensure you keep it going, but climb speed doesn't require such decisions, it simply gets affected based on the overall skill
the second thing to note is what these new-new sounds were intended for from a design perspective, apart from just indicating a value has gone up or down:
- upspeed: the little sting that goes with the music, can provide some kind of feeling of power or dopamine because of its consonance with the actual song that's playing, it goes along with it. every time you hear it, you know you're ranking up more and more in climbing speed.
- downspeed: a double hit hard bass, which makes it feel as something not great is happening. it helps serves as a way to add stress to players that are hesistating, as they are bleeding climb speed because they cannot return to their flow quick enough. it serves as a catalyst to keep the action moving along, even if that means making a suboptimal decision because time is ticking.
so, that's all well and good from a design perspective, but did it actually work in practice? well, it doesn't in quite a few ways, and those are the following:
- every player has a soft ceiling on what their climb speed is going to be. there will always be a point for everyone where they just arent good enough to keep it increasing, and so what you will find is that the climb speed will ping-pong back and forth in a range. if this range includes a climb speed rank barrier, then the sounds aren't really useful at all, because having a ceiling is natural. some people will be unlucky enough for them to ping-pong right between the barrier of a rank, causing these sounds to play endlessly, even though it's not much different than ping-ponging between the middle of a rank, apart from a difference of one step of the multiplier.
- the perceived volume of the sounds really depends on the BGM. many people play with the BGM, but many do not. for those with the BGM off, it has nothing to blend to. for those who are playing music with a different musical key, it can likely even be dissonant with the song that they're listening to, which is even worse.
- climb speed, while vital, is not the end-all of the game. you can spam and get your climbing speed up really high, but if you don't have the skill to actually keep your stack in an advantageous position, it won't matter much. i imagine many people keep the idea of climb speed in the back of their minds, but they should really be stressing over their actual gameplay over that. why? well, because climb speed already just moves with skill. if you play skillfully, it will raise. if you don't, it will lower. it's significantly more important for them to ensure that they set themselves up for success, and them the high climb speed will naturally follow.
- there are much more useful metrics to know how good you are doing. a common one when targetting a high altitude is to just look at the background or altitude number compared to your run's elapsed time.
- people are more likely to just want to know what their speed is at a given point. because graphics are two-dimensional, we can put this information below the board, and they can just read that. it doesn't obstruct or get cluttered with anything, really. sound, however, is one dimensional, and the climbing speed indicator sounds have to share the same space as everything else in the game. but what's even worse than that is that they only indicate when your rank has changed, which is significantly less useful, because people are highly unlikely to count the ups and downs as if they're counting cards in a blackjack game, because they can just glance down at any time and know what the state of their climb speed is by the color or shapes. they'd rather have the game show their multiplier in plain text than to know when this value has changed at a point in time.
- even with the pulsing, the sounds don't have a distinct visual indicator that ties them with something. this is why, even with the pulsing, many people don't actually know what the sounds are even for in the first place.
- if you take something like the windup garbage sound, this sound is vitally important along with its visual indicator because it has a direct and extreme affect on what the player does next. the climb speed changing, however, doesn't really affect one's gameplay nearly as much at the moment it happens. it's more likely someone will see how low their speed is at a random point and go "oh man, i gotta pick up the pace".
this is the conclusion of my evaluation
the argument has kind of shifted to if such a toggle should be defaulted to off or on
that's a well made evaluation, it voices a lot of points I wasn't concerned enough to mention, but glad they were thought of during the evaluation. My main concern ATM is with the downspeed sounding too punishing, which echos off the same points made in the evaluation about skill, skill ceiling, and the importance of climb speed (with focus biased towards the UX of new players, as these noises likely have a larger impact on their stress).
As for the toggle, my opinion is that it should be defaulted to off, reasoning being the same as my argument on the UX of new players. I don't think climb speed is something they should be concerned about amongst everything else. Climb speed will naturally follow as a players skill improves. I don't think the users play should revolve around keeping the climb meter up, rather, it should be a reward for good play.
although i will say I dislike the idea of a toggle to begin with. I'm not a fan of experiences being optional in games. A perfect world would be one where the feature is acceptable for all, but I understand how difficult that is especially with this
if you're wondering why the tetrio team is so resistant to the "make it a toggle" any time an issue comes up, it's because it's not the best solution for a lot of things, we'd rather fine tune the experience above all
and we don't want a huge parameter dump in the config menu
and we don't want to add more situations the game has to account for willy nilly, etc
however, there are times when we do a toggle out of the gate
here's an example, in redesign, there's a feature where your piece can have a flashing yellow outline if your hold queue is locked
this will be a toggle that is off by default
because most players likely don't want that kind of an indicator
but a select few will want that indicator, and it provides useful information, especially if you're someone who doesn't like grayed out pieces on hold locked
then you have an alternate option where your active piece has a flashing yellow outline instead
especially because you can know your opponent's hold status by looking at their general board since the active piece will be there and the outline pulses
but most people won't want that as a default on, so it'll be default off
actually, i do have an old video of this i can share since there's no real spoilers in it, from much earlier in the development of the new renderer
not folded
?
oh, well the problem is that i wrote a message and Discord complained because i haven't got the expensive Nitro so i just sent it as a file instead and watched in horror as it broke all the wrapping lol
didn't know about fold though!
yeah i mean how difficult is it for them to just add word wrapping because as-is just shooting it into a file makes it very unpleasant to scroll horizontally through
i think the new sounds are ok lol it's just the initial 1.7.0 that were like, real bad
he uses arch btw
i use arch btw
(lol)
WSL comes with windows 11 no ?
not necessarily
i think that leaving the sounds on by default would be best, one of the main reasons people were complaining was because of how disruptive the old sound was, but the new one is better comparatively... for those who still dont like it, they could then turn it off


