#Revert Footstep Audio
37 messages · Page 1 of 1 (latest)
All audio ranges have been drastically reduced
You’ll notice it easiest with airlocks
#🎥︱clips message
this was from earlier, i react based on all the footstep audio i got.
Yeah I’m not the only one who’s noticed the changes tho. Will just have to wait for people who have experienced the same thing to speak up so I’m not getting eternally gaslit
Audio has been reduced for sure to the point im adjusting my already made settings to pick up movement after 1700 hours
like literally the audio was NOTICEBLY reduced, i played both PTEs and the changes were STAGGERINGLY obvious
especially going from one to the other
Oh it's damn near impossible to hear creep walking now
I for one love this change
I disagree I feel like all the sounds improvements are better
ambient noises should not take extreme precident over footsteps in my opinion some of these ambients are SUPER LOUD and ill try to remember to clip said area
I think this change is great for casual players
Terrible for people who value good sound design in a pvp aspect though
Unfortunately I don’t see myself playing a game where I can barely here someone coming up on me though
This one is a solid deal breaker for me
it is a change or a bug¿
Don’t know but I would wager it’s on purpose
And to clarify, its a positive change for solos because you can freely sprint around the map now, as long as you're a certain distance away from someone your footsteps will not be audible whatsoever.
It is definitely a reduced distance to what it was previously, making map knowledge significantly less valuable overall
It feels* like a change designed to cater to casual players who aren't aware of how sound works in Marauders.
There have been multiple changes this patch that benefit new players/solos/rats/etc (these are the groups that need the most help). The changes to green boxes (making them abundant and making good weapons spawn in them with attachments potentially), making shotguns stronger (much needed change when taken as an isolated change), and also the footstep audio being reduced drastically.
I think on their own, the green box and shotgun changes are honestly healthy for the game, but in combination with the change to footstep audio, they just create a very casual experience.
Its far too easy to either find a good gun and dart around a corner without someone hearing you until you're virtually faceplanting into them, or to do the same with a shotgun.
This is a result of these changes being in tandem with the reducded footstep audio.
Right now with the current footsteps I think shotguns are extremely problematic and will likely see a nerf sometime in the near future. I think if we revert the footstep changes it will help to indirectly balance the shotguns by making it so someone with a weapon that can kill you so quickly can be heard before you're in 'instant lethal' range.
Its not the same as the mosin or the johnson because both of those weapons require you hitting a precision headshot from a long distance in order to be most effective, while the shotgun requires you to get up in someone's face.
Audio seems to be a consistent work-in-progress. There have been a number of updates that significantly altered audio. I haven’t yet played on Colony Cruiser (which was an audio confusion) since Guilds 1.0 but they seem to be honing in on footsteps/sounds being muffled by the number of walls and floors between players. That being said, I think regular walking footsteps and especially running footsteps should be significantly louder than crouch-walk, tactical walk, and ADS walk. This gives aimless running a consequence and allows stealthy players to sneak around. When in a wide open area, like the long hall in Planet Killer, footsteps should be heard (in an open echo way) from the other side of the open area.
Agreed.
I've noticed slightly smaller sound zones. But idk if it's the footstep audio itself. And at least on my end, it hasn't been a glaring, blatant in my face change. I have heard a few people say they noticed a huge difference in footstep audio specifically. Not being able to hear them well/far.
Think @obsidian monolith mentioned something too
Not sure I want a complete revert, probably best to wait for further adjustments...
I've noticed that the audio has less range so I'll only hear it if they are right on the other side of the wall and sometimes I won't heat it at all
Fought a whole 4 man with no footstep audio the other day
Tbh i didn't notice much change in audio... You can still very well hear all thats going on in the mine drill pit from above. Maybe crouch walk is a little bit more quiet (it was awfully loud before for a sneak option).
Solos need an avantage
The difference I noticed is now sprinting can be heard from far away and regular walking can't anymore. Before both walking and sprinting seemed to have the same noise distance, so it's a good change. Solo's can just sprint now? No, sprinting is still loud. Solo's can walk now and not creep walk 24/7 like you had to in the last patch lest there be a 4 man squad with the goal of clearing the map running around.