#Revert Footstep Audio

37 messages · Page 1 of 1 (latest)

bright vortex
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im gonna let this one cook for a bit, im not noticing and glaring issues with footsteps.

unreal fjord
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You’ll notice it easiest with airlocks

bright vortex
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#🎥︱clips message

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this was from earlier, i react based on all the footstep audio i got.

unreal fjord
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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

plain shadow
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Audio has been reduced for sure to the point im adjusting my already made settings to pick up movement after 1700 hours

lapis tiger
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like literally the audio was NOTICEBLY reduced, i played both PTEs and the changes were STAGGERINGLY obvious

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especially going from one to the other

plain shadow
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Oh it's damn near impossible to hear creep walking now

thorny nacelle
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I for one love this change

somber nimbus
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I disagree I feel like all the sounds improvements are better

plain shadow
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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

unreal fjord
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I think this change is great for casual players

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Terrible for people who value good sound design in a pvp aspect though

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Unfortunately I don’t see myself playing a game where I can barely here someone coming up on me though

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This one is a solid deal breaker for me

sleek crescent
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it is a change or a bug¿

unreal fjord
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Don’t know but I would wager it’s on purpose

unreal fjord
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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.

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It is definitely a reduced distance to what it was previously, making map knowledge significantly less valuable overall

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It feels* like a change designed to cater to casual players who aren't aware of how sound works in Marauders.

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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.

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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.

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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.

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This is a result of these changes being in tandem with the reducded footstep audio.

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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.

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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.

frosty seal
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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.

fallen bough
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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

blissful crag
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Not sure I want a complete revert, probably best to wait for further adjustments...

obsidian monolith
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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

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Fought a whole 4 man with no footstep audio the other day

crystal gulch
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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).

spare river
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Solos need an avantage

jagged musk
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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.