That may be due to one sound file being for the originator and 1 for the target. One sound is for the entity using the action and the other would be the "hit" result.
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Not likely, since there are even skills with more than 2 files. Some skills have only one file. So again, most likely they overlay multiple SFXs to create the correct sound they're looking for. I don't quite remember this one, but I believe Benediction for example has 3 SFXs, all different sounds but if you play them together, you notice it'll sound like the actual skill.
As for why I don't think your theory is correct, the SFXs play even without a target if you used the skill previously and then go into /gpose.
Alright, that's fair and I see your point. By the end of this, all I'm saying is, why not stick to the original resources, and adjust those than making entirely brand new ones? Why use new resources when the ones you have are just fine but need fine tuning. Its like buying a whole new turkey because your current turkey is sitting in too much gravy.... Instead, just pour out some gravy until it's just right. Also lol my metaphors, I think I'm done here on this one, I really just want our original fking sounds back because I hate this trash heap we're hearing now.
This btw. I know those are separate files for the initiation of the attack, and the other would be the actual hit of the attack for different targets like above said. However at the same time... I still don't think it'd be that hard to take the original files and put them back in whatever software and work from there. Kinda like when artists do commissions. They can make a final project that has no layers and is just the whole commission itself... But before that, they save a project that has multiple layers and designs separated on different levels in case they need to adjust something.
Also, not that I use mods but if someone could mod the sounds or make something that could do such a thing just so we have the old sounds back, I'd love the hell out of them just for the sheer amount of effort and care into how badly we want the old ones back.
Also, to explain things like benediction... I imagine it has 3 because it's comprised of...
1. The Healer casting the spell as one sound
2. The target being healed as the other half of the spell
3. The actual sound of the heal replenishing health, similar to the 2nd one but really there as a means of elaborating that not only the heal targeted the player, but in fact worked. We hear sounds like this on other skills in the game too, just very rarely are they different from one another. Kinda like Brutal shell, it has the hit, the animation sound, but also there's a sound of the heal itself being applies as well. That's just my theory anyways.
Those generic sounds have their own file as far as I know. Benediction having 3 distinct sound files is just that there's more sound effects than we can hear, overlayed over each other. I can see why someone would think that the files are split into the SFX of the cast and the hit but again - some skills don't have more than one. I don't know how the game is programmed and how the sounds are linked to the skills, so I'm not saying that I'm right with thinking that it's not split into casts and hits. It's entirely possible for that the be true. I myself am not convinced after browsing through the files.
Honestly, I'll probably give modding the sounds another shot, but we'll see how it goes. I'm pretty sure that unless Textools allows the sound effect files to be modded in the future, this isn't going to work out well.
To me, the original sounds were something akin so a sharp scalpel with a bunch of useless mechanical parts able to fall apart any moment. Definitly not what I expect of a gunblade.
Have anyone here actually heard a sword hitting something? High pitched slicing sounds are definitly not something a sword produces. It's not because it's a cutting weapon that it should sound like a chirurgical pair of wobbly scissors.
Besides, the current sound set already has a good amount of "slicing" in it. A nice balance between slice and blunt. (And explosions.) Especially the Gnashing Fang combo, with Wicked Talon definitly sounding pretty sharp.
Sure, the current set could be improved. But going back to the old one would be a huge step backwards. I can deal with the flaws of the current set way better than the ones the old set had.
In fact, the old sound set was the reason I didn't play GNB. Now that it has been changed, I consider leveling it, but I'm waiting to see SE's answer to that whole issue. I wouldn't want to invest time in a job I would put on the shelf if they revert it back to the old sounds.
I've gotten used to it. I just want to know why they changed it though.. even the JP players don't like this.
Well i understand that some people might want some more weight to it, but blunt baseball bat is not an answer either. Incoherency is also very bad, 123 combo sounds literally like a club or hammer, while explosive combo sounds like very heavy sword, it's even heavier than DRK and WAR sounds. It's very annoying to hear, i hate getting GNB in party.
In my subjective opinion 5.0 sounds were perfect, but at this point i can accept something that actually sounds like a gunblade, something well made. I don't get why they even removed trigger sounds. This whole situation is a madness.
I honestly thought the original sounds were on point with a fantasy designed weapon. It's a gunblade... They're not real. Every sound we have for our jobs isn't real akin to RL, it's enough to resemble what the weapon is for what we know of from media and understanding sounds. If we're going the route of "it should sound like this because guns and swords IRL", then let's note something here.
RDM's rapier doesn't sound like an IRL rapier.
DRK's great sword being swung doesn't sound like one because 1. it's magic based, we don't have actual magic IRL sorry. 2. No one uses hunks of metal that way near half your own body weight.
Even NIN and PLD's weapons don't sound like actual daggers and swords
And have you even heard MCH's stock sounding AOE that sounds like it comes from a 1890's black and white movie?
By the end of this, we have as close to what we can to pay tribute to our "fantasy" idea of how something should sound. Not the "REAL" way it should sound. We want to hear a Samurai's sounds be sharp, piercing, hinge on speed, swiftness, and steel breaking the sound barrier. The truth of it though, a samurai sword does not sound like how it does in FFXIV without a LOT of fake sword play akin to what most would find in theaters, movies, and etc.
Now, what we CAN do is figure out what a weapon should sound like based off what we know about it compared to IRL. Knowing this, we shouldn't make it exactly like what we hear IRL, but what we "think of" when we see such a device. Like how we know ghosts are associated with "boo!" and ghoulish moaning.... rather than just blatant screaming or something generic. Again, we're dealing with fantasy elements it must be treated as one... not with realism.
SO... Let's assume we're talking about the gunblade in this scenario. Well, it's not a real mechanism, but we know about swords and guns... Guns don't all go boom, pistols, revolvers, muskets.. they click, make trigger sounds, and have piercing projectiles that end with sharp but dull sounding impacts. However, this weapon lore-wise, doesn't shoot projectiles. We know some guns go "boom"... but specifically only cannons and larger ideas of firearms do that... And considering we're looking at what looks like a revolver with a blade on its barrel rather than a cannon with a knife on it, it's probably safe to assume we don't want too loud of explosions. At the same time, this is all coming from FF8 and FF13, so maybe we'll include something akin to that, but maybe not over the top (hence what we have as our "explosions" now in our sounds... but they're very over the top). So far now, we've confirmed just a couple of sounds for the weapon itself... Let's keep going. Majority of gus have bullets... and those usually have some way to load, or have shells that come out like seen in many movies, games, and media. Shells dropping on the ground is a common stock sound too, but considering the device doesn't use bullets... maybe it shouldn't be the highest priority.
So just off the gun half we confirm a few things we can for sure add as sound to fit the device.
- Majority of guns we think of have triggers or can be cocked in some fashion mechanically
- Some guns make loud booms
- Guns usually load in some fashion, or have shells
We've so far got an idea of what we could include for sounds. Hence why our starting sounds have trigger pulls, explosions, and some shell dropping sounds very minutely heard in them. Alot of this is great, because it's easily identifiable and fits the idea of the job so far that we've heard(and yet, goodbye cool sounding trigger pulls). We've associated "gun" with the job and its' weapon so far, so let's try the other half.
So it has a sword as well.. Well we already have rapier, daggers, axes, greatswords, katanas, and lances as our sharp melee weapons. We have to make it sound like a sword still, but we can't have it too similar to our currently existing jobs. Considering the models we're making, the size of the weapon is roughly larger than an average one handed sword, but smaller than any broadsword or two handed weapon. So we probably don't want the same weight as a paladin weapon, but not as heavy as dark knight's(this is where this goes horribly wrong as we currently have what sounds VERY blunt for such a blade for our current patch). So let's give them something piercing, not like a lance that dragoon uses, but something that sounds swift and clean. Something similar to Samurai but not as eastern based(this is where we started with our 5.0 sounds, crisp, clean, piercing). We also need it to have the expected "wooshes" that anything makes when swung that people associate swords with.
In this case, its hard to identify how exactly to do the blade considering how many jobs already have these types of sounds as is for blades. Making something unique would be difficult, however in conjunction with the gun portion, they can do something unique. Just how DRK has a blade but with magic it can sound unique.
Well... Gunbreaker's lore is that it uses cartridges of compressed aether rounds for its ammo for strengthened attacks and defense. That's magic I would assume.... and cartridges that use aether? Well, how about to make this weapon unique from the other blades, we highlight the idea of it being a gunblade specifically, it's a mechanical device. It has to compress and use these cartridges to make explosions, shields, and swifter attacks. Cue what we ave in 5.0 again.... We now have a combination of trigger pulls, light explosions, swift sounding slashes, and mechanism sounds like ricocheting bullets and mechanisms clicking within the gunblade... It's a fantasy weapon, so having these ideas fits fantasy of what a "gunblade" could sound like in a universe of magic. However... what went wrong then? People compared it to other games and to IRL, and said it doesn't sound "impactful enough".
The devs I can imagine then went "well, I guess to remedy this, we'll have to make the slashes and wooshes more heavy in pitch. But to couple that to match, we'll also have to give the explosions something louder sounding and more akin to cannon fire."
And so we now have what is horrifyingly the loudest, most obnoxious, and blending sounds available. Everything is overdone and not right. No one should be able to say a gunblade shouldn't sound mechanical, because again.. THEY DON'T EXIST. And for what they started with, sounded great and appealed to the fantasy of one. No one complained during the trailer for it either.
Tl;DR: long story short, this new idea of what a gunblade sounds like, isn't correct either. It shouldn't be RL related, it should build upon the fantasy of one. 5.0's sounds did that, and very well at that, they didn't need a 100% change and by having everything sound "more impactful" has now created a less impactful all around job with sounds that don't fit the fantasy of the idea being called "a gunblade".
For those who aren't satisfied with this big ass post... Lemme add this to it.
https://twitter.com/Very_Merri/statu...41671247200256
I won't get into our gnashing fang combo, because that is always going to come down to preference of the job. Keen edge's combo however we can easily identify here. Above is a post by Very Merri, a popular streamer comparing the sounds of our keen edge combo, the first set being what we have now, and the latter being what we had. I'ma note what I hear below.
The first set combo
- Blunt strikes, no piercing, slashing, just very hard "booph" sounds as if you were hitting a piece of cardboard, especially the final hit of the combo
- very deep toned woosh effects for the swinging of the blade, it sounds far too heavy for a weapon being swung with one hand
- Nothing intricate going on, nothing that sounds like a gun, or sword for that matter.
The second set combo (begins at 9 seconds of the video)
- A somewhat deep tone woosh for the swing, but it's not quite as heavy as what we have now. This fits a sword that's probably heavier than a one handed sword for having a barrel and a heavy firm grip for a handle
- Crisp, clean swipes. They're not quite sword swings like we've heard, but they're very piercing in tone to sound like something is being cut, not bashed bluntly. the second combo also very faintly, has almost what you could hear as someone "gripping" something and letting it go midway through the combo. It's hard to describe it, but it fits the action being done with two sword swings upward in a loose fashion.
- My most beloved detail that was lost... I hear a trigger pull. Not of a firearm we know of IRL specifically, but I hear a click of something and a compressed "compounding" sound. There's something mechanical going on by the end of the slashing combo that makes it believable you're holding a weapon tat contains aether cartridges. This even more helps mechanically in game with an audio cue that helps the player understand "I gained a cartridge" for their gauge.
When comparing the two side by side.. The one we have now is only less in quality. It's louder, blunt, and blends with other sounds too easily. what we had sounded clean, crisp, still unique from the other dozen blades we have. We need unique, identifiable, and "fantasy-like"... how else can I prove this? Look at all of our models for gunblades in the game right now. Most of them change shape, have pipes on them, unique barrels, oddly placed triggers/guards, they all look mechanical and unique from one another. It stands within reason that the idea of a gunblade they want to give us, is that it has complex inner workings while still being a blade to swing swiftly. The 5.0 sounds accomplished this. Our current ones do not and make our weapons sound more like the bat from pvp wolf marks.
The newer sounds are so much better, I'm grateful for the change and hope they dont revert it, otherwise the job will be unplayable with volume on
Outside of this forum I have yet to meet anyone that dislikes the current sounds.
I prefer the current sounds. The thread with a poll to vote... wouldn’t take my vote when I voted to keep the current sounds. I pointed that out there and you folks just called me a troll.
So you have manufactured your own echo chamber and don’t want to hear from or recognize that a counter opinion exists...
Why would I or anyone else continue to discuss with any if you if we’re just labeled trolls as a result? This is the first time in a few weeks when I have stepped back in to comment, and that is why. None of you actually wants anything but to think you represent a consensus, and you’ve isolated out the ability to even hear that another opinion exists..
They probably pointed that out because several votes for keeping the sounds existed, so a claim of tampering is pretty specious. That said, I took a glance with admittedly google translate over at the JP forums (where I amusingly saw Valric there asking for opinions) and mostly they seem about the same ratio as here: most people hate the new solid barrel, don't really care about the rest, some people like the new sound effects because of the Gnashing Fang explosions, but everyone wonders why it's a blunt weapon. So these opinions are clearly not formed in an echo chamber, unless that echo chamber extends across the Pacific Ocean. You're entitled to your opinion, even a controversial one, but don't be surprised when people get heated defending a class they may be passionate about. I got into Shadowbringers partially due to being a big FF8 fan, and while Eden delivers and the feel of the GNB skills bring a smile to my face, the thunks sound straight out of fistfights in The Matrix and it genuinely brings down the entire experience. I doubt I'm the only one who feels this way and I'm really not surprised people are mad about it, even if sometimes you can't excuse how they act.
I very much hope that one of your favorite classes doesn't have its identity unilaterally changed with no word in the future to something you don't like, at which point you face the daunting prospect of somehow making enough noise about as subjective an issue as "class fantasy" to the point where the devs deign to grace you with what will likely be "Sorry no more changes you're screwed".
It's no surprise people want to be heard on this, we came for what we heard in the job preview, things that sounded like this: https://youtu.be/XyBensMp_MA?t=130
Instead, two weeks in after what feels like a bait and switch, with absolutely no warning we now have this: https://youtu.be/7GSgWzmR_-c?t=90
I understand why someone might not care at all, but you'd be very hard pressed to tell me that the latter is what a gunblade should sound like, not the former.
The opposite for me - i yet have to meet someone who likes new sounds. Only a few (like 4-5?) people here admit they prefer new sfx. I understand different opinions exist, thats why i would accept something in between original and new sfx, but it cannot be denied that sword cannot sound like a club. This what we have now is failed sound design. We have to call it as it should be called.
I mean I'm willing to hear that another side exists. If you like it good on you.
But I can't help but hear what sounds like a MNK kick SFX during Keen Edge, dull thawks on Brutal Shell and another twack at the end of Solid Barrel.
Attacks like Gnashing Fang line, Danger Zone and Sonic Break sound okay to me, heck the AoE sounds okay too maybe needs to be a bit louder. But when the basic combo sounds this bad to me, it's on the bench till I get a blunt weapon.
I've met plenty in game who prefer the old sounds as well. We've heard the other opinions, but most of which don't back up their statements with any reasoning to "why" their opinion is as it is now. Never heard anyone say why what we have now sounds good, probably because it sounds like blunt cardboard being bashed. I've never heard anyone defend against this claim either because it is exactly how it sounds. Meanwhile there are plenty who are backing up why they should change, either in another direction or to what we previously had to make sense. Every comment you make also tends to have low effort as is just from your post history. If you can give a commendable reason as to why our sword should sound like a wet pool noodle, (and no, I'm not exaggerating) then by all means prove us all wrong and change our opinion of the unnecessary change.
You got labeled a troll because you were the only one to make a statement about being unable to submit a vote, and everyone else so far has a decent understanding as to why they couldn't such as IP identification. Not that your opinion is trolling, though if you don't want to come across as that way... You would do well to provide something beyond "I like our current ones because they're better than old ones" comments. We have plenty of those, and I can say the same for even our side that goes "I prefer our old ones because the new ones suck". Give your reasoning why you think what has changed is actually for the better and it'll show your merit. Most of us commenting here are hoping SE notices this thread and actually does something about it as a result of the polls/mass threads made about it. Think of providing a good argument akin to a congress meeting. Everyone can blather on their opinions and it holds no value. Then there's the select few who say something with little to no credibility and the person becomes marked as if they don't have any clue what they're talking about or they make vague statements that don't actually change anyone's minds or add anything to the situation. In those cases, it's better to not say anything if your 2 cents to ad is less than that of 2 cents. Meanwhile some who has information, researched, can provide evidence and ideas to the table, is viewed in awe and respect because they're giving something that genuinely gives a differing opinion or idea to the table. Not that a forum on the internet is of this level, but people's respect and ability to hear people out can extend in the same direction as well... And if I'm absolutely blunt personally, I haven't seen you post anything in regards to this that begins to show me you have a depth of genuine care for the job's ideas/concepts.
Also not to mention my fiance tried voting too, but because the poll is IP based, she couldn't vote because I already had (we live together). No one's tampered with the results and if they had, that only shows just how much more effort people are giving to want a change as well. Just as you said, there's a mass of people who want change and the ones who don't either don't care enough or don't actually main it, or have little reason to backup their opinion as is.
I've seen both sides, most of the ones who don't mind what we have now don't main the job or say "idc either way" though. Then there's the few who genuinely love this job and want to see it fixed, because just as you said... that's a club. The perfect example got pointed out here too.
https://youtu.be/ArqiTny3ZoM?t=11
That couldn't be more accurate... Even the end of that video is how our swing sounds are. This is for "punching" SFX too.
Well if you insist...
Very Merri
https://twitter.com/Very_Merri/statu...95640199507968
BlastZ
https://twitter.com/_BlastZ/status/1151098693329858561
Various Individuals in Comments
http://ff14net.2chblog.jp/archives/55589323.html
Various Individuals in Comments
http://blog.livedoor.jp/fmato14/arch...075248878.html
Your original post was this and nothing else.
The direct reply you got was this.
Valic did not call you a troll rather he clarified the poll only takes one vote. He did however, and this is my presumption, feel you are trying to invalidate his stance with your comment. Which you seem to implied that it was rigged and therefore amounts to nothing. You also did not say anything from then till now.
If you want to oppose someone's stance, there is an ordered and structured way of doing it. Calling the opposition being malicious or in an echo chamber, or using other fallacy does not help to build your case.
Except there was complaints about the GNB sounds which most likely, there was a second set ready as a backup just in case, but again, if you actually put some thought into what actually happens in the dev team, and ALL the new content they have for us in 5.1 (it's a massive amount of content) and not to mention iirc Soken and his team are working on their next album to finish off as well as the devs most likely took some well earned rest. They most likely haven't had the time to actually do anything about the sounds when everyone started crying over sfx. So many people sound entitled for some reason, and don't have a basic level of patience to wait for 5.1 when they will probably adjust the sounds with other job adjustments.
The problem is that the same thread sounds like every other thread on these forums. It had comments along with my own that didn't agree there should be any changes required and the thread was short as well. It wasn't really broken or as messy as other jobs problems at the time and there were much fewer complaints about it, let alone such a mass of people like we have now begging for changes. It just looked like every other "this job is bleh, and I feel bleh" thread we see. Now we actually do have a sound issue with the gunbreaker and it's not being "fixed", when originally it wasn't broken, it was just a couple nay-sayers who have to be picky about what they want to hear despite them being fine with it prior to the release of the expansion.
Now that we actually have an outrage of people who dislike the new sounds and a VERY high demand in change for it, nothing is being done until many patches later. Whereas 3 weeks into the release, just a very small minority of people make complaints with a few who don't min the job skills as they were, and BAM WE NEED TO CHANGE THIS BEFORE ANYONE GETS A CHANCE TO ADJUST TO THEM.
It just doesn't make sense when we just got the job and people were just getting used to them. They could've at least waited until a later patch to add the sound changes if they thought it was necessary to see if this complaint was even worth any uproar and to give the original sounds a bit more time for people to settle into them. Now we've had these new crap sounds for a couple months now and...needless to say, it paints SE in a bad lighting that they're not even going to answer any questions from the Q & A panel about it. Kinda ruins people's hope when the developers wont talk to their community or just ignore them and make a change for the worse outright. Truth is, you, me, no one knows when or if they'll even do anything. We can only judge by their actions and responses in what they do if we should have any hope of having our job sound GOOD. Considering the results so far, it looks bleak and disrespectful to the community.
I did personally like the the launch sound effects for GNB, the gnashing combo could have done with a bit more oomph but I really did like the Solid Barrel combo. I genuinely do hope it gets changed. I do think they are made aware of this and will address the issue, in due time, most likely in 5.1. We do have to give them some time as there is a lot of sound effects and music coming in 5.1 also with the new content so to be fair their sound department side of things are most likely pretty full on the work load. Usually SE, don't actually comment or address issues unless they are significant, like the job imbalances prior to 5.08, while still prevelant, insofar as some groups don't take a ranged DPS as the 1% part contribution isn't worth that of taking another melee or BLM which I think is a bit more serious an issue to address. As much as the sound effect is an issue I do think it's minor in comparison, especially where on BRD both Pitch Perfect and Apex Arrow have the same sound effect.
I mean with the job changes we got recently, they eve prefaced that those changes are just a bandage and we should look forward to more job changes when 5.1 comes for them.... But those are mechanical changes and specific jobs that need a good tune-up. What I mean is, they could note the issue at least so we don't spend weeks worrying abuot it and months fighting for it to be noticed.
Yea the changes were definitely a band-aid, but was only using 5.08 as an example more than anything else. They usually don't inform us about changes unless they're of significance, and yea it does suck in certain circumstances, but SE are usually very cautious about acknowledging issues in the first place. Usually it won't be till patch notes we find out any changes.
I'd agree but I remember during SB when Yoshi-P even had to say "calm down" to white mages lol. They'll even show very minor fixes to us and what they had to go through to fix them, things that no one even cared about. I can't see a good reason to justify why they do it this way.... It's not that I'm not willing to wait until then, just if they can tell us other known issues in the patch notes too, like the last patch notes have a "known issue" section... Then I don't see why they can't say "Known issue about gunbreaker SFX not being to community liking". Anything along those lines.