The new sounds for the base combo are terrible compared to how they were before, why would a blade sound like a wet pool noodle when you cut something? I'd love to see the good sounds back.
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The new sounds for the base combo are terrible compared to how they were before, why would a blade sound like a wet pool noodle when you cut something? I'd love to see the good sounds back.
Please revert or adjust the Gunbreaker sound effects Square Enix. The new 1-2-3 weaponskill combo sound effects don't sound as impactful as they were before.
Change everything back except our aoe combo please.
I like the new sounds much better the gunblade sound have some kind of bang when those 410 aether shells go off. If only mch could get this kind of love on its sound effects.
Please change it back SE.... please? :(
(The 12th thread I'm leaving a post to support the SFX to change back.)
Just change the 1-2-3 combo. I think everything else sounds great.
The explosion for burst strike and continuation combo pre patch didn't have a good impact. Now they actually do since they either made them louder and or gave them stronger sfx.
Fated circle sounds fantastic now, since it has that oomph at the end. Before you could hear the beginning of it but the payoff was just really quiet.
I'd rather they just revert back to the old sounds, I really enjoyed all the sounds from the Job Action trailer + before 5.01
Another problem I'm seeing is I'll try to make awareness in shout for submitting tickets to get attention on this and I'll find people saying things like
"I hear nothing but swords, I want more guns, it isn't gun enough for me, it's just the breaky part."
"well it is a pause in my recruitment but it used to be more gunny. now it is just...bladey. boring."
"Before it sounded like I was hitting enemies with a toothpick."
It genuinely makes me think the only issue was the volume. That or these guys are hardcore trolls because I swear people act like it sounded as thin as ninja despite it having a MUCH heavier swing and much crisper steel slicing sound + trigger pulling effects.
I'm sitting in game right now, not even sure what I want to do... whereas a week ago, I was like "I WANNA FATES!!! EVERY ROULETTE!!!! ALL THE THINGS!!!!". I din't even care what rewarded what, I was just genuinely enjoying the job, now I can't even feel good about it anymore. People act like its not important but part of a game's fun is the aesthetic and "feel" you get from playing it. If I wanted nothing but stats and numbers, I can run an RNG simulator of some sort...
You can't satisfy everyone. But you can satisfy majority. And you can do that by bringing back 5.0 sounds. They were very well made, distinct (and i haven't even played at full game sounds volume), pretty much perfect in all possible environments. Now it's some sort of joke.
I honestly don't know what to do with myself too. I have been playing RDM only for two years, i can't take another two. For now i'm out of subscription and i don't even feel like buying more.
I really really really hope they revert it in the next patch. I hate the new sounds, the change was completely uncalled for and unnecessary.
Absolutely agree, either change them in a way that keeps the original and adds the explosions or keep the old ones
Don’t replace the sounds with blunt, half baked sounds with explosions. Sounds like an explosive mallet
Ironically...
... The old Keen Edge's SFX had a much better explosion noise when the blade was shot to return and slice the second time...
:clap:
Go figure right? But apparently people remember gunblades sounding like cannonballs going off. I genuinely want to get a piece of regular brown cardboard, athen beat and scrape a piece of wood against it and I legitimately think it'll sound EXACTLY the same as the current SFX we have now. If I find these two things and they don't update the GNB's effects this coming week, I'm gonna make a video of this lol. I've never been so pissed about a job change before, you'd think I'd be a bit more upset with DRK being dumbed down but I'm more pissed they removed the game feel from a job that was perfectly fine on release. I can deal with messy mechanics like DRK back in HW, but you change apart of its aesthetic because of spoiled brats, then I'm pissed. I can still enjoy the former no matter how clunky so long as the job aesthetic relays what was originally revealed, I mained HW MCH if that tells you anything.
Haha! Don't say that, they'll delay it just so you make said video!
But yeah, I don't get the people who complained about them firsthand. Nor those who are all about it having to sound like Squalls...
I mean... FFVIII is old, certainly the SFX would have been different were it to be modernized. And even if not...
There are Hrothgar gunblades, they don't have to be EXACTLY similar to the others.
And... Still... It's a BLADE before anything else. The explosions are supposed to be SECONDARY, to enhance the blade's potency.
Letting the secondary overstep the primary was the worst mistake they could have done.
That's what people don't seem to get, FFXIV takes the reference and puts a spin on them to make them a unique concept for FFXIV. Yes we see the eater eggs and references of where they come from but they're never 100% exact. Also a BIG agree on the 2nd half, everyone seems to think a gunblade should be nothing but all explosions, that the gun part is the MAIN emphasis of it. The whole point we like gunblades is because they're friggin blades, not just guns. There's a reason they call it "GNB" too, I imagine as a safety net to maybe have a gunner class in the future for consideration. They should be in equal halves like it started, we slice the target and pull the trigger to blow them apart... Not inject a needle we can't hear an then suddenly NUKE.
The combo also "felt" like Reznokuken, each blade hit felt like FF8's "click-click-click-click", like the dance of combos its supposed to be... Now it feels like there's so many loud obnoxious booms that I can't find my place in the combo at times. It had such a distinct and precise sound to it too, it was specific to its own job and you could tell it apart from other jobs in a party. Most of the complaints I saw just held such little value and credit to "why" they needed a change to begin with, they all came down to "but FF8 was my childhood, IT MUST BE BETTER". Meanwhile as an FF8 fan here, I friggin ADORED this job and after that change, I'm lucky I log in anymore wanting to do content that I've already done.
Also they wouldn't dare want me to make a video describing SE's audio team work lol...
This is a really important point. I watched the job actions trailer again to compare, and you're absolutely right that each slash of the combo has a slight distinction from the others. With the increased explosion volume, these sounds get drowned out and it all sounds muddy now.
I was in a HoH party with three GNB yesterday, and that was as bad sounding as you can imagine. Much cardboard was beaten during that run lol
That's not the only issue, they adjusted all of the swings/slashes to have a very low pitch and removed a lot of the nicer effects like the trigger pulls too. Wicked Talon is a good example since its prolly the only one I can hear in our gnashing fang combo. It has more of this heavy toilet paper tube sound swinging aimlessly, the "wooshing" of it rather, the swings. Meanwhile the cutting on the target, I can't hear it at all, just the boom and the HEAVY as hell wooshing. I feel like the people who complained about it not sounding like FF8's renzokuken weren't listening to the ear piercing slashes that COUPLED with the explosions.
https://www.youtube.com/watch?v=q1C9WTuNPPE
We can hear the trigger pulls that tell you that you've hit the X button at the right time, you can hear the "booms" (which ARE NOT LOUD BTW), and you can hear very high pitched and pretty distorted sounding slashes for the PS1. People don't understand how the sounds work in FFXIV.
There's 2 layers (and that's simplifying it a TON) to each skill sound in FFXIV. There's the animation itself and then there's the actual connect of the attack. Auto attacking something is a good indicator of how to see this. Our old animations incorporated a lot of the wooshes/booms/etc but the cuts/slashes was the "hit" of the skill. How can you tell? Use a skill on a dummy, run a good enough distance so that you're still targeting it and enter /gpose. Using wicked talon last is also a good example, you can hear very low pitched wooshes of the sword swinging by the animation itself, if you have your camera sound at 0, and turn your camera to the back of your char using the skill, you won't hear the slashes/slices. You'll hear one slash and an explosion at the end of it, but every other piece of the animation is heard at the target... all the slashes are significantly lower in volume, low in pitch, and very quick. In the old sound, I'm pretty sure they had the slashes/cuts linked to the animation so that no matter what, you sounded like you were swiftly piercing the wind as you slashed away. The cuts/slashes on the target were also more distinguishable and had more effects to make it sound like a gunblade's mechanisms were going off, including the explosion toward the end. The problem I believe with this was people had their sound positioned based on the camera distance, and a lot of the time wouldn't hear the explosion bit.
Now we can clearly hear it from anywhere because its THAT LOUD. Even so, the issue isn't even a matter of where the sound is placed on the layers, just how the volume of both the animations and impacts are equalized. The original sounds were fine, the complaint was "we cant hear the explosions". Which.. again.. they aren't meant to be that massive or loud, but I could agree to some extent they needed to be evened out a tiny bit. The change we got though... just 100% explosions, 10% sword.
https://twitter.com/Very_Merri/statu...41671247200256
To use this video as an example. Our combo for keen edge has almost no other sounds other than the impact that sounds like cardboard being beaten to death, this is in the first combo. The 2nd combo, our old sounds, have a heavy weight slash to it coupled with clinks and trigger pulls that couple the impact that sounds like a sword piercing something very distinctly. To simplify this... Right now, at least specifically for our keen edge combo (I won't go back into why I dislike our new gnashing fang combo), we have 90% impact of the target sounds, 10% of the "wooshes" from the sword being swung. Back then, we had 3 different sounds layered... 40% the heavy swings of the blade, 40% of the clean slashing effect, and 20% smaller noises to emphasize the rest which was the trigger pulls, the clinks, and compounding explosion sound at the end of the combo. The latter had more thought and detail put into it, and it sounded wonderful put together, like I was using a gunblade, not just a gun, not just ANOTHER sword. The former, that we have now.. is a mallet... a sword shouldn't "thunk" a target, especially when the animations are swift and meant to be fluid/smooth transitions of slashes from one into another.
I went ahead and posted a question about this issue in the official thread for the next live letter, so feel free to give it a like.
Obviously, like the rest of us, I'm hoping to see a change in the next patch, but if not maybe we can still get some kind of answer.
Good lord link us woman! We will help spread the word @.@
EDIT: Nvm, just checkedyour history and found it there. I didn't know they did those here in the forums. I +'d it and added a comment quoting it and begging for the old SFX back. guess that's all I can do, but SE would have to be blind/deaf to not acknowledge the enormous amount of negative feedback they've received about the changes across every platform of media + in game.
GNB basic combo still sounds like Auron hitting enemies without piercing effect in FFX.
*Chink* *Chink* *Chink*
Here's the link!
Go give it that thumbs-up of love and see what happens.
http://forum.square-enix.com/ffxiv/t...=1#post5099702
Thank you firedrake!
It's a very blunty thwack, I don't hear metal ringing, shings, chinks or anything like that.
This may already have been answered somewhere, but uh.... Did they ever tell us WHY they decided to jack the sounds up in the first place? They seemed fine before.
This is an interesting case of being extremely careful of what you wish for...
^ this also, I understand Asia has a higher base for MMO's and thus higher profit, but it does feel kinda crappy how the US gets ignored over them in the majority vote. There was a bigger fuss over there about it than over here but it ended up changing overall with support from here aiding it no doubt. In general I just want our damn sounds back to normal =.= If nothing changes tomorrow, I'm prolly going back to DRK or maybe trying WAR or something that ya know... isn't "ruined" mechanically or aesthetically... Just a job that they won't touch because its FINE as is. I'm almost afraid that even if they reverted back to the original sounds, they would make a THIRD version and try that out for another 2 weeks... I can't deal with that constantly, just gimme a safe job that's doing fine mechanically, enjoyable, and sounds/feels good(ya know, like how GNB was).
Decent amount of people had issues with the overall explosions sounding too low. While I agree that the solid barrel combo could use some tweaking, gnashing fang is a step in the right direction. Either way, does such a minor change really make you drop a class? There’s nothing mechanically wrong. Unless you’re tuning your volume all the way up and listening to every hit, sound is a nonissue in 99% of content.
I argue this is wrong and they blade/boom 50/50... and now they're more 90% boom, 10% blade. And when I already dropped a class mechanically, its a kick in the balls to finally feel right with a job and then remove every "good feeling" I had out of it. Each gnashing fang hit had a unique sound/hit to it that was distinguishable, now I can't tell which part I'm in because everything is loud cannon fire. It makes me lose my rotation, I can't hear myself in raids, and overall its not what was shown/offered in te trailers so it is a pretty big turn off to get kicked in the nads again for a job I thought was to be my main... at this point I'd rather security over "it could be nice if".
Mechanically wrong? No its just fine, same with some other jobs too... Monk for example, prolly REALLY fun.... I don't like it aesthetically or how it sounds. Same for dancer, dancer feels very fun and looks interesting... but I don't feel like its something I could glue to as a main at any point because it lacks some oomph to it and has some odd stances. Aesthetic is half the game afterall, otherwise its just a number simulator. Sound is a big thing for me in an mmo I want to immerse into and love hearing from each and every direction, I'm not the casual that blasts music from other sources over everything in the MMO, I'm the one who takes the map, the job, everything we're given, and "feels" it all together.... To that end, I no longer "feel" anything satisfying in gunbreaker's combos anymore. All of it is blunt or explosions or blunt + explosions.... so the "oomph" is all gone since all of it is the same sounding "wump" no matter which combo... Be it our cardboard smacks of the keen edge, or the over exaggerated booms of a weapon that is now nearly 100% CANNON BOOM and no longer any blade. I liked our compounding boom, the keen edge combo ended VERY satisfyingly. I adored gnashing fang for sounding like a dance with our weapon. The cuts took place and the booms after to emphasize just how much they hit, and every step of the way flowed together nicely like, ya know.... a combo. Now it's BOOM, BOOM BOOM, BOOM. BOOM BA-BOOM. BOOM. Which one of those booms was I in again- OH RIGHT BOOM. I miss the unique slashes and momentum our blade carried, I no longer hear that anymore....
I'm very passionate about game feel and game design, so... sound is a big hit for me, like a 3rd of this game at minimum.
I think this is a case of romanticizing what we don’t have anymore. By no means were the old sounds perfect. It was very soft and didn’t have the same impact as other FF games featuring a gunblade. The explosions are more in line with FF8 now, or did you have a problem with that, too? Tbh, the new Dissidia absolutely nails the gunblade sound and I hope the dev team for xiv takes some notes. Your other points seem a little melodramatic. isn’t adding to the explosion, by definition, giving it more oomph? It’s not like the animations changed. The momentum is the same. Feeling like the entire role is ruined because of minimal changes just seems a little silly.
I can see how to some people it might seem silly to have something like sound effects influence whether or not one plays a job, but I assure you that it matters a lot to some of us. I can only speak for myself, but I have posted in most of the GNB sound effect threads and expressed my opinion that this singular change in the sound design almost completely turned me off from playing the job, which is something that I had been hyped about since the original reveal. I'm only playing it now because I find the mechanics fun, and I'm confident that they will revert the sounds. If they don't I may just drop it entirely, which is a shame because leveling the job was easily one of the things I was the most hyped to do.
I don't have much experience with FF8. It was honestly the one FF that I haven't found enjoyable enough to play through so I can't comment on the SFX from there. Dissidia I haven't really played either, but I have watched videos and played the demo. I've heard the gunblade sounds in that and they honestly are pretty good. That being said though, I disagree that the original sounds were soft and lacking impact. More specifically, I don't think that the change they implemented made the sounds harder or more impactful. Now our main combo sounds like we are hitting a cardboard box with a bat instead of slashing our mechanical sword through enemies. And they completely removed the trigger/gunshot sound as well, leaving the whole combo just a series of thuds. Our other combo turned into nothing but a series of explosions that drown out the slashing, especially in group play. What's even worse to me is that these two combos have entirely different sounds for when our sword hits something. One is a thud, the other still retains the slash. It's not even consistent between abilities which just hurts the feel of the job even more.
This is starting to sound a bit ranty so I'm going to wrap it up. Bottom line is that the feeling of a job is important and audio plays a big part of that feeling for some of us.
It's more like, imagine if every skill was a "Fell Cleave". Your "Fell Cleave" no longer gives you the "oomph" because every other skill in your rotation is the same feeling as is. It's apart of the portion of your job that should feel rewarding and satisfying... when you take that away, what's the point in having the aesthetic if its not going to provide the unique satisfaction the job provides? You play WAR for those fell cleaves that feel like you're shredding into something. You play BLM for those mass explosions you get after building up your mana again. You play jobs for a specific mechanic or aesthetic and they in turn provide you a certain joy for playing them. Gunbreaker.... mechanically works but aesthetically as far as sounds work, it doesn't flow like it originally did and it throws me very off. A job can be flashy as hell but this is prolly the best example I can give you.
https://www.youtube.com/watch?v=7_cDT5_Vmdc
AMEN TO EVERY BIT OF YOUR POST. And also just to quote and answer in this... FF8 being the only FF I played prior to FF14, as well as Dissidia... I feel as though the original sounds were a better depiction than what we have now as an FF8 fan. Fan or not even, a good sound that's unique and matches the identity of the job (fast paced, fluid combos, still bursty feeling) works.... You shouldn't have to match the past 100%, and FFXIV always references its ideas to other FF's, but it never 100% outright copies every single exact detail, it adds some form of twist in one way or another. I'm sure there's smaller scale details you can say it has copied absolutely perfect, but as far as jobs go at least, there is no need to mae an exact replica of something that already exists. Or otherwise.... just play the thing it comes from. FF8's explosions are nice, but I disagree they're as loud as what we have now. How do I now? Mute a video and play our current GNB sound for one of Squall's normal attacks + the explosion. It doesn't fit.. it doesn't match, and it doesn't have to, it just has to fit the job. I didn't have a single complaint about the job being an absolute gunblade fanatic so... I guess my point here is, fan of where it references from or not, FF14 prides itself in making what it is with the universe it exists in. DRK doesn't use a spear like Cecil, RDM uses a rapier and a thingamabob, and SMN doesn't bring out gigantic summons... It's okay to reference it without it being the exact same job. Dissidia was nice but... that's DISSIDIA. So... if I wanted dissidia, I'll go play it. FF8 is nice too, not the best FF but I loved it... but if I wanted everything exact from it, I'd go play it.
frankly... I was beyond hyped every skill is named exactly as all the limit breaks from FF8 and every skill from each gunblade user. It made its identity feel unique and allow you to be the general gunblade user people have wanted. I'm also ranting at this point... So.... yeah... Sound is definitely a BIG part of a game's immersive experience, even just the experience itself.
So...patch notes is up. But still no sound correction?