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  1. #1
    Player
    Cetek14's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    385
    Character
    Claire Oreiro
    World
    Lich
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by TouchandFeel View Post
    I've been avoiding making this reply since I really didn't want to get involved in this thread, but anyways here we go ...

    The statements that I keep seeing in this thread that say thing like the new sound fx sound like a "cardboard mallet" and "don't sound like a sword" are incredibly inaccurate.
    How many making these comments have in real life held an actual sword and swung it around and struck different things with it?
    Guess what, swords don't make that *sching* sound in the real world, that is all just stylized fluff from movies and shows. A blade, or really any thin length of metal, only makes such a sound when drawn or scraped against metal or similar material, causing the metal of the blade to vibrate from the light friction and making that distinct sound. When you swing a sword through the air, it just makes a general "whoosh" sound, similar to when you swing pretty much anything else.
    Additionally, when a sword strikes something it tends to just make a "thud" sound like most other things hitting something. The only time a sword really makes a different sound is when it is striking a very hard material like say metal armor, however in the same scenario a blunt object will still make a similar impact sound on this material. Hitting a metal breastplate with a sword sounds virtually the same as hitting it with a metal bat.

    While I fully support the right to ask the devs for changes to the sound fx on Gunbreaker, it's hard to take such requests seriously when one of the main arguments being used, that the sounds are inaccurate, is itself inaccurate. Perhaps instead say something like you prefer the more stylized sound fx that there were previously because they convey the idea of a gunblade better, or something like that. Trying to attack the factuality of something when you don't know the facts yourself is not a good strategy.
    Then why it is forbidden for GNB to have *sching* sound, while PLD and DRK has it? Why everyone can have good and satisfying sfx, but GNB must sound like he is beating someone with a plank?
    GNB has badly designed sfx, and it must be adjusted.
    If we care about realism so much DRK must have new weapon type, since it's unrealistic to wield such big swords.
    (6)

  2. #2
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
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    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Cetek14 View Post
    Then why it is forbidden for GNB to have *sching* sound, while PLD and DRK has it? Why everyone can have good and satisfying sfx, but GNB must sound like he is beating someone with a plank?
    GNB has badly designed sfx, and it must be adjusted.
    If we care about realism so much DRK must have new weapon type, since it's unrealistic to wield such big swords.
    I don't know if you didn't understand my positions and what I was saying or whether you simply just didn't bother to actually read what I wrote before replying based on false assumptions; however, I at no point put forth the stance that you are attributing to me in your response.

    In fact I laid out my stance on this very thing very clearly multiple times.

    From my second post ...

    Quote Originally Posted by TouchandFeel View Post
    Again, I have no problem with people asking for more fantastical or stylized sound fx for gunblades, in fact I think that they should be like that to a point. I just simply find the argument that the new sound fx are somehow wrong because they don't sound like a sword does and instead sound like a blunt object to be factually flawed and I am not really a fan of such misinformation being so readily parroted.
    Quote Originally Posted by TouchandFeel View Post
    I have no problem with sounds to represent the mechanisms within a gunblade and I think things like the sounds of the trigger and hammer from the "gun" part of the gunblade should be there,


    From my first response, the very one you quoted ...

    Quote Originally Posted by TouchandFeel View Post
    Perhaps instead say something like you prefer the more stylized sound fx that there were previously because they convey the idea of a gunblade better, or something like that.
    As can be seen, I explicitly state that I have no problem with stylized sound fx for GNB and would actually prefer them to a point, that I think there should be mechanical elements in the sound fx to convey the gun mechanisms within the weapon and that people should instead use the argument that the previous stylized sound fx better convey the idea of a gunblade.

    What I spoke against was the varied arguments that say that the new sound fx are wrong because they sound like a blunt object instead of a blade, pointing this out as a bad argument because it is factually incorrect and based on misconceptions, misconceptions that are repeated far too often.

    The only one talking about such stylizing of sound fx for GNB being forbidden is you.

    You should probably dial back the aggressively defensive reactions fueling your responses as you are liable to end up pushing away others that may share similar opinions to an extent but just don't agree with the approach or arguments being made to justify what is being asked for.

    Quote Originally Posted by Dalmacus View Post
    I agree with the misinformation but again i have to stress that creative distinct sound design should prioritize above realistic sound design. I will let this video, the dev who did the original sfx for gunbreaker explain on why he conceptualize and designed the initial sfx in the first place.
    https://youtu.be/1wx85Ri9HAI?t=548

    Now this is the comparsion: https://twitter.com/cbo___/status/11...046720?lang=en
    You can definitely hear swing with the whoosh and then the mechanical parts follow after, which brings out the richness of the sfx. But the change they did was remove that richness and just give the whoosh part. Now you can hear how much the difference is compared.
    I agree with your statement regarding creative sound design being the better choice over realistic sound design in a game like this, it's Final Fantasy after all and not Final Sword Fighting Simulator, and I hope that it has been made apparent that I support such stylizing of sound fx for GNB and for there to be creative and interesting elements to the fx that sells the concept of the unique weapon that a gunblade is.
    My only issue is with the repetition and spreading of misconceptions via a non-factual argument, particularly when such incorrect statements are expressed with the level of hyperbolic smugness that some have exhibited.
    (2)
    Last edited by TouchandFeel; 10-13-2020 at 11:53 PM.