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  1. #1
    Player
    TouchandFeel's Avatar
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    Aug 2013
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    Vespereaux Vaillantes
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    Exodus
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    Paladin Lv 90
    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.
    (4)
    Last edited by TouchandFeel; 10-10-2020 at 06:51 AM.

  2. #2
    Player
    Dalmacus's Avatar
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    Emilia Summers
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    Chocobo
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    Gunbreaker Lv 90
    Quote Originally Posted by TouchandFeel View Post
    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?
    Except it's a GUNBLADE not a sword. If you want to compare real life counterparts to in game, go and make one with all the functional parts and then report back. Besides this is what you call hollywood effect isn't it? Does sheathing a sword have a schwing sound? No right? If a sound effect is so boring as it sounds like swinging a cardboard box instead of a cool effect then the creative design choice is at fault. After all, we are playing in a fantasy world not real life world.
    (3)

  3. #3
    Player
    TouchandFeel's Avatar
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    Vespereaux Vaillantes
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    Exodus
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    Quote Originally Posted by Dalmacus View Post
    Except it's a GUNBLADE not a sword. If you want to compare real life counterparts to in game, go and make one with all the functional parts and then report back. Besides this is what you call hollywood effect isn't it? Does sheathing a sword have a schwing sound? No right? If a sound effect is so boring as it sounds like swinging a cardboard box instead of a cool effect then the creative design choice is at fault. After all, we are playing in a fantasy world not real life world.
    Except I don't need to build one to have a good idea of what one would sound like. A gunblade is still a variation on a sword, with the difference being that it basically has the mechanisms of a revolver built into it. Swinging a sword, axe, gunblade, bat, crowbar, etc. are all still going to sound virtually the same since they are all of a relative similar size and shape and the sound an object makes when swung is created by its displacement of air. I could tape a revolver to a sword and swing it and it would do little to change the sound of the sword being swung.

    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, but that is a different topic altogether and not what is being talked about when people are saying that the sound fx don't sound correct because they sound like a blunt object. With such a statement they are not talking about all the small details that gun mechanisms may add to the sound fx, they are attributing a different sound to an edged weapon when swung as opposed to a blunt weapon when swung, and that is just fundamentally inaccurate.
    So really, I am not the one initially making a comparison between a fictional weapon and some real-life counterpart, that was already done many times over by the very people making the claims of inaccuracy that I am speaking against.

    I am fully aware that the game is a fantasy world and setting, but then based on such a level of freedom from reality, how would anybody know what would sound accurate or not for anything and so how could they determine that the sound fx are not accurate? They can't because they are not making such statements within such a premise, they are making them based on the expectations of reality, they just happen to be wrong about what a sword sounds like.
    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.

    Also, yes a sword can and often does make a "schink" type of sound when unsheathed from certain types of scabbards, specifically ones with metal lockets (the reinforced area around the opening of the scabbard where the sword is inserted). As the sword is drawn out and especially when the tip comes out, it tends to scrape against the metal locket on the scabbard and creates that distinctive sound that many attribute to a sword being sheathed or unsheathed.

    So again I repeat, I fully support people's right to want and petition the devs for different sound fx for the Gunbreaker job, so please feel free to do that. I just simply feel that the argument of the sound fx "sounding like a blunt object and not a sword" is based on a lack of knowledge and should avoid being used.
    (3)
    Last edited by TouchandFeel; 10-12-2020 at 11:49 PM.

  4. #4
    Player
    Dalmacus's Avatar
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    Emilia Summers
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    Chocobo
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    Gunbreaker Lv 90
    Quote Originally Posted by TouchandFeel View Post
    snip
    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.
    (2)

  5. #5
    Player
    Cetek14's Avatar
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    Mar 2016
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    Ul'Dah
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    Claire Oreiro
    World
    Lich
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    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)

  6. #6
    Player
    TouchandFeel's Avatar
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    Vespereaux Vaillantes
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    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.

  7. #7
    Player
    Juzjuzz's Avatar
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    Jul 2019
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    382
    Character
    J'uzo Okita
    World
    Louisoix
    Main Class
    Gunbreaker Lv 90
    I will try to explain (again) how i understand the problem with sfx since i see a lot of ppl are fighting here :

    The new sfx may sound more realistic to you, but does a sword make the same sound when it strikes diffrent types of objects ( wood, metal, flesh etc) ? No lol to be realistic, the sound should change all the time. That's something they could have made in a simulation but ffxiv is not a simulation, nothing realistic out there. We have flashy sounds in many games and movies because just by hearing it you can tell " oh it's sword ! " or " Oh yeah someone is getting punched ! ". Since it may be very difficult to have generic sounds in ffxiv, they made cool flashy sounds as well for almost everything. The 1rst gnb sfx was just like that, a generic cool flashy sound and got replaced by a second one. The new one has a "more realistic sound" to some ppl, but even if you hit something made of wood or metal, the sfx won't change at all: even the 2nd gnb sfx is not realistic. So we are now stuck with something that tries to be generic but tries to be realistic as well. That's why some (or many) players in this thread don't like the new sfx, we don't want something realistic : we want flashy sounds. Trying to get realistic won't work very well when you already have fell cleave, trick attack, Midare Setsugekka, Scorch and many other skills that don't sound realistic at all.

    " it doesnt sound like a sword ! " = " It doesnt sound like generic flashy sword sound " =/= " it doesnt sound like a real sword in real life ! "

    I remember other complains about the 1rst gnb sfx being "too loud", or the sound being "really anoying" but that's a different story. SE didnt need to make a new sfx, just turning the volume down a bit for gnb was enough imo (you can do that in the sound config btw, just turn the volume down for other player and BRAVO you can hear your character better and your hears won't hurt !!).

    EDIT (i forgot) : And you have another gang that says " not enough explosions on old sfx ", new sfx has more explosions sure but the generic "blunt weapon"/" ReAlIsTic SwOrD " sound as well. So yeah 2nd sfx doesnt work very well. More explosions are cool but it's still a sword in game that is in no way realistic. So why trying to get realistic if you do not even half of the job??
    (3)
    Last edited by Juzjuzz; 10-18-2020 at 04:13 PM.