I can't hear the GNB SFX due to everyone else being louder than the GNB. Make GNB SFX louder or make everyone else just as quiet with SFX, including BLM.
I can't hear the GNB SFX due to everyone else being louder than the GNB. Make GNB SFX louder or make everyone else just as quiet with SFX, including BLM.
In which case, you could probably read my comment on the first page for a bit of insight. Since you seemed to have not yet experienced what GNB sounded like before the change, it is more difficult to grasp what the job did sound like in action back then, rather then in a controlled environment.Listened to it and I can hear the original had more of a "woosh" sound in the middle of the sound while updated version had more of a "clink clank" ring sound in the middle of it but if I wasn't paying attention, I wouldn't notice it myself. First one sounds a bit cooler but to me but the sound isn't that big a difference to care either way. Listening to it, I was just thinking "This is what people are getting all riled up for?" Doesn't sound like something to really complain over. Sure make your opinion known to SE saying you like the old better and would like SE to change it bad but some people are acting like this is the worst thing SE has ever done or that it completely ruins a game.
Edit: Listening to it again (listened to it at first couple hours ago), I think the updated version actually sounds better.
Honestly, I can't imagine them making a THIRD set lmao. We just need the originals, and the volume on the explosions alone raised, no actual replacements or changes were necessary.
My Vote for GNB thread has plenty within the first page, can look there. There's also the job action trailer containing what we originally had, the only welcome change was Fated Circle tbh but that wasn't shown in the job action trailer... So meh, we got one good thing and everything else is just obnoxious and blends into party skills.
You're kidding right? It's loud as hell, you have an option in game to turn down outside, party member sound effects and turn your own up/down too... maybe you need to adjust those because tbh, GNB is loud, it's just that it has sounds now that blend with everything else. Originally it had more unique, piercing/slashing that was more distinct from other jobs.. now it's blunt and heavy with obnoxious explosions like other jobs we have. Volume isn't the problem.
I applaud your posts, I feel like there's very few people who truly understand the nature of this issue and why it's such a big deal to some players. Then I see your posts and they remind me of my own and well, I'm glad to see the genuine care into things that kinda complete the game for us and make it what we love.In which case, you could probably read my comment on the first page for a bit of insight. Since you seemed to have not yet experienced what GNB sounded like before the change, it is more difficult to grasp what the job did sound like in action back then, rather then in a controlled environment.
Last edited by Valic; 08-30-2019 at 08:34 PM.
Aren't your complaints here kinda amounting to the same thing? You mock the fact that, I guess, a vocal minority got the sounds changed in the first place. So now you're part of the new vocal minority trying to get the sounds changed again? If you get what you want, won't the first group be back at it, prompting them to un-revert the sounds yet again? So then you'll be right back here demanding them to re-revert the sounds. Round and round it goes.
Amount of topics appearing is a proof we are not minority, and it's not minor inconvenience. If they changed WAR sounds to match NIN would you think that it's a small detail and it's absolutely fine that it takes 3 months to fix? Because this is what we have here now. And the worst thing is they already have proper sounds ready but refuse to revert it. Original sounds maybe weren't perfect, but they worked just fine. Slicing, pulling the trigger, explosions. Just as gunblade should sound like. And now what? Blunt heavy swings and sloppy identical explosions. It sounds like it's made by an amateur sound designer, and like something broke in the process. And it absolutely doesn't fit gunblade.Aren't your complaints here kinda amounting to the same thing? You mock the fact that, I guess, a vocal minority got the sounds changed in the first place. So now you're part of the new vocal minority trying to get the sounds changed again? If you get what you want, won't the first group be back at it, prompting them to un-revert the sounds yet again? So then you'll be right back here demanding them to re-revert the sounds. Round and round it goes.
These topics will keep appearing until developers decide to fix it. I admit it looks like a spam, but people are simply frustrated, and it's only natural to happen.
Pretty sure it's vocal majority and not minority if you even care take the effort to look at the polls and forums complaining after the changes before commenting.Aren't your complaints here kinda amounting to the same thing? You mock the fact that, I guess, a vocal minority got the sounds changed in the first place. So now you're part of the new vocal minority trying to get the sounds changed again? If you get what you want, won't the first group be back at it, prompting them to un-revert the sounds yet again? So then you'll be right back here demanding them to re-revert the sounds. Round and round it goes.
I have sounds set to their default because that's how the game is meant to be heard, and when I can't hear my own SFX over everyone else's it make me feel like I'm not doing anything to contribute, and GNB SFX are quiet as **** right now...You're kidding right? It's loud as hell, you have an option in game to turn down outside, party member sound effects and turn your own up/down too... maybe you need to adjust those because tbh, GNB is loud, it's just that it has sounds now that blend with everything else. Originally it had more unique, piercing/slashing that was more distinct from other jobs.. now it's blunt and heavy with obnoxious explosions like other jobs we have. Volume isn't the problem.
I leveled it to 80 in a death march with friends before the change happened.In which case, you could probably read my comment on the first page for a bit of insight. Since you seemed to have not yet experienced what GNB sounded like before the change, it is more difficult to grasp what the job did sound like in action back then, rather then in a controlled environment.
I literally could not tell the difference without a side by side controlled environment test.
Raising the volume of the explosions would require that they remix (i.e. remake) the Gunbreaker's actions' soundbites. Individual sound effects don't have a volume slider that can adjust in the game. Modifying the sound effects requires that they use other software rather than just changing various values in the game's code.
Take into account camera distance to sound effects too. The further back you are, the quieter it'll sound. But you are over exaggerating I feel like since the skills themselves are obnoxiously loud... Also I wouldn't say "it's meant to be heard", since everyone has a variety of headphones, audio outputs, and so on that would change this concept. That'd be like saying a song is supposed to be heard with 100% bass, 100% volume, etc and it ends up bursting your eardrums and not sounding like the song itself. Those settings are there to accommodate the user, when I have everything at max... I can still hear myself all too well, but it does blend into the crowd BUT that also happens on any job you play as well. That's what happens when your party consists of loud sounds and your own sounds are equally as disorientating with everyone at equal volumes/distance.
Raising the volume of the explosions would require that they remix (i.e. remake) the Gunbreaker's actions' soundbites. Individual sound effects don't have a volume slider that can adjust in the game. Modifying the sound effects requires that they use other software rather than just changing various values in the game's code.
This is also assume the sounds we had were all just one sound file in itself. When studios make audio, they are playing with multiple files at once they put together to make one whole skill. They make the boom of an explosion, the sounds of mechanisms working that may be the sound of a jar of screws being rattled, they make the thin slashing sound a sword makes by scraping metal together. Each of these is recorded individually and put together by the end of it in a program. All they would need to do is go back to the original steps of their audio with this job, and take the audio portion that was "the boom" of each skill, and raise its volume, which is definitely do-able with audio software.
I'm not at all saying anything that would be individually done by our hands or in game. I'm asking they take what we originally had for SFX, and adjust the thing that people had an issue with, the explosion half... not the sword slash half. Which is very do-able within their realm of development. This wouldn't even be relevant to game code, they'd have to modify the sounds they started with from the get-go, complete the sound file for the skill, meld it all together, save it, and then shove it into the game in a patch.
Last edited by Valic; 08-31-2019 at 08:23 AM.
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