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  1. #41
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Arsthan View Post
    I'd like to point out that this is not an issue at all. I checked the SFX files themselves and found out that skills do not have 1 sound file. For example: Burst Strike is made out of 2 files, the slashing one and the explosion. It took quite a long time to find the correct files as they aren't called after the skills they're linked to. Funnily enough, most healing skills have 2 sound files as well, each having a different effect. It'd seem that the game just overlays multiple SFX files when a skill is used.
    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.
    (0)

  2. #42
    Player
    Arsthan's Avatar
    Join Date
    Jun 2019
    Posts
    28
    Character
    Lythan Rhae
    World
    Odin
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    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.
    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.
    (0)

  3. #43
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Arsthan View Post
    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.
    Things target the 'camera'.
    (1)

  4. #44
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    And I am saying that you are seriously underselling how much work it takes to make things sound good. It is not as easy as changing out a single blue lego in a sculpture for a yellow one. (You, yourself, even pointed out that you would be forced to deconstruct half the sculpture to do the change.) Turning up the volume might reveal unwanted sounds or hide desired sounds. They may need to shorten or lengthen sounds so that they blend better. Despite your desire for the change to be a simple quick thing to do, it is not.
    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.

    Quote Originally Posted by Arsthan View Post
    I'd like to point out that this is not an issue at all. I checked the SFX files themselves and found out that skills do not have 1 sound file. For example: Burst Strike is made out of 2 files, the slashing one and the explosion. It took quite a long time to find the correct files as they aren't called after the skills they're linked to. Funnily enough, most healing skills have 2 sound files as well, each having a different effect. It'd seem that the game just overlays multiple SFX files when a skill is used.

    This might seem like "Why the heck would they split the SFXs up into different files?" but it's actually pretty clever. It lets them adjust volumes of individual things if needed. Or change specific effects that sound off while keeping others in tact.

    As for why I know this: I very much tried to mod the old sound files back into the game, just to find out that the modding tools we currently have are absolute garbage aside for modding models and textures. While technically possible to mod sound files, currently there's no tool that would allow this.

    So they didn't even need to remake all sound effects. They could have just remade the explosion SFX files, which let's be honest, would take some work but far from a lot.

    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.
    (0)
    Last edited by Valic; 09-01-2019 at 07:25 AM.

  5. #45
    Player
    Arsthan's Avatar
    Join Date
    Jun 2019
    Posts
    28
    Character
    Lythan Rhae
    World
    Odin
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Valic View Post
    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.
    (0)

  6. #46
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Arsthan View Post
    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.
    It really sounds like we'd just need a different program altogether but, I'm not a software designer so /shrug.
    (0)

  7. #47
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Cetek14 View Post
    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.
    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.
    (1)

  8. #48
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    I've gotten used to it. I just want to know why they changed it though.. even the JP players don't like this.
    (0)

  9. #49
    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 Fyce View Post
    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.
    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.
    (5)

  10. #50
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    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.
    (2)
    Last edited by Valic; 09-02-2019 at 03:02 PM.

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