Sound

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RobfromEssex

FNG / Fresh Meat
I play a lot of cod2/4 and am used to sound that is quite important positional wise. As a Cod player I rely on sound a hell of a lot.

Can anyone tell me if this is the same for Roost, as I have never played it.

Some of the new fps games coming out seem to have very little sound that you can use to locate enemies, for example mw2 and MoH.

I can understand on a battlefield of 50 players with tank's and artillery it is going to be hard to pinpoint your enemies but in mw2 and MoH on a server with 3 players you still can't hear enemies even when they are running around making a racket.

This could be realistic I don't know?
So what I'm basically asking is the sound in Roost more like previous Cod's cod1/2/4 or more like the "sound occlusion" of W@W/MW2/BF:BC2/MoH

Plus could any one from Tripwire shed any light on how it willl be in RO:HoS

Many thanks:IS2:
 
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Dwin

FNG / Fresh Meat
Jun 10, 2007
520
247
0
I would say based on RO:Ost, sound is less important than in CoD because unlike in CoD, where the enemy respawns anywhere and the maps are quite small, battles in RO are more rigid in the sense that you always know where the enemy is coming from, and also due to the size of the maps, most of the time you will see them before you are close enough to hear them.
 

RobfromEssex

FNG / Fresh Meat
But surely with countdown the sound will come into play, Being a single life game type, When their is only a few people on each team left sound will be crucial, So in those situations would be nice to know if they have a similar type of positional sound as Cod. I'm guessing it will, knowing if the sound in Roost was like Cod would help because then i presume it would be the same in HoS.
 

MEGADETHTHRETH

FNG / Fresh Meat
Nov 24, 2009
166
77
0
Sound is very Important, No real use in Cod Moh, very useful in Ro and hopefully the tanks will be noisy and harsh unlike ro1 where the tanks were quiet.
 

Nimsky

FNG / Fresh Meat
Nov 22, 2005
4,190
945
0
Elitist Prick Nude Beach
I can locate someone quite easily based on his sound signature, it's definitely a part of RO's combat. Footsteps and grenade landings are harder to hear but they're there.
 

Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
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Sunny Scarborough
Don't mind a detailed sound experience but I would hate to see anything like CS or AA where people crank the footsteps volume to a ridiculous level ( not at all realistic ) in an attempt to gain an advantage.

By all means have the sounds but don't allow people to isolate the interesting ones and amplify them :)
 

LemoN

FNG / Fresh Meat
Feb 26, 2006
6,293
2,346
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Prussotroll's Bridge
As a guy who heavily relied on sound back in the days of CoD1 and MOHAA I can say that sounds in RO are not as important as in those kind of games. There are three reasons to this:

1: The maps are larger
2: The engagement ranges usually are longer
3: There usually are way more players
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
0
Finland
Sound does play somewhat important part but for aforementioned reasons not as crucial. However it really depends on your audiodriver\system itself as I can hear someone pulling the pin out of their grenade from the building on the other side of the street if there's not too much firefight going on just as an example. However as hilariously immersive counterpoint if there's tons of **** going on I have trouble hearing some ingame stuff (occasionally even someone else on the voicecomm, regardless if it's the ingame or not) :p

As for the sound question itself, in its own ways it is realistic as basically real guns are pretty damm loud, back then ear protection wasn't used at all (AFAIK), plenty of soldiers were discharged from active service as they were nearly deaf and so on.
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
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Denmark
As a guy who heavily relied on sound back in the days of CoD1 and MOHAA I can say that sounds in RO are not as important as in those kind of games. There are three reasons to this:

1: The maps are larger
2: The engagement ranges usually are longer
3: There usually are way more players

Another is that in RO, there are usualy clearly defined frontlines rather than people running about all over the place at random, RO doesen't incurrage run'n'gun gameplay.

That said, we have no idea what the sounds will be like in HOS at this point, the most we've seen of gameplay is shakycam fotage on a TV screen durring interviews at PAX (not a great environment for showcasing the audio), and Ramm telling us that most of the sounds we hear are placeholders, old sounds from Ost, and that there will be new ones in HOS.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
This would probably only be relevant on the single big tank map on release, but I'd like to see speed of sound modeled. On some of the custom big tank maps that don't get played anymore, you could tell there was a round coming in by hearing the roar of the shell / cannon report.

If you were in a moving tank, you could hit the breaks or swerve to the avoid the incoming round. In reality, you wouldn't have an audio cue since these were super-sonic rounds.

Of course the shell travel time was double what it should have been in ROOST (due to engine limitations), so you'd actually have half the reaction time assuming ROHOS fixes that issue.

But as I said, it's only important on the one big tank map (depending on size), so probably won't be worth the extra programming. Of course how hard is it to tell the client to delay the sound based on distance of the firing tank?
 

Nicholas

FNG / Fresh Meat
Sep 16, 2010
1,275
665
0
RO already has the greatest sound of any video game ever, I'm sure the sequal will be twice as awesome.