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Full Version: Give the option of removing the help voices
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum
SmoodCroozn
How often is it when you you hear a marine coming your way and suddenly, STRUCTURES ARE UNDER ATTACK comes out and the marine comes out and blasts your skulk face?

Like the autohelp, I'd like these "help" voices to be given the option of being turned off.
NecRos
could be useful, considering structures that are under attack are flashig red in minimap now.



SmoodCroozn
Well, I'm not saying just to REMOVE the voices. I just want the option to remove them or not. If you like the voices, this change won't do anything.

But if you are like me and get killed because you didn't hear the footsteps, this would be VERY handy.
DRagon
wow, you fail sad-fix.gif as it goes for me i think those voices are really neccesary since ns is such a team play game, it''s very helpfull, but well yeah maybe it's not that bad idea after all to add option like that.
TOmekki
i remember asking for this a while back, and i still think itd be good to have

although, i have c bound to stopsound on aliens and ive gotten so used to it that the voice might get to "struc..." but no further
SnipeStar
this would make you useless to the team. what happens when the hive comes under attack but you have no idea because you are busy chomping RTs and what not.

there are some voice messages that are too important to be turned off...
StixNStonz
I disagree with this. They play rarely enough to be annoying, and they always signal something important that you should have an audio cue for.
TOmekki
QUOTE(SnipeStar @ May 20 2007, 12:53 PM) [snapback]1628048[/snapback]

this would make you useless to the team. what happens when the hive comes under attack but you have no idea because you are busy chomping RTs and what not.

the hive thing starts flashing in the right top corner

QUOTE
there are some voice messages that are too important to be turned off...

there are some sounds that are too important to be muted by useless messages in that annoying hivemind voice

QUOTE
I disagree with this. They play rarely enough to be annoying,

apparently you dont even listen to them then. or anything else for that matter.

QUOTE
and they always signal something important that you should have an audio cue for.

they always signal something that i already know of because of minimap/hud/ventrilo. the voices are just an annoyance in pcws
SmoodCroozn
Stix, if you are the one spitting the hive, do you really need the voice to tell you that the hive is being attacked? If they knife your RT and you already know, do you need to hear that again?

If you do, that's great, because my idea will let you keep these friendly voices.

On the other hand, people like me or the ones that hate me but happen to agree prefer the option.

Some people like alien flashlight on or off. Some people like hud_fastswitch on or off. Even the help text is given the option to be on or off. Give the voices a choice.
puzl
Should we also have a cvar to disable the sound of an RT being built or a phasegate activating?

The sound of the gameworld is part of the immersion experience and these sounds provide obstacles for the player to play around. The alien hive mind is intrinsic to the alien team experience, we won't be adding a cvar to remove it.

We can't just put cvars on every feature of the game. There would be literally be thousands of variables and no two people would be playing the same game.

You can, of course, customise these sounds to suit your experience and unless you play on servers with consistency you will be fine.
TOmekki
QUOTE(puzl @ May 21 2007, 03:49 AM) [snapback]1628223[/snapback]

We can't just put cvars on every feature of the game. There would be literally be thousands of variables and no two people would be playing the same game.

obviously, but i would see the hivemind voice as a type of autohelp or so, because it doesnt tell you anything you cant be aware of through other means

QUOTE
You can, of course, customise these sounds to suit your experience and unless you play on servers with consistency you will be fine.

well thats the problem, the servers where you need them the least (passworded match servers) are the ones with mp_consistency 1

tours
smood is so leet he doesnt need the audio to help him.
SnipeStar
QUOTE(TOmekki @ May 20 2007, 02:15 PM) [snapback]1628057[/snapback]

the hive thing starts flashing in the right top corner
you are correct about this and i didnt even think of this. i dont pay attention to this however because i keep my eyes focused on whatever task is at hand and i depend on the hivevoice to relay relevant information to me. when the voice tells me the hive is under attack, then i look at the icon to tell me which hive is under attack. every once in a while the hivevoice may play overtop of the sounds of footsteps approaching, for example, but it usually does not happen very often so i am not really bothered by it.
TOmekki
QUOTE(tours @ May 21 2007, 11:28 AM) [snapback]1628308[/snapback]

smood is so leet he doesnt need the audio to help him.

sorry, but youre a noob. and an idiot smile-fix.gif
fanatic
The sound files you're talking about shouldn't be affected by consistency as far as I know. From what I've been able to discern through trial and error, only the "third person" sounds, that is, the sounds emanate from a player: for example footsteps or gunfire, are affected by consistency, but weapon reload sounds aren't. (Because you can hear someone running or shooting, but you can't hear someone reloading). If my assumption is correct, this stuff will be included in the next nL hackpack, which should be ready for release sometime in the next few weeks depending on how lazy I am.

Whether there's a good enough reason for removing the sounds to weigh up for the disadvantages of not hearing them, is another matter entirely.
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