|
PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
|
Thread Tools | Display Modes |
2024-07-31, 22:32 | #1 |
Join Date: Jul 2010
Posts: 22
Ukraine
|
Instant deafness when wounded
I think recent update concerning deafening players after being down=wounded is not right.
People normally dont lose 100% hearing after being wounded, so my suggestion is to revert it to old settings or make sounds 50-70% quieter. |
Last edited by M4_UA; 2024-07-31 at 23:02..
|
2024-07-31, 22:45 | #2 |
Support Technician
Join Date: Apr 2008
Posts: 1,310
Finland
Location: Helsinki
|
Re: Instant deafness when wounded
The reason to cut sounds is to prevent downed player from telling what's going on around him. Until now it was common practice to relay information to squad members and in local chat about enemy presence. Because of various third-party voice chats, we can't prevent communication from happening. Something else had to be done.
|
2024-07-31, 23:05 | #3 |
Join Date: Jul 2010
Posts: 22
Ukraine
|
Re: Instant deafness when wounded
ok, can you limit the time of what person hears after being down like for 20-30-40 seconds?
|
2024-08-01, 10:37 | #4 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
|
Re: Instant deafness when wounded
That would undo what the previous poster just told you
|
|
|
2024-08-01, 21:38 | #5 |
Join Date: Jun 2015
Posts: 46
Poland
|
Re: Instant deafness when wounded
Hi, deafened audio when wounded is by far the worst change since I started playing PR:
- First of all when being wounded now I'm almost instantly loosing all intrest and invlovement into playing, most of the time i will just go alt+tab, because it cuts off my senses and it makes me feel useless - Secondly this change makes me discourage to being squadleader, when being wounded I'm loosing all ability to manage my squad properly, I can't give new orders and everything is in chaos now. I can't imagine how hard is to be noobish squadleader now. - It's not consistent, because after dying sound get mouted to like > 90%, but ambient is still on same high level - It surely helped to inform other squad mates about enemy, but on other hand it helped woundeds and medics to find each other. I agree this change is realistic, but for me its gamebreaking and will make entry level to game much harder, anyway players could inform about enemy presence on mumble as well. https://youtu.be/MGpFEv1-mAo?si=10PTa5-BUIgsstF8 |
2024-08-02, 22:37 | #6 |
Join Date: Jul 2010
Posts: 22
Ukraine
|
Re: Instant deafness when wounded
It's not "realistic", it's just about not being able to give any intel to team members while wounded, but I wish I could have a few seconds delay to "deafness" just to understand what killed me.
|
2024-08-03, 04:52 | #7 |
Join Date: Jun 2012
Posts: 717
Cape Verde
|
Re: Instant deafness when wounded
I love the concept of wounded deafness and agree that it's been long overdue.
But as pointed out in this thread, the current implementation is very jarring and immersion breaking. The transition from all senses engaged in a firefight to instant *mute* just kills the engagement factor. If there was a delayed deafness or even a fading deafness that gave players a 30 second-minute transition from combat to the "other side", i feel like this would better cover both sides of the coin. Maintaining engagement with the game while nullyfing the game breaking (imo) human listening post that wounded/dead players can become. Instant deafness upon death is still a great addition that doesn't need touching, gives the right amount of "oh shit!" factor to getting blasted, but wounded should have a bit more of a middle ground in my opinion and that of many players I've talked to about it so far. |
2024-08-03, 04:54 | #8 | |
Join Date: Sep 2016
Posts: 57
Indonesia
Location: South Tangerang, Banten
|
Re: Instant deafness when wounded
Quote:
I'm pretty sure with this nerf, people just go straight gave up and the frequency of this will just go up in the future, probably wasting tickets even more by dying, without telling any intel. If desperate, they'll resort using Medic call commorose, giving away the position of your teammates if your medic and the others looking for the wounded. I'm sure that this is what people avoid the most in general, they'll stay on local chat. Most of the maps i remembered has a 3-4 hours time limit in deployment (idk, maybe less than that depending on the server). The gameplay time is probably going to be more faster with this occured and idk if this what people want the most, with the deaf exist. Just to note that i'm not against this change, i can still hear a little around me when wounded, but at least i'm not getting jumpscared after hearing a high-pitched sound and got a shot from nowhere. | |
2024-08-03, 08:06 | #9 |
Join Date: Jul 2012
Posts: 568
Europe
Location: Beozonti du pao di queiju
|
Re: Instant deafness when wounded
|
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
|
|
2024-08-04, 10:36 | #10 | |
Join Date: Jul 2021
Posts: 64
Israel
|
Re: Instant deafness when wounded
Quote:
Imagine you've managed to sneak up behind a bunch of enemy players , you stab someone and he immediately alerts everyone to your presence. my point is that it goes both ways and maybe a better option would be to make 3D replay more accessible so you could learn from your mistakes | |
|
|