Fun Pimps Team:
I am writing to convey some feedback regarding the ambient noises system.
I believe this "feature" was present even in late A19. But just while being still, crouched in stealth, occasionally the music or ambient noises will do one of the following cues:
The bear snort
The wolf muffled woof
The boar muffled oink
The sleeper zombie "shifting" noise
Along with several other random noises (like the PVC pipe "flute" / tube air noise). Is there a list of all of these ambient sounds, with names for each?
The first four mentioned above are highly confusing, and disconcerting. When stalking at night, and when hunting sleepers in POIs - I depend on these noises. When these "ambient" featured sounds happen when I am in my own base, or in an area that is clear of bear, wolf, and sleeper zombie threats, it is quite frustrating. I get trying to create ambient noises that distract or spook the player. But the rando stack of queued up sounds that duplicate those key indicators of a threat nearby are really distracting. And, frankly, disappointing. I have become accustomed to hearing the "soundtrack" sounds, and depending on my circumstances, I wholly disregard them.
What would be better would be to include some different noise that are distinctively different than the existing danger/mob queues.
For example, in the forest, if there is no wolf, but you want me to believe that there is a wolf, perhaps loop in a twig snap. Or bark scraping/scuttling from some squirrel or some other rodent. Or a random bush shuffle. The sound of mud or turf shifting or settling. Etc.
In a house, perhaps consider adding a water drip, or a floorboard squeak or creak. If I hear a sleeper zombie shift, and there is actually no sleeper zombie present to shift, that diminishes the immersion.
There is a lot of promise and potential with the ambient noises system. But please ask your sound team to work on it a little more. Make the spook sounds different than the very obvious and distinctive danger/mob queues. Or perhaps design some kind of subtle difference between the two that can work to maintain immersion.
Thank you for reviewing and considering my feedback. Really enjoying A20, and looking forward to your other improvements!!
I am writing to convey some feedback regarding the ambient noises system.
I believe this "feature" was present even in late A19. But just while being still, crouched in stealth, occasionally the music or ambient noises will do one of the following cues:
The bear snort
The wolf muffled woof
The boar muffled oink
The sleeper zombie "shifting" noise
Along with several other random noises (like the PVC pipe "flute" / tube air noise). Is there a list of all of these ambient sounds, with names for each?
The first four mentioned above are highly confusing, and disconcerting. When stalking at night, and when hunting sleepers in POIs - I depend on these noises. When these "ambient" featured sounds happen when I am in my own base, or in an area that is clear of bear, wolf, and sleeper zombie threats, it is quite frustrating. I get trying to create ambient noises that distract or spook the player. But the rando stack of queued up sounds that duplicate those key indicators of a threat nearby are really distracting. And, frankly, disappointing. I have become accustomed to hearing the "soundtrack" sounds, and depending on my circumstances, I wholly disregard them.
What would be better would be to include some different noise that are distinctively different than the existing danger/mob queues.
For example, in the forest, if there is no wolf, but you want me to believe that there is a wolf, perhaps loop in a twig snap. Or bark scraping/scuttling from some squirrel or some other rodent. Or a random bush shuffle. The sound of mud or turf shifting or settling. Etc.
In a house, perhaps consider adding a water drip, or a floorboard squeak or creak. If I hear a sleeper zombie shift, and there is actually no sleeper zombie present to shift, that diminishes the immersion.
There is a lot of promise and potential with the ambient noises system. But please ask your sound team to work on it a little more. Make the spook sounds different than the very obvious and distinctive danger/mob queues. Or perhaps design some kind of subtle difference between the two that can work to maintain immersion.
Thank you for reviewing and considering my feedback. Really enjoying A20, and looking forward to your other improvements!!

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