Deep Rock Galactic
Aspects of this game's combat are terribly designed
I saw this said in another post, and it's a problem I've had with it since I bought it at least a year ago. I chalked it up to early access but it seems to have not been fixed.

The main problem I have is there aren't enough cues in the game to let the player know what is happening, and it's a chaotic mess, and not in a good way.

For example, heavy bugs walk around basically silently. Their footsteps should make noise from far away. When they're near the ground should shake.

Normal bugs are basically 'ninja bugs' as the other post put it. They walk around completely silently, and then attack completely silently with no warning. Couple this with attacks going through floors and walls and it's incredibly annoying

Solution: there need to be more audio and visual cues. When a swarm is coming the bugs should scream in the distance and grow louder. When they're near you should hear their footsteps. When they attack you should hear specific audio cues for attacks, like the whoosh of wind for a melee one, instead of complete silence and the sound of your shield being hit (as it is you can't tell if a bug hit you or if you walked over a cactus). Bugs running around you should create audible footsteps. Heavies should shake the ground and be much louder. The stupid detonator bug should have some kind of readily visible warning before one shotting everyone. Armored bugs should play a "deflection" noise when you hit their armor, so you know your bullets aren't effective, and another separate sound for weak spots. And so on
Τελευταία επεξεργασία από WaterFowl; 24 Ιουλ 2020, 22:59
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Αναρτήθηκε αρχικά από Grumpy Old Guy:
Αναρτήθηκε αρχικά από Myrmidon:

I guess I kinda assumed he wasn't talking about them but more niche things because you can't really saying there's no musical changes or radio call because it's literally there you couldn't even troll that. Macteras are an absolute classic that could really use a bit more cues, not even for the sake of dumbing the game down but more just for common sense, there shouldn't be any silent enemies in this game really unless they're stood still "waiting to pounce" or stealthily creeping up on you hugging the wall like a cat, but we know the AI isn't like that. Stuff should make noise, the snarls are there but when theres 20 glyphids bombing it down a slope the first indication you get shouldn't be someone just noticing them or hearing a snarl when they get close, there should be a fair amount of noise generated to be honest.

I'll give you the mactera, about half the time those things literally wink into existence right on top of me, I've had so many deaths to them on hazard 5 because they just spawned in a cloud right on top of me.

I've lost my entire team to it on elite dives many, many times because it's literally 1-2 hits and you're dead and you can get like 15 of them just insta-appear over your head. As a gunner main if I see more than 4 I'll often just drop a shield now assuming I'll see the rest before it even hits the ground and I'll unload on them. Can usually put them all down before the shield expires but even in really tight teams it's quite common for at least 1 person to just get obliterated before they make it the few feet into the bubble.

Stuff like acid spitters and web spitters I'm not so inclined to complain about because they actually do move slowly and quietly from elevation and engage with projectiles from very far away.
Disagree with everything you said.

First off, bugs don't walk silently. Almost all bugs make a noise while walking.

Second most enemies in the game have an audio cue. They scream in some way. Or otherwise make noise. The only one that I think is dead silent until it catches you is the cave leech. Swarms have the TOC guy letting you know there's an incoming swarm.

You say you've played the game for a year but you don't even know these things. I've only been playing for 2 months and I know more about the game than you do.
Αναρτήθηκε αρχικά από Myrmidon:
Αναρτήθηκε αρχικά από Grumpy Old Guy:

I'll give you the mactera, about half the time those things literally wink into existence right on top of me, I've had so many deaths to them on hazard 5 because they just spawned in a cloud right on top of me.

I've lost my entire team to it on elite dives many, many times because it's literally 1-2 hits and you're dead and you can get like 15 of them just insta-appear over your head. As a gunner main if I see more than 4 I'll often just drop a shield now assuming I'll see the rest before it even hits the ground and I'll unload on them. Can usually put them all down before the shield expires but even in really tight teams it's quite common for at least 1 person to just get obliterated before they make it the few feet into the bubble.

Stuff like acid spitters and web spitters I'm not so inclined to complain about because they actually do move slowly and quietly from elevation and engage with projectiles from very far away.

This is the real problem with this game. Mactera Spawns spawning literally in front of your eyes. I've seen it happen many times and been killed by it many times.

Enemies should at least spawn out of everyone's line of sight.
Αναρτήθηκε αρχικά από Myrmidon:
Αναρτήθηκε αρχικά από Grumpy Old Guy:
Uh, not being rude, but have you played much?

There is a literal radio call when the swarm starts, the ground has a visual effect where they come from and a sound cue, they scream when they see you, there is a sound cue when you get hit. A lot of the special bugs glow.

The Oppressors and the Bulk Detonators shake the ground, have huge glowing auras, and roar. The Detonator literally roars before he attacks and he has a giant flame aura of glowing red lights.

I can usually hear them way before I see them. There is also a huge shift in music when a swarm is coming, like the entire music track changes. I don't know how much clearer they could be here.

When you shoot armor the armor cracks off, it also has a different texture than their weak spots.

I'm not sure if you're trolling and just really bad at it or if you're serious here.

To be fair this simply just looks like an excuse for a "git gud" poking.

I can agree that the game needs a hell of a lot more basic contextual cues without feeling insecure that people will think I struggle. I spot bugs before they reach me, I pick up on the sparse sound cues, I rarely get surprised, I rock Haz-5, but guess what? The fact that I'm very good at working around these poorly implemented mechanics isn't actually a point in their favour, they are still there, really whether people struggle with them or not is completely irrelevant.

Consistency has always been a big issue with these kinds of things on DRG. If you're even a 50 hour plus player you would know that Oppressors and Bulks literally do silently spawn right up your ass and stomp you without any audio cue. Most of the time you'll get ground shakes, you'll get audible warnings YES, but to imply that these are consistent would just be ego stroking to inflate your own prowess.

The cues need an overhaul. Period. Cut the childish go back to haz-1 or omgz do you even play crap. It doesn't help anyone.

Git Gud is correct. The OP obviously has learning issues with the game.

Don't criticize the guy for correctly pointing out that the OP is just bad at the game.
Everything mentioned in the OP (except weakpoint sounds) are already implemented in this game.

What OP doesn't realize is what they really want is for these sounds to be louder or more easily discernible than they already are.

Based on the OP I'm concluding that:

A. OP hasn't played this game for long enough to acquire the spatial audio awareness to be able to automatically pinpoint the source of threats in this game. They're there to be heard.

B. OP has a sub-par audio setup.

Or perhaps a combination of points A and B. Who knows.

Anyway,

Let's just assume the developers don't have 'redoing the entire soundscape of this game to accommodate players with sub-par audio setups' anywhere near the top of the development priority list. I'd say this is a fair assumption. A solution in this form is not likely to come.

GSG's audio engineers likely mix this game using studio monitors or headphones of some sort. Aside from simply trying to pay more attention to exactly what you hear in-game, If you want to have the best audio advantage possible then my best suggestion to amend your issue would be to invest in pair of respectable headphones.

Koss KPH30 are excellent if you're in a quiet environment. They're very affordable.
Sony MDR7506 are excellent if your environment isn't quiet. They're a bit pricier.

Both of these will last you your lifetime and are excellent value. Bonus points if you love music because these headphones are amazing to listen to music on.

Goodluck OP.
I will give you the spawning-right-in-front-of-players thing. Seen it happen all the time with Macteras in particular and even Bulk Detonators on occasion.

The *real* problem with combat boils down to the bugs being able to attack through solid objects in the environment. Said environmental objects will block your attacks if you attempt to fight back. The collisions seriously need work.
Αναρτήθηκε αρχικά από WaterFowl:
For example, heavy bugs walk around basically silently. Their footsteps should make noise from far away. When they're near the ground should shake.

Normal bugs are basically 'ninja bugs' as the other post put it. They walk around completely silently, and then attack completely silently with no warning. Couple this with attacks going through floors and walls and it's incredibly annoying
I do not have problems with the heavier Bugs. I can recount all but one incident where I did not see and hear a Detonator running around. And I think in that incident the Detonator just spawned(I can't explain it otherwise ... as he was right around a corner).
All the bigger walking Bugs do make enough noise and they usually pretty slow as well.

The problem I have is with the Medium Bugs, and then only in certain situations.
When they spawn you clearly hear earth rustling ... unless you are too far away to hear that. The Bugs also roar when they go close to you ...
I do not mind being surrounded when Management announced a Swarm ... but sometimes i am there mining, with headphones ... the cave is silent around me apart from me using my pickaxe ... and suddenly I have 5+ Bugs surround me.

Maybe Deep Rock Galactic should invest in a personal proximity Motion Tracker like in Aliens ;p



... btw if you didn't get it ... the Motion Tracker was a sarcastic joke.



As for Bugs attacking through walls ... yes they do, if the wall is thin enough for it, which is rare. I think it has something to do with the attack range of the Bugs. But that is not really something I demand fixing.
It is up to your fellow team members ... to Mark Detonators ... so that they appear for everyone as Glowy Red throughout the terrain ...
Τελευταία επεξεργασία από Bongoboy; 25 Ιουλ 2020, 16:39
Good Bait from OP..

8 out of 10

ROCK AND STONE!!!
Αναρτήθηκε αρχικά από Dr Robotnik:
Αναρτήθηκε αρχικά από Vash(88):
I stopped taking this seriously at "bulk walk around silently"

I can hear a bulk walking a mile away while in the middle of combat. Literally every enemy has an audio queue. Feel free to source all these other posts that claim "ninja bug"

Try a worth while set of surround sound headphones

Bulks do walk around silently. This is 1000% true for new players. I get it, you're humble bragging in that you can hear them because you're that experienced at the game that they sound obvious to you. We can all hear you now.
They are blatantly obvious for new players too
The only difference is new players probably don't realize what the sound means their first time, like any player, until they see it and associate the sound

You will always hear bulks, bet-c, grabbers, praetorians & oppressors, rollers, leeches (usually), exploders, and breeders before you can even see them

You'd have to be deaf or have the game audio turned off to not pick up on these things.
Τελευταία επεξεργασία από Lunacy; 25 Ιουλ 2020, 21:36
Αναρτήθηκε αρχικά από Dr Robotnik:
Αναρτήθηκε αρχικά από Lunacy:
They are blatantly obvious for new players too
The only difference is new players probably don't realize what the sound means their first time, like any player, until they see it and associate the sound


We must have different sound systems because I have 160+ hours in the game and bulk dets are silent and appear right overtop/behind walls/cliffs in salvage missions. I just have to expect that they might spawn and deal with it that way. I like the game too much so this wasn't an issue for my enjoyment of the game. But if there is a need to fix bugs, this is a legit one to spend time on. I guess that bothers people for some reason.

I can hear Bulk Det immediately as it appears on the map and start walking. This is how it sounds (6:28) https://youtu.be/dTmzYp0OtEw?t=386
Τελευταία επεξεργασία από Ailen; 25 Ιουλ 2020, 22:41
One other thing to bring up is volume ducking. If mission control is talking (not muted) there seems to be some very clear 'volume ducking' that reduces or interferes with the volume of enemy cues. This particularly stifles the exploder and cave leech feint hissing sounds. Got me killed many times before they introduced the mission control volume bar.
This is one of the few games where I still leave the music on at all since it indicates swarm activity, but it's at lowest possible audible volume. The sound cues are all there. Took me time to learn what they are. It's easier with headphones, but even if I'm not plugged in my little piss-ant sound bar does fine. Crank the effects volume I guess. Mission control does F the rest of the sound though, but I need the swarm queues.
Αναρτήθηκε αρχικά από Lunacy:
Αναρτήθηκε αρχικά από Dr Robotnik:

Bulks do walk around silently. This is 1000% true for new players. I get it, you're humble bragging in that you can hear them because you're that experienced at the game that they sound obvious to you. We can all hear you now.
They are blatantly obvious for new players too
The only difference is new players probably don't realize what the sound means their first time, like any player, until they see it and associate the sound

You will always hear bulks, bet-c, grabbers, praetorians & oppressors, rollers, leeches (usually), exploders, and breeders before you can even see them

You'd have to be deaf or have the game audio turned off to not pick up on these things.
@Dr Robotnik
Bulk Detonators do not walk around Silent. They have a pretty loud Roar, and Stomping sound. However ... the game loves to let Bugs spawn close to players ... I seen that a few times. Like total silence ... suddenly you hear a Detonator Roar and you turn around and hes right behind you.
In a Swarm or any other smaller Bug spawn that noise can go under, with all the ruckus going on.

@Lunacy
Yes you can hear Bulk Detonators, but BET-C not if she is not active. Grabbers make a tiny sound right before they grab you ... if there is any shooting going on you will not hear it in a 4 player game.Pretorians, Oppressors and Rollers do make sound.
But Cave Leeches only make a sound when it is too late ... and Breeders make only a sound if you are close to them ... its easier to know they are around if you see unusual many swarmers attacking you then hearing them.

I do not know what can be done ... but it seems I am not all alone with the complain with this.
Gotta love when gamers tell other gamers that they aren't experiencing what they're experiencing lol.

The reality is that the sound is inconsistent for many people. Skill Up's review of the game mentioned this issue. And it is an issue. Period. It may not be on your particular rig, but it is on many.
Αναρτήθηκε αρχικά από Lithariel:
Yes you can hear Bulk Detonators, but BET-C not if she is not active

Wrong. Bet-c make loud sound, when she is inactive.

Αναρτήθηκε αρχικά από Lithariel:
Breeders make only a sound if you are close to them

No. They did loud sound that can heard from all the caves.

Αναρτήθηκε αρχικά από Lithariel:
But Cave Leeches only make a sound when it is too late

I killed a lot of leeches help to this sound. It's not too late when you hear it.
Τελευταία επεξεργασία από Ailen; 26 Ιουλ 2020, 5:36
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