BONEWORKS

BONEWORKS

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Ash Dec 12, 2019 @ 11:37pm
Dry Fire SFX for GUNS
The game currently tries to tell me I'm out of ammo by highlighting the mag / clip in a colored overlay, but I find myself dry firing a few shots when I'm in the heat of a Gun Battle before I realize my ammo is gone due to the lack of SFX for a Dry Fire on some guns.

Any one else notice this? :steamhappy:

EDIT : Here's what is missing in BONEWORKS : https://www.youtube.com/watch?v=-CRGs9gkNes
Last edited by Ash; Apr 16, 2020 @ 6:33pm
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Showing 1-15 of 18 comments
Happy Feet Dec 12, 2019 @ 11:43pm 
I just realized that’s likely why I never realize my gun is empty until it’s too late.
Ash Dec 12, 2019 @ 11:50pm 
Originally posted by Happy Feet:
I just realized that’s likely why I never realize my gun is empty until it’s too late.

On some guns the mag / clip is not in full view (like the M16, at least how I aim it / other guns) and without any "sound" or the "visual" indication how do you know?

In most FPS's I usually just quick reload to be safe and top off (when ammo is unlimited), but here ammo is currency and limited, so you really need to conserve.
Last edited by Ash; Dec 13, 2019 @ 12:01am
Happy Feet Dec 13, 2019 @ 12:07am 
Originally posted by Ash:
Originally posted by Happy Feet:
I just realized that’s likely why I never realize my gun is empty until it’s too late.

On some guns the mag / clip is not in full view (like the M16, at least how I aim it / other guns) and without any "sound" or the "visual" indication how do you know?

In most FPS's I usually just quick reload to be safe and top off (when ammo is unlimited), but here ammo is currency and limited, so you really need to conserve.
Ammo is all accumulative in this game. That means that the only bullets you use, are the ones you shoot. So you can reload without actually worrying about excess bullets in a magazine. But a dryfire sfx would still be convenient.
Ash Dec 13, 2019 @ 12:58am 
Originally posted by Happy Feet:
Originally posted by Ash:

On some guns the mag / clip is not in full view (like the M16, at least how I aim it / other guns) and without any "sound" or the "visual" indication how do you know?

In most FPS's I usually just quick reload to be safe and top off (when ammo is unlimited), but here ammo is currency and limited, so you really need to conserve.
Ammo is all accumulative in this game. That means that the only bullets you use, are the ones you shoot. So you can reload without actually worrying about excess bullets in a magazine. But a dryfire sfx would still be convenient.

I'm at the end of the game nearly and I have plenty of ammo stored up etc.
For me it's more about knowing what is going on with the weapon so that I can be effective.

I play a lot of Pavlov, and Onward which have zero issues with reloading, because I know what is going on due to the SFX. BONEWORKS is like a guessing game due to the silence.

Considering the SL0 / NODE guys make FPS games, and a LOT of FPS related videos you'd think they wouldn't miss such an important detail, so it's just odd to me.
Last edited by Ash; Dec 13, 2019 @ 1:11am
Happy Feet Dec 13, 2019 @ 1:47am 
Originally posted by Ash:
Originally posted by Happy Feet:
Ammo is all accumulative in this game. That means that the only bullets you use, are the ones you shoot. So you can reload without actually worrying about excess bullets in a magazine. But a dryfire sfx would still be convenient.

I'm at the end of the game nearly and I have plenty of ammo stored up etc.
For me it's more about knowing what is going on with the weapon so that I can be effective.

I play a lot of Pavlov, and Onward which have zero issues with reloading, because I know what is going on due to the SFX. BONEWORKS is like a guessing game due to the silence.

Considering the SL0 / NODE guys make FPS games, and a LOT of FPS related videos you'd think they wouldn't miss such an important detail, so it's just odd to me.
I understand what you’re saying. I feel similar about the lack of an eject mag button. I feel like I should be able to tap the menu button to eject the mag but I instead end up just moving my thumb on the pistol. It’s definitely not a priority by any means but it’s like a quality of life thing.
Last edited by Happy Feet; Dec 13, 2019 @ 1:48am
XDeathxReconX Dec 13, 2019 @ 2:29am 
Originally posted by Ash:
The game currently tries to tell me I'm out of ammo by highlighting the mag / clip in a colored overlay, but I find myself firing a few shots before I usually realize my ammo is gone due to the complete lack of SFX for a Dry Fire when I'm in the heat of a Gun Battle.

I can't recall a single game (3D or VR) with guns that doesn't have a Dry Fire sound, so the fact that they are missing in BONEWORKS on ALL of the guns is quite odd to me.

Any one else notice, or want this? :steamhappy:
The gun not shooting isn't an indication of being out of ammo?
stat💀 Dec 13, 2019 @ 4:02am 
Originally posted by XDeathxReconX:
Originally posted by Ash:
The game currently tries to tell me I'm out of ammo by highlighting the mag / clip in a colored overlay, but I find myself firing a few shots before I usually realize my ammo is gone due to the complete lack of SFX for a Dry Fire when I'm in the heat of a Gun Battle.

I can't recall a single game (3D or VR) with guns that doesn't have a Dry Fire sound, so the fact that they are missing in BONEWORKS on ALL of the guns is quite odd to me.

Any one else notice, or want this? :steamhappy:
The gun not shooting isn't an indication of being out of ammo?

That's not the point at all. Of course you can determine that - just like you could determine you are dead on account of not being able to move but the game still provides a vignette to indicate damage - this is the same kind of thing.

It's a muscle memory/instinct thing. Using sounds as indicators and even the pop eject mag feature makes for a much more seamless and enjoyable game and increases the feeling of immersion. I'm almost certain they will address these things as other games do them and you can see the efficacy.
Last edited by stat💀; Dec 13, 2019 @ 4:03am
Senvixe Dec 13, 2019 @ 4:22am 
It also would be nice to have a different sound effect when your getting to the last few rounds in a mag, so you can be ready to reload.
Chaunsey Dec 13, 2019 @ 4:32am 
Originally posted by Maddi.:
It also would be nice to have a different sound effect when your getting to the last few rounds in a mag, so you can be ready to reload.


that makes no sense, a gun doesnt sound different when it is low on ammo.
Senvixe Dec 13, 2019 @ 4:52am 
Originally posted by Chaunsey:
Originally posted by Maddi.:
It also would be nice to have a different sound effect when your getting to the last few rounds in a mag, so you can be ready to reload.


that makes no sense, a gun doesnt sound different when it is low on ammo.

Its more of a videogame-e addition but It would be nice, I've notice in a lot of games when you get down to the last few bullets the gunshots sound a lot clickier. It would just be nice to have.
PageFile Dec 13, 2019 @ 5:02am 
I could have sworn there is a click when you try to dry fire. If the guns aren't double action though it shouldn't keep clicking since it wouldn't reset the firing pin (irl anyways).
Happy Feet Dec 13, 2019 @ 9:02am 
Originally posted by stat:
Originally posted by XDeathxReconX:
The gun not shooting isn't an indication of being out of ammo?

That's not the point at all. Of course you can determine that - just like you could determine you are dead on account of not being able to move but the game still provides a vignette to indicate damage - this is the same kind of thing.

It's a muscle memory/instinct thing. Using sounds as indicators and even the pop eject mag feature makes for a much more seamless and enjoyable game and increases the feeling of immersion. I'm almost certain they will address these things as other games do them and you can see the efficacy.
This exactly ^. We don’t need these things but they would be pretty nice to have especially in a game as intricate as this one.
Ash Dec 13, 2019 @ 9:09pm 
I'm not asking for any kind of SFX other than what a real gun makes when you Dry Fire it.

Here's what I'm talking about : https://www.youtube.com/watch?v=-CRGs9gkNes

To not hear it throws off my natural gauge of when to reload.
This is in every modern 3D FPS (VR FPS's I play as well), but not at all in BONEWORKS.

It's honestly a simple fix, and I'm sure it was just overlooked by the SL0 team. :steamhappy:
Last edited by Ash; Dec 13, 2019 @ 9:32pm
luckyshot5135 Dec 13, 2019 @ 9:14pm 
...I never noticed thatm but yea, that would explain my late reloads.
XDeathxReconX Dec 13, 2019 @ 9:52pm 
Originally posted by stat:
Originally posted by XDeathxReconX:
The gun not shooting isn't an indication of being out of ammo?

That's not the point at all. Of course you can determine that - just like you could determine you are dead on account of not being able to move but the game still provides a vignette to indicate damage - this is the same kind of thing.

It's a muscle memory/instinct thing. Using sounds as indicators and even the pop eject mag feature makes for a much more seamless and enjoyable game and increases the feeling of immersion. I'm almost certain they will address these things as other games do them and you can see the efficacy.
Just count your shots for now, and you actually can eject the mag but it's not really any faster, you hold the menu button when a gun is equipped and there's an eject option
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Date Posted: Dec 12, 2019 @ 11:37pm
Posts: 18