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New voices for Naval combat feedback, "News for the sea!"


Pony51
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44 minutes ago, Dodo_Dud said:

I set that slider to zero. Good case of "well" vs "well meant". Sorry, but I wan't the essential warnings back!

I set Speech and FMV volume to 0 as well, because I couldn't stand these new voices. But sadly, this doesn't solve everything, it doesn't stop playing these sounds, you just don't hear them. So where is the problem? If your crew decide to talk for 20 seconds about useless stuff and meanwhile there is some important message (like the enemy team captured the zone), that message will still be delayed for 20 seconds, even when you muted crew voices! For the game it makes no difference if the slider is at 0 or 100, it plays all sounds anyway one after another, based on the sound queue.

 

Imo, these new sounds could be useful, if implemented correctly. Saying to me that I just started turning or started accelerating or decelerating make absolutely no sense. I saw some people says it's somehow "realistic". For me, such messages are as realistic as the bus driver driving 80 km/h and then suddenly breaking with full power, and after a few seconds shouting "I'm breaking hard!". It would sound like not a funny joke for the passengers, when all they could do in such situation is to pick up their teeth from the floor.

 

There should be at least 3 voice lines options available to choose from: "All messages" (in case some people like to listen to sentences that don't make sense, but they were recorded anyway), "Only important messages" (like torpedoes incoming, plane spotted etc., and I bet this option would be used by most of the players) and "No messages" (stop playing them in the background completely, so when they are muted, other messages are not delayed anymore).

 

Of course there could also be more complicated implementation of this, in form of the ability to just ban specific voice lines player don't want to hear (it could be implemented in similar way to how we can ban maps or loading screens). It would be far the best option, but knowing how lazy the devs are, I don't think there is a high chance for this option to be implemented.

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15 hours ago, Dodo_Dud said:

I set that slider to zero. Good case of "well" vs "well meant". Sorry, but I want the essential warnings back!

So after another day, this time playing German (which I don't speak at all), I've come around on this a bit.

 

If the point was to create contextual crowd noises, to add to a soundscape, it would actually be quite good. It really does give the sense of being in a confined space with frenetic action all around you.

 

The trouble is, all the frenetic action is by people whose language you can't UNDERSTAND so the whole thing ends up being totally comical. I literally was having trouble playing the game, I was laughing so hard. I just imagined the captain shouting back, "Stop yelling!" "I can't understand you!!" "Does anyone on this boat speak English?!" 

 

My recommendation is turn it down, not off, so it just becomes an atmospheric noise element and rely on the visual cues the game provides.

 

(And yes I know default settings use national languages in RB and your own language in AB and I could change that to English everywhere. But it's just so ludicrous to listen to I don't want to.)

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I feel like the ambiance and different sound levels are just too random and over the place.

Immersion-wise they are okay and cool to hear when during the heat of battle especially for a ship usually having many crewmen. But when these crew sounds or voice lines are inside the ship's lower deck or hull and are too incoherent to hear or just make other default voice lines outside of the ship when combined seem so awkward and out of place, even distracting at times.

 

I would recommend that to just stick to the one normal/default crew voice had previously for naval whilst adding more lines for the same only voice actor for each nation.

 

Or have an option to include a 'immersion' like sound toggle option for the way we currently have.    

Edited by ItaIian
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On 21/12/2022 at 19:52, wolftale said:

First off, I agree with your feedback. I also like them, although it makes me feel bad when my crew is knocked out and distracts me in combat! Things I would like to see changed in addition to your feedback:

 

  1. There should be some way to turn them on/off or set which ones you want to hear. For example, with the old voicelines you only had threat and target callouts. These are the most important and I want to hear them the most. Anything else should be optional atmosphere. As an avid naval player, I already know when damage control is active, if I have hit the enemy, any debuffs I have applied (fire/flood), or if I have changed my engine or rudder state. This information is already prominently displayed on the HUD and/or has visual queues associated.
  2. The queuing of commands needs a bit of work. They are often too delayed to provide any real value or so much stuff is happening at once that they are distracting.

    This is especially a problem after you respawn.

  3. The intonation of the crew upon respawn does not immediately reset. So, you can have the crew frantically shouting otherwise mundane commands when no enemies are present.

 

I also had a problem yesterday where my crew kept calling out hits on the enemy constantly after I stopped firing and until I sank some time later. I was playing a ship with a very high rate of fire, so my only guess as to why this happened was that the "hit" voiceline occurs very frequently and many of them were queued back to back.

 

I stand by this feedback on how to improve them, but I have to say that after multiple days of gameplay, these voicelines are so annoying that I've turned them off entirely. I have been getting any information they provide through visual or audio queues since naval was added to the game and the constant shouting distracts from the actual game. Still a cool addition, but I'm not going to sacrifice performance to get screamed at about things I already know. I love the WT soundtrack, but play with the music off for a similar reason. Perhaps at this point it would be better to allow us to remove specific voicelines from playing (ex. rudder deflection or engine state).

 

Unrelated, but I also share the frustration of some players that development time is spent on audio, rather than on things that affect gameplay. The disproportionately high coastal grind and being forced to fight frigates and destroyers in boats has made that mode almost entirely unplayable for me. Tracer desync has been a major problem since the update came out and there are still problems with the aiming system since Direct Hit (being unable to lock AI behind any amount of land, inaccurate readings when a vessel is bow-in, occasional gun range jumping by 100 or more meters when trying to set your guns to fire just above the indicated range). Don't even get me started on DMs...

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First time playing coastal vessels in forever and some stuff is even more bothersome in this.

I'm a PT boat, I don't need to be yelled at that there's a DD 13KM away that just spawned, I probably don't render for him, I can't shoot him, I don't need to be yelled at.

And hydrofoils are just irritating to play because when I'm zooming around and turn I get yelled at about dangerous heeling for every time.

Warning about aircraft are really the only thing I appreciate about the new voice lines,.

 

I am sitting behind cover below 50% crew not being shot at and occasionally I'm being screamed at about having took critical damage, I KNOW, stop repeating it.

I am below 10% crew, I'm still above the minimum crew level and I'm being constantly screamed at about lowering the lifeboats and abandoning ship.

 

Everything about this needs to be ripped out and reworked somewhere not on the live server

 

 

 

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I would like to see improvements in the fact that there is too much difference between the actual issue used and the implemented voice.

Originally in Japan, the word "mokuhyou" was used for the word target. However, Japanese marines in warthunder are called "target.
Also, although it is correct in Japanese to call "U-gen" for the word starboard, the Navy calls it "Migi-Gen" for ease of hearing, and as many videos show, the orders for steering have a characteristic elongation.

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For my POV, I think the new voice lines are a good step in the right direction. Lets build on and tune this new foundation.

 

What I like is the dynamic voice lines. The immersion factor is there. That is a plus to me. New info given, is generally good. Calling out targets, distance, course. Perhaps you can add speed? (or estimate there of). That would be pretty cool. Perhaps an "Enemy fleet spotted: All hands to battle/action stations" at the start with a 1-2 sec nation specific klaxon sound.

 

As for what can be improved:

 

Alot of what has been said above is true. It can become info overload very quickly (especially when you don't understand the local language). Personally, I'm not really bothered by it, but I understand where are they coming from.

 

There really is no need to announce ships further then 8km out when in a coastal boat. So adding code that blocks giving random info on targets far out should be introduced.

 

The new target call out info is cool, as I've said. However, I change targets constantly. No need identify all of those ships. In fact, the target call out should change to only after the ship has been *ranged*.

It should change to something like: Firing Solution achieved. Target "ship class" (The crew should be able to Identify the specific class of ship), distance, course, speed ect."

 

Another adjustment should be reduction of redundant info. Like changing direction, speed, damage. This should have cool down timers once announced. 

Changing direction: after two announcements, 30 sec cool down

Changing Speed: after two announcements; 30 sec cool down

Damage taken: Major (main turrets, fire, huge flooding), always announce.

Damage taken: Minor (just about everything else). Announce once, then 15 sec cool down.

Air targets: In general: Enemy plane spotted.

Air targets: Within 3km. Provide basic info: Distance, heading, perhaps even type?

 

For now, this is what I can think of off the top of my head. I'll add more as It comes to me.

 

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I ilke the new Naval commands, but some begin to irritate after a while. Especially the German guy yelling every 20 seconds my ship is damaged. As if don't know that already by just looking at my damage inicator. Could this be reduced to max 3 times until my ship gets new damage?

 

Some voices/commands are great (like the soviet). Calm commands, but could be more clear or could we have a translation guide? I don't know what "destroyer at 3k" means in Russian and it's useful and vital information.

 

But the German damage commands are quite annoying. 

To put it shortly. Keep the targeting/course commands, but skip/reduce the damage commands.

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There are too many call outs IMO. Every little thing is called out. Changing rudder slightly? Call out. Changing speed slightly? Call out. It's unnecessary.

 

It could be pared down to the more useful call outs. Enemy ship spotted, enemy plane, damage control, damage done to enemy etc. I'm getting more used to all the call outs but some are still unnecessary.When I'm sunk and re spawn I still hear all these call outs about critical damage and abandoning ship. I'm sailing ahead in a new ship at this point. Why am I hearing a backlog of call outs from my previous ship?


It also interferes with me telling my team to capture a point. If they're getting call outs they won't hear me choosing "Attack the B point!" when they're flat-out ignoring the objectives like players normally do lol (I'm not serious about this one).

Edited by Ted_Striker1
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  I turned the volume for the voices down.  It was interesting, but irritating after a few minutes playing coastal battles.  With all the movement, gunning, spotting, dealing or getting damage it becomes almost too distracting for me.  I felt awkward, like I'm self narrating literally every action during game play. 

  I think the radio command voice we already have.  Maybe just adjust 'that' voice tone depending on the situation.  You know, pretty much what they are trying to do with the attempted voice thing this thread is about.  Just my thoughts.

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I agree with all the feedback above. The delays, repetitiveness, redundancies, and cheesy-ness turn the new voices into more of an annoyance than something actually useful. I've toned it down to the point where it feels more like background ambience(which it isn't too bad for), but that means I'm possibly missing out on important messages such as aircraft and torpedo spotting reports, and collision warnings. I agree with the others that the "important" messages and the "ambience" messages need to be able to be customized to each player's tastes. The crew voice volume sliders should be split between "important" and "ambience" messages. Also incorrect words and un-immersive cheesy voices should be fixed for each language.

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After doing nearly a week of mainly naval:

The posts by others here are all pretty much on mark, commands are over used and sometimes stuck on repeat.

Personally I am 100% for this system, but a lot of work needs to be done make it fit the action.

  1. repetitive commands must be significantly reduced.  Example of "target hit" (or just "hit") and "We are critically damaged" play constantly.
  2. commands overload a cue buffer.  For example if target is destroyed and one is safe from being targeted, the voices keep saying Hit and Damage type commands for a very long time
  3. Voice the moment one keys in action, when the action is in process of selection (for example switching target, target type for AI gunner, changing speed or rudder).
  4. Captains commands are mostly not needed in game (will be perfect in replays!)

Quality of voice is... OK.  The sound of crew obeying commands I assume tries to reproduce the sound in a metal box of helm, but does not  sound right.

 

What I would like to hear:

  • More setting control of frequency, number of crew (separate controls for Captain and Crew), and volume.
  • change effects of crew voices, sound less "tinny", perhaps add reverb or echo.
  • Reduce the commands from Captain, mainly just start and end of game (but everything in replay).  Having him call every rudder, helm, damage command distracts from game play (again, will be good in a replay).
  • Give at least 1.5 second delay when changing power / turn setting (so every little touch does not activate a message)
  • Allow playing up to 2 crew messages at same time, AND limit the message cue to 6.  If not played in 6 seconds it will not be played.
  • Make some messages shorter, or speak faster.  "Brevity" is critical in operations, a few messages (like target ID) are spoken with no seeming urgency.

I also notice engine power is FULL or ALL STOP, nothing in-between.  

 

Crew voices are a GREAT addition not just for immersion but also winning, just need a lot of polishing to get it right of a game.  Especially for what is coming.

Thanks Gaijin!

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13 hours ago, Pony51 said:

After doing nearly a week of mainly naval:

The posts by others here are all pretty much on mark, commands are over used and sometimes stuck on repeat.

Personally I am 100% for this system, but a LOT of work needs to be done make it work.

  1. repetitive commands must be significantly reduced.  Example of "target hit" (or just "hit") and "We are critically damaged" play constantly.
  2. commands overload a cue buffer.  For example if target is destroyed and one is safe from being targeted, the voices keep saying Hit and Damage type commands for a very long time
  3. Voice the moment one keys in action, when the action is in process of selection (for example switching target, target type for AI gunner, changing speed or rudder).
  4. Captains commands are mostly not needed in game (will be perfect in replays!)

Quality of voice is... OK.  The sound of crew obeying commands I assume tries to reproduce the sound in a metal box of helm, but does not  sound right.

 

What I would like to hear:

  • More setting control of frequency, number of crew (separate controls for Captain and Crew), and volume.
  • change effects of crew voices, sound less "tinny", perhaps add reverb or echo.
  • Reduce the commands from Captain, mainly just start and end of game (but everything in replay).  Having him call every rudder, helm, damage command distracts from game play (again, will be good in a replay).
  • Give at least 1.5 second delay when changing power / turn setting (so every little touch does not activate a message)
  • Allow playing up to 2 crew messages at same time, AND limit the message cue to 6.  If not played in 6 seconds it will not be played.
  • Make some messages shorter, or speak faster.  "Brevity" is critical in operations, a few messages (like target ID) are spoken with no seeming urgency.

I also notice engine power is FULL or ALL STOP, nothing in-between.  

 

Crew voices are a GREAT addition not just for immersion but also winning, just need a lot of polishing to get it right of a game.  Especially for what is coming.

Thanks Gaijin!

 

Has the feedback been passed to the devs?

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3 hours ago, GusVanHook said:

The most recent Its Fixed! was an improvement. Not complete crew shouting through out the match. Even brief moments of silence, dare I say.

 

Still some room for improvement exists. I imagine we'll get there.

Sound

  • Ship crew voice chat — the frequency of the following sound reports has been reduced: position of the rudder, incoming hits, orders to initiate a damage control, incoming damage reports, heeling reports.

 

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13 hours ago, kkang2828 said:

 

Has the feedback been passed to the devs?

They know of this posting.  The holidays are here so little will happen until February.  

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14 hours ago, Pony51 said:

They know of this posting.  The holidays are here so little will happen until February.  

 

Thanks.

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You have been critically damaged is still repeated too much, at best I want to hear it once, after that I don't want to hear it again, it tells me nothing I don't already know.

The voice line occasionally saying I'm damaged when I've already repaired and am fully operational I don't understand.

There is at times no real cooldown for shells landing announcements in cruisers, near hit, shells on target, hit, miss, over and over and over for light cruisers with fast reload, they aren't even fully accurate either, sometimes I'll have most of a salvo hit a ship for the captain to announce it was a miss.

The ammunition magazine is on fire repeated literally over and over with not even a second delay when I got slammed with a bunch of torpedos but not when a Hipper hit a magazine.

Torpedo away overlaps when I launch multiple torpedos.

I'm still getting screamed at about critical listing and for repair crew to man every time I turn in hydrofoils

 

Actual player callouts should never wait for these to play.

This just feels like a incredible amount of work was spent recording voice lines and then they were shoved into the game without testing or gathering feedback first to see how it worked.

The sheer amount of lines recorded and how they mesh together with different headings, ranges and readings feels like a AAA game, the way it was implemented it feels I'm playing some early access game helmed by a small team and not a 4-5 year old gamemode in a 10 year old game by a company with offices around the globe, this never should have hit live in this state.

 

Even if the playback is fixed and isn't a buggy mess in the end all that happens is I get a bunch of audio clutter telling me what I've done after I've done it or provides info I already know.

Being told my shells over or undershot, being told theres incoming fire, torpedos in the water, those would be useful.

What value does being told shells have landed hold when theres already a bell that dings when they do, spending 5-8 seconds reading out what I've locked onto and the range and heading of it afterwards tells me nothing I can't see with my own eyes, flooding or fires again, I am well aware.

What do these new lines bring to the game vs the audio clutter they create?

How can this be balanced between being hearable over the sound of combat vs just screaming at you nonstop through the entire match?

 

As it stands the only reason I am playing naval currently is for the op winter tasks, once I am done with these I will be ditching naval while these lines are like this

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13 hours ago, MJPIA said:

You have been critically damaged is still repeated too much, at best I want to hear it once, after that I don't want to hear it again, it tells me nothing I don't already know.

The voice line occasionally saying I'm damaged when I've already repaired and am fully operational I don't understand.

There is at times no real cooldown for shells landing announcements in cruisers, near hit, shells on target, hit, miss, over and over and over for light cruisers with fast reload, they aren't even fully accurate either, sometimes I'll have most of a salvo hit a ship for the captain to announce it was a miss.

The ammunition magazine is on fire repeated literally over and over with not even a second delay when I got slammed with a bunch of torpedos but not when a Hipper hit a magazine.

Torpedo away overlaps when I launch multiple torpedos.

I'm still getting screamed at about critical listing and for repair crew to man every time I turn in hydrofoils

 

Actual player callouts should never wait for these to play.

This just feels like a incredible amount of work was spent recording voice lines and then they were shoved into the game without testing or gathering feedback first to see how it worked.

The sheer amount of lines recorded and how they mesh together with different headings, ranges and readings feels like a AAA game, the way it was implemented it feels I'm playing some early access game helmed by a small team and not a 4-5 year old gamemode in a 10 year old game by a company with offices around the globe, this never should have hit live in this state.

 

Even if the playback is fixed and isn't a buggy mess in the end all that happens is I get a bunch of audio clutter telling me what I've done after I've done it or provides info I already know.

Being told my shells over or undershot, being told theres incoming fire, torpedos in the water, those would be useful.

What value does being told shells have landed hold when theres already a bell that dings when they do, spending 5-8 seconds reading out what I've locked onto and the range and heading of it afterwards tells me nothing I can't see with my own eyes, flooding or fires again, I am well aware.

What do these new lines bring to the game vs the audio clutter they create?

How can this be balanced between being hearable over the sound of combat vs just screaming at you nonstop through the entire match?

 

As it stands the only reason I am playing naval currently is for the op winter tasks, once I am done with these I will be ditching naval while these lines are like this

 

Clearly the value of the experience and feel of the setting have escaped you. Not everything exists to provide raw technical/"practical" information, that's what the HUD is for. You would be best off simply turning the voice volume slider to 0.

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3 hours ago, [email protected] said:

 

Clearly the value of the experience and feel of the setting have escaped you. Not everything exists to provide raw technical/"practical" information, that's what the HUD is for. You would be best off simply turning the voice volume slider to 0.

Yes the experience and feel of being yelled at constantly telling me things I already did over and over entire matches.

I have my sound settings where I like them, I will not adjust them every time I switch between modes.

 

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14 hours ago, [email protected] said:

You would be best off simply turning the voice volume slider to 0.

 

That is what I did. And I do like immersion. But as the captain, I would tell my crew what I want to hear and expect them to follow my orders!

 

This whole idea would be great for essentials. But it is like a textmarker: When you'd mark the entire text, you are are better off without one. Especially if the marker still lingers on in the next text.

Edited by Dodo_Dud
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