Why is Dead dawg saloon is so overloaded with sounds?
I get an easter egg of Piano, but why is there so much stuff is happening?!
For example, i had a game where was a gen under a windmill and a had to chase a there, it was such an overload of sound sources. I had mind 4 things, constant cranking, gen noice, footspeps and moaning. THAT TOO MUCH.
And don't get me started on vultures.
Comments
-
Get over it?
1 -
That's not how it should work, but ok.
1 -
Have you ever went to a saloon before?
You don't strike me as gunslinger.
0 -
I hate mandatory wall breaking every time, sounds there are kinda blend together.
1 -
That's why you met at the bar with the survivors and have a drink after 10 minutes.
1 -
For me the sounds of Eyrie of Crows are worse, the sound of the ink in the sand is almost the same of a survivor healing.
1 -
Yea, especially main.
1 -
- ambient
- more importantly: It's slinger's map. The intended counterplay is stealth, so the sounds are there to hide breathing etc. and on the flipside his aiming-ring stands out perfectly fine. so... there ya go
0 -
Oooh yh the vultures are so annoying, multiple times I've lost time looking around because them ripping chunks off the bodies sounds so similar to a survivor cleansing a totem 😑
1 -
BHVR doesn't understand concepts like Auditory Processing Disorder, basically. If you can't hold a conversation in a loud bar or restaurant, you can't use auditory tracking in this game. Assuming no sounds are experiencing bugs in the first place.
but thats the general idea. The extra sounds both provide ambient and are there to purposely mislead auditory tracking. Just like the loud chase music, its all designed to add excitement and also obfuscate one of the killer's senses. Just kiiiiiinda wish it was a more even playing field.
0 -
Don't worry, I'm positive that the NEXT ink bloop is definitely a survivor! Oh, and that fire barrel on that one map is 100% a hex totem!
0
