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Kumaarke V Outfit Sound Effect REMOVAL

stabbystab420stabbystab420 Member Posts: 6 Arc User
Hello STO Community!!!! As a player for many years, and after Many events, we have ALL gotten quite a few pieces of reclaimable gear, for me, one of my favorites is the Kumaarke 4 piece set. Its amazing, BUT.... The Static Sound Effect for like 20 seconds, every time you do anything, load into DS9, beam down to Camp Charlie on Nukara, or even just a quick stroll to the Dance Comp on Nimbus, and EVERYONE can hear you coming a mile away.... I Beg the dev's, PLEASE REMOVE the Static Discharge/Overload Sound Effect from the outfit. There is NO NEED for it. The visual effect is cool, that sound... like nails on a chalkboard.

Captain Bob- Dominion Elite Captain/Space Wizard.....
Post edited by baddmoonrizin on

Comments

  • sthe91sthe91 Member Posts: 5,972 Arc User
    edited May 26
    I don't support the removal of the sound effect but I would support a toggle for it though to turn it on/off and for other players not to hear it. Or a way to lessen the noise of the Static Discharge/Overload sound effect.
    Post edited by sthe91 on
    Where there is a Will, there is a Way.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    I would welcome a toggle effect too, for sound effects in general.

    I use the shield repair drones on some of my ships with a single hangar bay. Their sound is very annoying too.
  • nixie50nixie50 Member Posts: 1,343 Arc User
    you don't like the sound but the bright pink visual vomit is ok?
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  • stabbystab420stabbystab420 Member Posts: 6 Arc User
    Thank you all for your replies and suggestions. Agreed on the Sound Effect Toggle for multiple gear/items. Hopefully the dev's will look into it <3
  • krisxr400krisxr400 Member Posts: 145 Arc User
    lol nixie50, couldn't have said it better. I'm for being able to turn off visuals and sound.
  • novapolaris#2925 novapolaris Member Posts: 805 Arc User
    I need an option to turn off the SFX and VFX. I'm also shocked realizing all the VFX spam in this game hasn't caught the game flak from epilepsy triggers. o_o
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited May 28
    nixie50 wrote: »
    you don't like the sound but the bright pink visual vomit is ok?

    They can hit people differently based on their stimulus sensitivities. It's not great to question whether someone finds something uncomfortable and try to catch them in a "but what about..." rhetorical game per what you reckon. If someone finds a stimulus uncomfortable, that's entirely their experience to tell and you let them tell it. To do anything else is extremely problematic, as odds are if a specific audio cue is viscerally bothering someone it's a human neurological reaction and not one of simple habit. Nails on a chalk board, rubbing a balloon, these aren't reactions people who are bothered can help. The more you know.

    Personally, they're both obnoxious but I'd welcome the audio effect removal (for this asset *specifically*, as the screeching audio is by far more uncomfortable.

    It's not an issue about general FX spam, it's how this audio cue was made and implemented. It was bad on release, we provided feedback then, and no action was taken. Which is not great. Those talking about a general FX removal are barking up a different tree vs. an especially annoying bit of kit with a grating sound effect hitting a piercing register. We don't need a general system update to fix this issue, just better audio design on one item. Have another audio effect to add? Put it on the list for adjustments. We can deal with the worst offenders here and make huge progress without a massive system update allowing users to toggle sound FX on each item and ability (a nightmarish UI proposal to let players customize around a badly set handful of audio effects...when a well designed audio scape absolutely should not require that level of detail. Eg. if you're viewing this as a reasonable recourse, the standard expectation has failed and you should probably ask the devs to address that far more directly instead. Eg. Bin the static sound or replace it with something that isn't piercing.)
    Post edited by duncanidaho11 on
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  • annemarie30annemarie30 Member Posts: 2,696 Arc User
    personally I don't care about audio. the speakers can be turned down/off.
    We Want Vic Fontaine
  • stabbystab420stabbystab420 Member Posts: 6 Arc User
    personally I don't care about audio. the speakers can be turned down/off.

    You are missing the point of this post Completely, like wow o.O Turning off "All Audio" is already available, the point is this particular Rare outfit you can't get anymore has a constant crackling sound. I still want to play the game, watch the cutscenes, hear all the dialogue.... /facepalm
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    personally I don't care about audio. the speakers can be turned down/off.

    You are missing the point of this post Completely, like wow o.O Turning off "All Audio" is already available, the point is this particular Rare outfit you can't get anymore has a constant crackling sound. I still want to play the game, watch the cutscenes, hear all the dialogue.... /facepalm

    Yeah, it's like answering in one of the many threads about visual spam that you can just turn off your screen, lol.

    I mean, that works too - but I'd prefer an on/off switch for specific sound (and visual) effects.
  • inferiorityinferiority Member Posts: 4,406 Arc User
    Whether we want to turn individual sound effects on or off is irrelevant.
    From a programming standpoint, this is a huge undertaking and is highly unlikely to happen.
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  • stabbystab420stabbystab420 Member Posts: 6 Arc User
    Whether we want to turn individual sound effects on or off is irrelevant.
    From a programming standpoint, this is a huge undertaking and is highly unlikely to happen.

    From a "Programming standpoint", its actually quite easy than most things in game. It already attached to its item/the sound only come from that. And 2nd point how easy a toggle is.... Remember April Fools day with the "Sound Effects" Button? If you do that, not that different on programming, since its just 1 sound, very everything that the AF does, from the bings to the chirps.... Another way to add it into the game as a toggle, just like swapping from regular ground armor to Space Walk armor, there is a little switch in the inventory screen, that could almost be added to include/discontinue sound effects. There are many ways to go about it, so I wouldn't say its a huge undertaking if you don't know....

  • baddmoonrizinbaddmoonrizin Member Posts: 10,912 Community Moderator
    I think, unless one actually works on THIS game, one should refrain from assuming how "easy" it is to add something to THIS game. Players have speculated for years now about how "easy" it should be to be able to switch genders/species, and we see how that is playing havoc with characters right now, now that it has been implemented. So, best to keep such speculations to oneself.
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  • stabbystab420stabbystab420 Member Posts: 6 Arc User
    I agree, I do not do programming myself, and again I do agree its "not that simple", but comparing 1 sound effect noise, to changing out race, costumes, with specifics to each one that could limit what you get (like changing out male/female human to male/female Cat, and doing any of the bikini unlocks from Risa Summer events. That, is a lot of stuff, versus a sound effect... That's again comparing a Small thing vs many, many things all tied into Changing, not just turning something on/off. Just my opinion, not to get heated with anyone, again, this post was actually made at the advice of GM O***c, to see how the community and devs thought about it. With all of the assumptions here, it could be easy, it could be hard, but either way, its up to the dev's to see. <3
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,594 Community Moderator
    To be fair we've seen in the past how things can affect things that are totally unrelated. Some of us veterans remember when a patch came out and Borg Sphere suddenly had SUPER EP2E and the second they popped that... BOOM! They were all the way across the map. And it was something totally unrelated to the Borg that got fixed in that patch. lol honestly it seemed like for a while if anything got fixed, it would break the Borg back then. Good times.

    When it comes to code, especially STO code... NOTHING is as simple as it appears. If that sound happens to be shared with something else, just simply "turning it off" on the Kumaaarke armor might accidentally turn it off elsewhere.
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  • annemarie30annemarie30 Member Posts: 2,696 Arc User
    considering how you can disable visual effects of engine and shields, it should be possible but not only are there too many items to disable, the UI to do it would be enourmous
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  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited June 1
    rattler2 wrote: »
    To be fair we've seen in the past how things can affect things that are totally unrelated. Some of us veterans remember when a patch came out and Borg Sphere suddenly had SUPER EP2E and the second they popped that... BOOM! They were all the way across the map. And it was something totally unrelated to the Borg that got fixed in that patch. lol honestly it seemed like for a while if anything got fixed, it would break the Borg back then. Good times.

    When it comes to code, especially STO code... NOTHING is as simple as it appears. If that sound happens to be shared with something else, just simply "turning it off" on the Kumaaarke armor might accidentally turn it off elsewhere.

    Way back in the Foundry days, Kael once deleted core system files for the Foundry by updating the text of a c-store entry. That shouldn't have been physically possible but an MMO developed over 14 years now runs into emergent problems of complexity that most folks (even with coding experience) haven't likely encountered, as we're into the theoretical realm of how entropy interacts with complexity at large scales (and how to impose some kind of feasible order to that system). The only analog I've seen that helps makes sense of it all is developmental genetics. So any added switch flipping is going to be something to tread with care, especially when handling system files that were never intended to be modified (ex. sounds). The issues encountered may easily not be restricted to other sounds.

    Add on top of all that, folks should probably consider the basic point that most effects in the game do not need tailoring. For what you would achieve with a Martin Dressler of audio system updates, you could achieve the bulk of the practical effect by tweaking the sound effect or audio balance of problem offenders. Ex. screeching static electricity from Mirror Kuumarkee's set. If that solution still isn't acceptable, then maybe you can start reasonably asking for make-your-own soundscape layered into every interacting UI in the game. But start with the basics, as those are easier to fit on short timescales into packed dev schedules, especially when the rally cry here is a single audio effect on a single set bonus (with an open question of whether a comparable second candidate to suggest fixing/removing exists).

    ---

    As far as folks thinking disabling visual effects is easy: the system that handles visual effects from powers also handles weapon models (source; Ten Forward Weekly), so disabling the class of FX that results in space magical visual spam means no one has guns in the game. And there's different levels for how this stuff is processed between client and host, which I don't fully grasp the predictable logic behind but still scares me with the complexity thereof (which means that turning off at least some of the effects for YOU would also mean turning them off for everyone on the map). It is an utterly massive knot to untangle, per the devs, that will also require performance considerations on top of bare, duct tape and bailing wire feasibility. And folks shouldn't use an end-user perspective on (for example) vanity effects to judge whether or not the devs are just holding out on us here. The effect of a UI is not the same as the difficulty of its programming. Games are meant to be simple to operate, they do not clue you into the madness working behind the scenes to bring you simulated fantasies.
    Post edited by duncanidaho11 on
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
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