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Vary sound effects for hits to give player cues about the damage

Discussion in 'Release 35 Feedback Forum' started by redfish, Oct 28, 2016.

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  1. redfish

    redfish Avatar

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    There are some complaints about the current hit sound effects, but this isn't to focus on that.

    - Hits should sound stronger if they do more damage. Currently, weak hits sound the same as strong hits.
    - Hits should sound different depending on the enemy. Metal armor or shields that absorbs damage should clank a bit (and the strength of the sfx depending on the absorbed damage), hitting a mimic should give a wooden sound, etc. Hitting a ghost some type of whoosh. Hitting a skeleton a kind of cracking sound. Shields should also clank when they block. Parries should clink.
    - Critical hits should sound different than regular hits. That way, you don't have to depend on the color coded numbers to tell how much damage you did.

    In general, the goal for the sound effects, and visual effects, in my opinion should be to in theory make the game playable without the bouncing numbers. You should be able to tell without looking at the numbers at all how well you're faring in a fight.
     
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  2. redfish

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    Slimes should have a squishy sound... like cutting through jelly.
     
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  3. Steevodeevo

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    great idea. Love this suggestion, even of its just a standard sound for a hit, one for a block and a bigger one for a crit... sorta.
     
  4. Dermott

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    Crits do have a heavier sound than normal hits already although the damage sometimes can be less than the upper end of normal damage.
     
  5. majoria70

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    Not to mention the chopping when getting wood does sound like a drum instead of wood being chopped, just to mention one I've noticed.:)
     
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