Instant deafness when wounded
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Instant deafness when wounded
I think recent update concerning deafening players after being down=wounded is not right.
People normally dont lose 100% hearing after being wounded, so my suggestion is to revert it to old settings or make sounds 50-70% quieter.
People normally dont lose 100% hearing after being wounded, so my suggestion is to revert it to old settings or make sounds 50-70% quieter.
Last edited by M4_UA on 2024-07-31 23:02, edited 1 time in total.
- bad_nade
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Re: Instant deafness when wounded
The reason to cut sounds is to prevent downed player from telling what's going on around him. Until now it was common practice to relay information to squad members and in local chat about enemy presence. Because of various third-party voice chats, we can't prevent communication from happening. Something else had to be done.M4_UA wrote:I think recent update concerning deafening players after being down=wounded is not right.
People normally dont lose 100% hearing after being wounded, so my suggestion is to revert it to old settings or make sounds 50-70% quieter.
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Re: Instant deafness when wounded
ok, can you limit the time of what person hears after being down like for 20-30-40 seconds?
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Re: Instant deafness when wounded
Hi, deafened audio when wounded is by far the worst change since I started playing PR:
- First of all when being wounded now I'm almost instantly loosing all intrest and invlovement into playing, most of the time i will just go alt+tab, because it cuts off my senses and it makes me feel useless
- Secondly this change makes me discourage to being squadleader, when being wounded I'm loosing all ability to manage my squad properly, I can't give new orders and everything is in chaos now. I can't imagine how hard is to be noobish squadleader now.
- It's not consistent, because after dying sound get mouted to like > 90%, but ambient is still on same high level
- It surely helped to inform other squad mates about enemy, but on other hand it helped woundeds and medics to find each other.
I agree this change is realistic, but for me its gamebreaking and will make entry level to game much harder, anyway players could inform about enemy presence on mumble as well.
https://youtu.be/MGpFEv1-mAo?si=10PTa5-BUIgsstF8
- First of all when being wounded now I'm almost instantly loosing all intrest and invlovement into playing, most of the time i will just go alt+tab, because it cuts off my senses and it makes me feel useless
- Secondly this change makes me discourage to being squadleader, when being wounded I'm loosing all ability to manage my squad properly, I can't give new orders and everything is in chaos now. I can't imagine how hard is to be noobish squadleader now.
- It's not consistent, because after dying sound get mouted to like > 90%, but ambient is still on same high level
- It surely helped to inform other squad mates about enemy, but on other hand it helped woundeds and medics to find each other.
I agree this change is realistic, but for me its gamebreaking and will make entry level to game much harder, anyway players could inform about enemy presence on mumble as well.
https://youtu.be/MGpFEv1-mAo?si=10PTa5-BUIgsstF8
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Re: Instant deafness when wounded
It's not "realistic", it's just about not being able to give any intel to team members while wounded, but I wish I could have a few seconds delay to "deafness" just to understand what killed me.
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Re: Instant deafness when wounded
I love the concept of wounded deafness and agree that it's been long overdue.
But as pointed out in this thread, the current implementation is very jarring and immersion breaking. The transition from all senses engaged in a firefight to instant *mute* just kills the engagement factor.
If there was a delayed deafness or even a fading deafness that gave players a 30 second-minute transition from combat to the "other side", i feel like this would better cover both sides of the coin. Maintaining engagement with the game while nullyfing the game breaking (imo) human listening post that wounded/dead players can become.
Instant deafness upon death is still a great addition that doesn't need touching, gives the right amount of "oh shit!" factor to getting blasted, but wounded should have a bit more of a middle ground in my opinion and that of many players I've talked to about it so far.
But as pointed out in this thread, the current implementation is very jarring and immersion breaking. The transition from all senses engaged in a firefight to instant *mute* just kills the engagement factor.
If there was a delayed deafness or even a fading deafness that gave players a 30 second-minute transition from combat to the "other side", i feel like this would better cover both sides of the coin. Maintaining engagement with the game while nullyfing the game breaking (imo) human listening post that wounded/dead players can become.
Instant deafness upon death is still a great addition that doesn't need touching, gives the right amount of "oh shit!" factor to getting blasted, but wounded should have a bit more of a middle ground in my opinion and that of many players I've talked to about it so far.
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Re: Instant deafness when wounded
When did you even realized this was a problem though? Tbh, nowadays people just gave up already when they wounded and there's no medic nearby. Even on frontline combat, telling people about the intel on enemy movement after wounded like that aren't always accurate in terms on communication.bad_nade wrote:The reason to cut sounds is to prevent downed player from telling what's going on around him. Until now it was common practice to relay information to squad members and in local chat about enemy presence. Because of various third-party voice chats, we can't prevent communication from happening. Something else had to be done.
I'm pretty sure with this nerf, people just go straight gave up and the frequency of this will just go up in the future, probably wasting tickets even more by dying, without telling any intel. If desperate, they'll resort using Medic call commorose, giving away the position of your teammates if your medic and the others looking for the wounded. I'm sure that this is what people avoid the most in general, they'll stay on local chat.
Most of the maps i remembered has a 3-4 hours time limit in deployment (idk, maybe less than that depending on the server). The gameplay time is probably going to be more faster with this occured and idk if this what people want the most, with the deaf exist.
Just to note that i'm not against this change, i can still hear a little around me when wounded, but at least i'm not getting jumpscared after hearing a high-pitched sound and got a shot from nowhere.
Toll roads, take me home.
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Re: Instant deafness when wounded
agreed!M4_UA wrote:It's not "realistic", it's just about not being able to give any intel to team members while wounded, but I wish I could have a few seconds delay to "deafness" just to understand what killed me.
5 seconds will do.
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
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Re: Instant deafness when wounded
But then you could alert your teammates to the danger.M4_UA wrote: I wish I could have a few seconds delay to "deafness" just to understand what killed me.
Imagine you've managed to sneak up behind a bunch of enemy players , you stab someone and he immediately alerts everyone to your presence.
my point is that it goes both ways and maybe a better option would be to make 3D replay more accessible so you could learn from your mistakes
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Re: Instant deafness when wounded
I don't get this argument or scenario. You go down you're alerting your teammates regardless of your hearing abilities. I'm sure they can figure out what killed you pretty quick, regardless the element of suprise is given up.Crylink wrote:But then you could alert your teammates to the danger.
Imagine you've managed to sneak up behind a bunch of enemy players , you stab someone and he immediately alerts everyone to your presence.
The main argument for deafness on wounded as I see it, is to stop wounded guys ease dropping on every little enemy movement and position change, especially long after they've gone down.
A brief window of hearing has little effect on this exploit, while minimizing the immersion breaking "abrupt deafness" effect people currently have an issue with.
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Re: Instant deafness when wounded
I honestly cannot comprehend why this change was made. Why are we making teamwork harder? I dont get it its completely counter intuitive to every step that has been taken in these last updates, especially the latest 5 man to cap a flag.
From my experience so far (mostly as Medic/SL)
-"F@ck lm down!
- "What killed you?
- I dunno, lm just dead.
- Is it safe to revive? Where did it come from?
- I dont know, I don't know where it came from.
What is so wrong with team work? What is so bad about letting people communicate? Yes people can exploit the system and give general or pin point directions after they are dead, just like they did for 18 (l assume) and no one ever complained about it.
Why are we giving power to lone wolfs and making coordination harder, when there has been a clear vocal expression of the playerbase about decreasing player quality/coordination for years?
My main concerns and dislike with this new system
- Indirect buff to lone wolfs. You can more effectively overcome coordinated players since they loose the ability to effectively communicate with each other, by not realizing what is happening
- Undeniable clear incentive to give up and not to wait for a Medic. Besides the really small field of vision you cannot get relevant information regarding your surroundings if you are gonna get revived or not. Can barely tell if the Medic is dragging me or why he had to pause the dragging. Cannot understand if the Medic is ignoring me or slowly approaching. Cannot understand if the Medic is taking extra 2 min because he is being fired upon or the threat is still relatively close
- Incitive to just giving up and respawning due current negative feedback to access intel regarding your reason of death and if you should wait for Medic
- Like Izmah mentioned, made SL even harder. You guys are DEVs you been playing the game long enough l dont think l even need to explain this point. If l do and have to even argue about this point, l honestly lost faith in your decision to make gameplay changes.
What was even the goal of this change? Was the old system that bad than this one that justifies the change in a positive way??? Are we trying to become a new Battlefield or SQUAD?
From the bottom of my heart l think this has been the most counter intuitive change made in years. I dont care about the argument of realism or gimmicky excuses that l see, this is a game. There is a point where Realism decisions start to hinder the gameplay, for me not being able to hear after being wounded is a critical negative change.
I hope this feedback is taken in consideration tried my best to be less sentimentals and Discord Edge Lord.
From my experience so far (mostly as Medic/SL)
-"F@ck lm down!
- "What killed you?
- I dunno, lm just dead.
- Is it safe to revive? Where did it come from?
- I dont know, I don't know where it came from.
What is so wrong with team work? What is so bad about letting people communicate? Yes people can exploit the system and give general or pin point directions after they are dead, just like they did for 18 (l assume) and no one ever complained about it.
Why are we giving power to lone wolfs and making coordination harder, when there has been a clear vocal expression of the playerbase about decreasing player quality/coordination for years?
My main concerns and dislike with this new system
- Indirect buff to lone wolfs. You can more effectively overcome coordinated players since they loose the ability to effectively communicate with each other, by not realizing what is happening
- Undeniable clear incentive to give up and not to wait for a Medic. Besides the really small field of vision you cannot get relevant information regarding your surroundings if you are gonna get revived or not. Can barely tell if the Medic is dragging me or why he had to pause the dragging. Cannot understand if the Medic is ignoring me or slowly approaching. Cannot understand if the Medic is taking extra 2 min because he is being fired upon or the threat is still relatively close
- Incitive to just giving up and respawning due current negative feedback to access intel regarding your reason of death and if you should wait for Medic
- Like Izmah mentioned, made SL even harder. You guys are DEVs you been playing the game long enough l dont think l even need to explain this point. If l do and have to even argue about this point, l honestly lost faith in your decision to make gameplay changes.
What was even the goal of this change? Was the old system that bad than this one that justifies the change in a positive way??? Are we trying to become a new Battlefield or SQUAD?
From the bottom of my heart l think this has been the most counter intuitive change made in years. I dont care about the argument of realism or gimmicky excuses that l see, this is a game. There is a point where Realism decisions start to hinder the gameplay, for me not being able to hear after being wounded is a critical negative change.
I hope this feedback is taken in consideration tried my best to be less sentimentals and Discord Edge Lord.
Last edited by Brotherscompany2 on 2024-08-05 14:18, edited 1 time in total.
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Re: Instant deafness when wounded
My suggestion is to either completely remove it or implement this feature but in reverse order:
1. after being killed you are 100% deafened
2. while being wounded you slowly restore volume to normal level
3. it will take like 20-30 seconds to fully restore volume level
It won't break immersion like it is now, your assumptions will be satisfied and it will keep players still engaged after being killed.
1. after being killed you are 100% deafened
2. while being wounded you slowly restore volume to normal level
3. it will take like 20-30 seconds to fully restore volume level
It won't break immersion like it is now, your assumptions will be satisfied and it will keep players still engaged after being killed.
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Re: Instant deafness when wounded
Hello guys, worst developer ambassador here.
I just want to let you all know that this thread is carefully monitored by the team and different kinds of changes are being considered. There are 2 things, however, that I would like you to explain:
First, please explain the "You can not Squadlead while being wounded and deaf" argument. I have asked a couple of very good veteran players and they dont really get it either. Please explain what you mean precisely.
Second, refrain from something as this:
I just want to let you all know that this thread is carefully monitored by the team and different kinds of changes are being considered. There are 2 things, however, that I would like you to explain:
First, please explain the "You can not Squadlead while being wounded and deaf" argument. I have asked a couple of very good veteran players and they dont really get it either. Please explain what you mean precisely.
Second, refrain from something as this:
Yes, you do need to explain it. Please refrain from posting such (obviously unnecessary) statements. A lot of people have a lot of different opinions and there are quite a lot of good veteran players who like this change. This is as good as a DEV saying "change is good, dont need to explain why, you suck if you dont like it" and disabling the feedback forums.Brotherscompany2 wrote:You guys are DEVs you been playing the game long enough l dont think l even need to explain this point. If l do and have to even argue about this point, l honestly lost faith in your decision to make gameplay changes.
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Re: Instant deafness when wounded
Tbh the only annoying thing is the loud sound when you die that instantly cuts off, in an earrape manner transition. Make the deafness progressive over a few seconds instead and its fine.
I lonewolf a lot and this change is to my benefit.
I lonewolf a lot and this change is to my benefit.
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Re: Instant deafness when wounded
The concept is good, we all get what devs were trying to achieve but the implementation was a bit poor. It's disorienting to say the least, and immersion breaking, the sound being cut off roughly. Its bad for teamwork though, I think what brothers is trying to say it's that you lose squad cohesion when a person does just because of the aspect that you have like zero idea what killed you. Was it a sniper in the distance? A tank round? This is especially noticable in a recon squad or something close to it.
A fading deafness will do the trick honestly, just enough for a person to tell his squadmates what's going on.
A fading deafness will do the trick honestly, just enough for a person to tell his squadmates what's going on.
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Re: Instant deafness when wounded
From DiscordCAS_ual_TY wrote:Yes, you do need to explain it. Please refrain from posting such (obviously unnecessary) statements. A lot of people have a lot of different opinions and there are quite a lot of good veteran players who like this change.
Who the feck had this idea???
Like l have a SQ of 7 members, 3 of my SQ mates die in an engagement we can't cap the flag anymore lmao - Brotherscompany
just revive them - seethe reactivated
It was introduced a mechanic which makes reviving exponentially harder task and accomplish your goals as a SQ/SL
- When firefights break out, especially in prolonged ones, you loose the ability to effectively communicate orders due to lack of information from squad members who are down towards medic/SL. This makes it harder to coordinate revives
When players die without knowing what happened or how dangerous the situation is, it makes it less likely for medics to go for them or for me to give clearance to do so thus making people more likely to give up and respawn
- The culmination of these factors make SQ cohesion A LOT worse. Unless you are running with disciplined Squad members who won't give up it makes it harder to save tickets or maintain a combat effective number of players. You already had to keep reminding people not to give up, this change leads to a indirect reinforcement in a negative way.
- Nothing is more frustrating than a SQ which doesn't talk. I have been in countless SQs through out the years and that is what makes a SL pissed. A SQ were people die, you open the Tab 2/3 of your SQ is dead without you realizing why, where the threat is, what what took them down is one of the most discentivating experience you can go through. No matter the effort you do, there its out of your hands and you need to simply rely on your SQ skill. If its not there you just can't do what you want. This is something EVERY SL can relate to when he has a bad game.
Don't get me wrong, lm fully aware l cry a lot but l have so much joy in SL and beating odds and giving a good experience to other 7 players. But its an exhaustive task non the less, mentally draining one, its not like you simply turn off your brain and enjoy a mice Battlefield game
The game quality and even reason to play PR is based on teamwork. I would be playing another game in a snap of a finger if l wanted to play a shooter. In my opinion any change that hinders teamwork or makes SL more exhaustive than it has to be is not good. I dont want to see a game where more and more SLs dont want to perform their role and we end up on a Freekiting team because people are too burned out to do SL
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Re: Instant deafness when wounded
It would feel more intuitive in reverse order:izmash wrote:My suggestion is to either completely remove it or implement this feature but in reverse order:
1. after being killed you are 100% deafened
2. while being wounded you slowly restore volume to normal level
3. it will take like 20-30 seconds to fully restore volume level
> wounded (almost full hearing)
> progressively deafening for 20-30 seconds
> 100% deaf
Since the intention was to kill "ghosting" by wounded players, that would be the more player-friendly way.
As of my opinion - it is a good change.
But a little bit of leeway would make it less infuriating, both for newer players and the veterans.
Last edited by Smol Shrum on 2024-08-07 22:15, edited 4 times in total.
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Re: Instant deafness when wounded
I don't quite get this argument or why this is wrong, IMO If someone was distant enough for his squadmates to not know what killed him, why should they verbally know at all? You have smoke grenades, supressive fire, binoculars and dragging to succesfully take someone out of a dangerous area and revive them, use those tools, questions like "Is it safe to revive? Where did it come from?" should be assesed by the squadmates, not someone who's killedBrotherscompany2 wrote: From my experience so far (mostly as Medic/SL)
-"F@ck lm down!
- "What killed you?
- I dunno, lm just dead.
- Is it safe to revive? Where did it come from?
- I dont know, I don't know where it came from.
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- Joined: 2024-07-24 00:27
Re: Instant deafness when wounded
It plays interesting.
To me it's kinda immersive.
To M4: yes one loses his hearing when he lost his consciousness after being shot in the head!
I do recognize that it has minor implications for teamplay. However, this is not a one way street. Just instead of "Playername, what killed you?" we are coming to "Guys, what killed Playername?" or "Guys, what killed me?!". Probably also increasing importance for having an eye on each other (in the literal sense).
It also makes ambushes a bit more viable.
To me it's kinda immersive.
To M4: yes one loses his hearing when he lost his consciousness after being shot in the head!
I do recognize that it has minor implications for teamplay. However, this is not a one way street. Just instead of "Playername, what killed you?" we are coming to "Guys, what killed Playername?" or "Guys, what killed me?!". Probably also increasing importance for having an eye on each other (in the literal sense).
It also makes ambushes a bit more viable.