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Member 11 posts
Registered: Aug 2011
Hi everyone, sorry my english is rather limited . Ok, back to topic: Is there a possibillity to get a hitsound in QuakeWorld? It is sometimes difficult to estimate the enemys health. Would be fine with any hitsound like in Q3. Thanks for helping hands Cheers!
Member 186 posts
Registered: Jan 2008
Member 11 posts
Registered: Aug 2011
News Writer 1267 posts
Registered: Jun 2007
actually we dont need hitsound, we kinda know when we hit or not. depends both on seeing the enemy get hit or hearing damage/pain sounds from him
Member 11 posts
Registered: Aug 2011
yeah, but in fact i am transfering from q3 to qw and its at first a bit difficultly for me. I dont ask for your opinion of the hitsounds
Administrator 887 posts
Registered: Jan 2006
Hi Tena, there's no hitsound in qw. It's just to learn it the hard way. Good luck! Join us on discord.quake.world
Member 125 posts
Registered: Jan 2008
I am also a former Q3 player. Q3 did some things in order improve the multi player experience. However hit sounds was probably the worst idea ever.
You will get used to playing without, and see why.
Member 251 posts
Registered: Jul 2007
There are hit sounds in the Pro-X mod which, sadly, nobody plays.
Member 11 posts
Registered: Aug 2011
I'll probably have to get used to me
Member 186 posts
Registered: Jan 2008
How is hit sounds the worst idea ever? I'm also a q3 player but I have played qw now and then for probably 10 years. Don't see it?
Member 1435 posts
Registered: Jan 2006
For hitscan weapons I can see no problem with hitsound, at least it could be toggleable. But for nails, grenades or rockets it would tamper the gameplay. Imagine you place a grenade somewhere and then teleport to different part of map - when the grenade hits the enemy you would get a sound and you would know the grenade hit him and you can perhaps attack some more. Without sounds you don't know and you have to rely on other senses.
Member 186 posts
Registered: Jan 2008
That is how it work in other games, but I see you point. Easy fix though? if enemy = visible play sound else don't.
Member 1435 posts
Registered: Jan 2006
What if you hit multiple enemies and some of them are visible and some aren't?
Anyways, the answer will be "too much work".
Also, it is possible to shoot a rocket towards stairs or other structure with corners, but shoot it in a "wrong way" so that it explodes right besides the enemy, but actually does not cause any damage. Without hitsound you need to be experienced to know whether you did some damage or not, with hitsound it's always clear. Again, gameplay change.
Member 125 posts
Registered: Jan 2008
Obviously I wasnt talking about lg etc. but mainly rl and gl. For the reasons Johnny mentioned. Q3 even took it another step letting you know how much damage that rocket/grenade made.
Member 186 posts
Registered: Jan 2008
You still have a argument for every enemy? doesn't seems like more work. You get the sound from the enemy you see the rest you don't?
That is such a small "gameplay" change, I would still get owned by any div1 player even if I had hit sounds.
Member 1102 posts
Registered: Jan 2006
Hitsounds just make it a different game. I love them in Quakelive.
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