Why aren't sounds a priority?

Everyone knows how important sound is for all sides in this game. We also know that the devs purposefully try to drown out survivor noises with the chase music so killers have a harder time tracking them.

In a recent stream, the issues with sounds was talked about and they mentioned how sounds are affected by many things.

Since sound is SO important to gameplay, and it's affected by even the smallest changes in the game, why isn't sound one of the top things that's taken care of when a new patch breaks it?

It's been several months without a fix to sound, and a new killer is about to be released which we can assume will continue the tradition of affecting sounds in a negative way. Will sound be a priority this time or will we have to continue to watch as sound issues are seemingly ignored for months at a time?

Tagged: Trusted

Comments

  • Because it’s a killer issue, and it doesn’t affect survivors.

  • Because everytime they fix sounds as soon as the next update comes along they break again. I guess there's not much point knowing it will last about 6-8 weeks tops 🙄

  • Because its an issue negatively affecting killers. History has shown they are quite low priority compared to survivor issues.

  • @SpaceCoconut said:

    Everyone knows how important sound is for all sides in this game. We also know that the devs purposefully try to drown out survivor noises with the chase music so killers have a harder time tracking them.

    In a recent stream, the issues with sounds was talked about and they mentioned how sounds are affected by many things.

    Since sound is SO important to gameplay, and it's affected by even the smallest changes in the game, why isn't sound one of the top things that's taken care of when a new patch breaks it?

    It's been several months without a fix to sound, and a new killer is about to be released which we can assume will continue the tradition of affecting sounds in a negative way. Will sound be a priority this time or will we have to continue to watch as sound issues are seemingly ignored for months at a time?

    Because bad survivors need more help then ever before.

  • I’ve had silent slugs as killer and I’ve made noises while using iron will ( killer wasn’t using Stridor)

  • It could be very difficult to find out what causes these sound issues. I know its been in the game for awhile, but I still am holding on to hope that the devs will fix it.

  • I like how you know what is a priority and what isn't, something being a priority doesn't mean it suddenly gets fixed faster, it just means it's having more time spent on it, especially with the issue being so intermittent, on every killer, across all perk combinations on both survivor and killer it's a little harder to pinpoint.

  • @DocFabron said:

    It could be very difficult to find out what causes these sound issues. I know its been in the game for awhile, but I still am holding on to hope that the devs will fix it.

    While this is true, I wonder why we haven't even seen any sound fixes at all. I mean any incremental changes whatsoever.

    Kind of like how Trapper needs a few changes, but we have the first simple change which is resetting traps which has been implemented without the need to implement any other changes that might not be ready or available.

    We've really only heard excuses and not much else.

  • Because sound does not make money for developers. It's simple, Coc.

  • I wonder if the game would be more intense without any music for killer and survivor and lowering the volume of the heartbeat substantially. It's the same garbage music over and over again anyways. Should be able to turn it off if that's the experience you want. Force people to become more in-tune with their senses. More immersive imo.

  • Because it's not unfun to go against a killer that cannot hear.

    Deja Vu 😯

  • Because it doesn't hinder survivors. Sound hasn't been working since Legion and engine update. Wonder how fast it would be fixed if terror radius would be bugged for survivors, but they probably make sure it's all good on that end before releasing an update, instead of just going with it anyway.

  • I was wondering this aswell for a long time. Posted bug reports, kept commenting on the forums etc.

    Then I grew tried of waiting for fixes which will never happen and ditched killer completely

    Now I play survivor, the fun, more relaxing side. At least "our" bugs get fixed asap.

  • A GOOD QUESTION.

  • They may be survivor sided but I really doubt there's a conspiracy to keep sound broken so survivor footsteps can't be heard. Survivors also bleed out because they can't be heard while slugged, that's not usually something they enjoy.

  • @HellDescent said:

    Because it doesn't hinder survivors. Sound hasn't been working since Legion and engine update. Wonder how fast it would be fixed if terror radius would be bugged for survivors, but they probably make sure it's all good on that end before releasing an update, instead of just going with it anyway.

    Yup. It was the Legion update December 2018. Sounds have never been the same since.

    There was a brief period early 2019 I believe where they did fix them. They weren’t the same as before but they were good. Update after though back to garbage.

    Survivors barely make noise or don’t make it consistently. Also before there seemed to be a more natural drop off, as you got further away the sounds became quieter whereas now it tends to drop off completely after a few metres. From noise to complete silence by taking 1 step away.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093440#Comment_1093440

    I remember long back ago (around the time they were implementing dedicated servers, I think?), they mentioned that they were going to rework how sound was implemented into the game to help fix the problems and stop it from breaking every patch.

    I wonder what happened with that, because it doesn't seem like they changed anything.

    Yep they did say that.

    In this dev update has section saying exactly what you said.

    @not_Queen said:

    https://us.v-cdn.net/6030815/uploads/204/7UUHQA788MP5.png

     Last month, we were happy to release our first Developer Update, a blogpost focusing on some of the most pressing issues and how we are working on solving them.  

    The last Developer Update was very well received and this time around, we will be revisiting our topics from last month and give you an update on their progress, as well as some new topics, including disconnection handling, hitboxes / hit registration and more. 

    Update on previous topics 

    Optimization – Still on track  

    Last time we communicated about optimization was in March and we thought it was time to give you an update on our progress. We currently have a team of five people dedicated to optimizing the game and we are still on track with our original plan. For the last update (2.7.0) we introduced some changes that optimized the CPU and GPU usage and brought small visible improvements to the live game, but we are not hitting 60 FPS on every platform yet. Our internal tests are really promising; they are getting us closer to the 60 FPS goal. These changes will be introduced with the next chapter update. After the release of chapter 12, we will attack map specific optimization, perks and powers that cause spikes in FPS and edge cases. To consult our roadmap and learn more about optimization: https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps#latest 

    Infinite loading screens - Less occurrences 

    The infinite loading bug causes one or more players’ game to hang as they attempt to load into the match. This, in turn, increases loading times for the rest of the players in the game.  

    In the 2.7.0 update, we fixed a few instances of this issue and we added new analytics to improve our tracking of the remaining cases. These analytics will help us track, identify, and fix this bug for good. While we are seeing significantly fewer instances of infinite loading screens since the mid-chapter update, we are still focusing our efforts on resolving the remaining problems causing this issue. 

    Less than five player games - Our 2.7.0 changes and their impact 

    In 2.7.0, we have added a new feature that automatically cancels matches that start with fewer than five players. When this happens, any player remaining in the match after loading will receive their items, add-ons and offerings returned to them and their rank will be unaffected. Some instances of this fix might not behave as designed and will be fixed. 

    Matchmaking - The new algorithm is live 

    The new matchmaking algorithm has been live for a few weeks now and we have been able to reduce edge cases. We have been testing multiple versions of the new matchmaking algorithm to ensure that queue times are more consistent for all players and to be sure that it is ready when we make the switch to dedicated servers. We will continue to improve on it and concentrate on fixing rank disparity and regional issues. 

    Dedicated servers - Learnings from the public test 

    The first dedicated servers tests on the Player Test Build were a success for us. We prepared a post about our learnings from this test; read it here:  https://forum.deadbydaylight.com/en/discussion/62205/dedicated-servers-2-7-0-ptb-learnings#latest 

    Freddy rework - gameplay reveal incoming

    In the last update, we promised that information would be released next month about The Nightmare rework. We are still on track for releasing this information in the next 2 weeks. We have been very busy finalizing the Freddy gameplay reveal and we can't wait for the Community to have a look at the changes!  

    Game health 

    Hitboxes and hit registration – First step 

    One of the most reported issue on the game now is the way the game handles hit registration and hitboxes. We investigated to find what was the cause of this issue and we found that the main culprit was different instances of desynchronization. Desynchronization can be caused by input lag, animation issues, registration issues as well as user lag. This is the core of this issue and migrating to dedicated servers will give us the tools to handle hit registration better. 

    Being hit through the window is by design. A window is an opened element and killers should be able to reach through it. Players suffering from desynchronization issues will have the feeling that they are getting hit through the window when they are much further away. 

    Desynchronization problems are not all that we have found. We also realized that some of our killers hit animations were not matching the attack cone which created the impression that the hit should not have registered when in fact, it did (or vice-versa). We have reviewed most of the animations and the adjustments will be released in the next update. This is the first step of our upcoming work on hit registration.   

    Disconnection handling - Our plan, our actions 

    Player disconnection is a rampant issue in Dead by Daylight and causes regular frustrations to players. Migrating to Dedicated Servers will give us the opportunity to manage disconnections better. The design for disconnection handling is currently being worked on and we are aiming to launch this feature at the release of dedicated servers. We will share more information on the design itself over the summer. 

    Until we migrate on dedicated servers, we are left with the way we have been handling disconnections for over a year; by punishing players that are disconnecting more than a definite threshold (% of the games played). In the last few months, the game has been in a state where we had to be more permissive with that threshold because too many players were experiencing crashes and loading issues and we didn’t want to punish players for issues caused by the game. In the last update, we have fixed most of these issues and our threshold is now back to the initial number. 

    Sounds 

    Sound is a big part of the Dead by Daylight gameplay; we want the sounds to be as precise and constant as possible. We realize that every time we update the game, we receive multiple reports of emerging sound issues. We investigated and we found that they were mostly caused by the way we integrate sounds to the game.  

    Sound creation in Dead by Daylight is a lot of work and it’s handled by 4 different teams. Sound designers, gameplay designers, programmers as well as QA testers. In order to improve the quality of our game sounds, and because we know it is crucial for gameplay, we are working on new internal processes that will change the way we do the implementation, design and testing of sounds in the game. This will allow us to track issues better as well as being more efficient in resolving them.  

    Live balance 

    Mettle of Man - Upcoming changes 

    Since the release of the Ash vs. Evil Dead DLC, we have been closely monitoring feedback for Mettle of Man. Although the perk was immediately polarizing, we felt it was best to collect more data before making any balance changes. With that in mind, we decided to review Mettle of Man. 

    We are working on different concepts and designs for this perk. The version we are testing internally at the moment is similar to the current version, however, rather than activating the perk after three basic attacks, the perk now activates after three protection hits. When active, any attack that would put the user into the dying state will be ignored. It is still a one-time use perk. We think these changes will force the user of the perk to make a conscious effort in order to activate it and should offer more counter play to those who come up against it. 

    For the moment, this is a prototype we are testing and it might not be the final design. We are still working on other different concepts that we have yet tested. The Community will be able to try our final design in the next Player Test Build. 

    This concludes our May 2019 Developer Update. We hope we were able to address some of your top concerns. In the next update, we will revisit these topics once again and keep you posted on the progress we make. In the meantime, we will continue to work towards fixing all the issues listed above as well as keeping an eye out for any new issues that may arise. Until next time... 

    The Dead by Daylight team 


  • But @SpaceCoconut they have improved sounds they made oni and demo extremely loud so all times they can be located so you can juke and run them around with ease.

    They added the new doctor terror radius that is so annoying as killer that you can't hear survivors anyway over it andi want to just sit back in silence for awhile to get that horrid noise out of my head.

    The new terror radius music is killing sounds to be honest so even if they fix it your just gotta pray your killer if far down the list of fixes and new terror radius added lol 🤞🐷

  • It would be stupid simple to figure out the sounds too. the arguments sould be (in a simplified format):

    1. if surv=injured, then play injured.mp3 for x meters
    2. if surv=dying, then play dying.mp3 for x meters
    3. if running=true play footsteps&runbreathing for x meters
    4. etc
  • @CosmicParagon said:

    It would be stupid simple to figure out the sounds too. the arguments sould be (in a simplified format):

    1. if surv=injured, then play injured.mp3 for x meters
    2. if surv=dying, then play dying.mp3 for x meters
    3. if running=true play footsteps&runbreathing for x meters
    4. etc

    Games are way more complicated than simple if / then statements.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094426#Comment_1094426

    Games are way more complicated than simple if / then statements.

    Not for sounds they aren't. There's a different sound byte for each health state, nothing should affect that except changes to health states/sound perks like stridor

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094428#Comment_1094428

    Not for sounds they aren't. There's a different sound byte for each health state, nothing should affect that except changes to health states/sound perks like stridor

    Stridor/Iron Will/No Mither

    Distance, because it isn't always one volume

    What other sounds are playing

    How fast is the survivor running for footsteps, because you have things like sprint burst etc that effect it, is the survivor crouched, are they crouched using Urban Evasion?


    Again, not as simple as you'd like to make out.

  • If I had a dollar everyone says "why is X not a priority" on here... I can't even tell when a post is sarcasm or not anymore. I feel for the devs trying to do their best with the little ressources they have while everyone on here keep telling them how stupid and useless they are.

  • @Efuveo said:

    If I had a dollar everyone says "why is X not a priority" on here... I can't even tell when a post is sarcasm or not anymore. I feel for the devs trying to do their best with the little ressources they have while everyone on here keep telling them how stupid and useless they are.

    There is no little resources tho...

  • Because they'll just break again right after they fix them @SpaceCoconut They've fixed sounds a million times but they tend to break again quickly.

    For all we know sounds will be fixed in ch 15 then break at ch 15 mid chapter. That's the trend with soundd

  • I don't know if they've even acknowledged that it's a bug. Much like hag teleport and instablind flashlights. They just ignore it.

  • Sounds are so dogshit atm for killer lmao. You can't hear a survivor running by you,or hear someone behind a wall. You can't hear a gen that's nearly done sometimes,so bad. We have always known that killer fixes are on the lower priority list,but come on devs. What,like 3 months with the sound issues?

  • Its entirely possible that its more complicated than people that don't work on the game know or understand and its taking a while to fix permanently.

    Or its just because the game is "survivor sided".

  • @Johnble said:

    Its entirely possible that its more complicated than people that don't work on the game know or understand and its taking a while to fix permanently.

    Or its just because the game is "survivor sided".

    Yeah awesome not like we have this problem like 5month now and they add even more pressure by removing ruin ... not to mention all the killer abilitys who dont work as they should ....but oh boi if DS is not working vs 1 Killer we must fix it right away..

  • @xerav said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095415#Comment_1095415

    Yeah awesome not like we have this problem like 5month now and they add even more pressure by removing ruin ... not to mention all the killer abilitys who dont work as they should ....but oh boi if DS is not working vs 1 Killer we must fix it right away..

    Some problems are easier to fix than others. Get your head out of the gutter.

  • nothing wrong with the sound if killers could hear every single thing survivors would never be able to lose a chase it's not horrible and it's not great just in the middle

    You can already hear survivors through walls in grass , what more do u want?

  • @Stevie_Eye said:

    I wonder if the game would be more intense without any music for killer and survivor and lowering the volume of the heartbeat substantially. It's the same garbage music over and over again anyways. Should be able to turn it off if that's the experience you want. Force people to become more in-tune with their senses. More immersive imo.

    This isn't the kind of game you want to be immersed in, lol. Without music, the game would be horribly boring.

  • @Lufanati said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093917#Comment_1093917

    This isn't the kind of game you want to be immersed in, lol. Without music, the game would be horribly boring.

    Does the music really make this game go from boring to fun? I don't think so...

  • @CosmicParagon said:

    It would be stupid simple to figure out the sounds too. the arguments sould be (in a simplified format):

    1. if surv=injured, then play injured.mp3 for x meters
    2. if surv=dying, then play dying.mp3 for x meters
    3. if running=true play footsteps&runbreathing for x meters
    4. etc

    You got the job!

  • From what I remember last time this was brought up, it's not a simple turn volume up to 5 fix. It's that the bugged sounds are tied to animations, so they need to go through and find the ones messing it up and repair it. It's sort of the same thing with D/C penalties, yes there are issues with the servers and crashes, but the bug reports should now increase to get accurate data towards fixing them, and not just seeing all the D/Cs from people getting mad and quitting.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094434#Comment_1094434

    Stridor/Iron Will/No Mither

    Distance, because it isn't always one volume

    What other sounds are playing

    How fast is the survivor running for footsteps, because you have things like sprint burst etc that effect it, is the survivor crouched, are they crouched using Urban Evasion?

    Again, not as simple as you'd like to make out.

    Coding Expert Here:


    Var playerOne = "Kate";

    Var playerOneHealthState = "Healthy";

    Var playerOneKillerDistance = randomNum(killerTerrorRadius, 64) + "meters";

    Var playerTwo = "Meg";

    Var playerTwoHealthState = "Healthy";

    Var playerTwoKillerDistance = randomNum(killerTerrorRadius, 64) + "meters";

    Var playerThree = "Ace";

    Var playerThreeHealthState = "Healthy"

    Var playerThreeKillerDistance = randomNum(killerTerrorRadius, 64) + "meters"

    Var playerFour = "Nea";

    Var playerFourHealthState = "Healthy";

    Var playerFourKillerDistance = randomNum(killerTerrorRadius, 64) + "meters"


    // Copy & Paste this for each survivor, just change the variables to reflect every player.

    onEvent (playerOneHealthState == "Injured" || playerOneHealthState == "Dying") {

    Var playerOneHurt = playSound("injured.mp3", (-8 * playerOneKillerDistance) + 100(playerOnePerkBonus), "loop");

    If (playerOneHealthState == "Healthy") {

    soundStop(playerOneHurt);

    }

    }


    I don't want to add too much here, but this is how simple sounds should look like to me! 😁

  • @Stevie_Eye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097749#Comment_1097749

    Does the music really make this game go from boring to fun? I don't think so...

    It definitely makes it more intense. Chases would feel really silly without music.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095480#Comment_1095480

    Some problems are easier to fix than others. Get your head out of the gutter.

    They have shown when it comes to killer issues they get put on the back burner. Time and time again. I have a few years in this game.

    Bug hunting is bug hunting. Whether it is for DS not working or sound issues. It is also a matter of priority which killers are not the recipients of.

  • @Stevie_Eye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097749#Comment_1097749

    Does the music really make this game go from boring to fun? I don't think so...

    Without the chase music survs would be far easier to hear. It is to mask their sound and make certain perks viable.