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GammaX6's avatar
7 years ago

Sound Effects Need to Be Improved (Abilities, Footprints, Sudden Death...etc)

So, you walk peacefully out of spawn zone, after suffering a bitter defeat, to the objective and then *BOOM* you suddenly die. The first thing that pops into your mind "WHAT?! BUT HOW!!". You wait few seconds to see what killed you and... it's "yet another Eggsplosion" or "Super Ultra Ball" or "ZPG from across the map" or "Super Sap Trap". There are abilities in this game that have very low sound effects, come out of nowhere and blend in very well with other sounds.

Let me talk about the problems with sound effects first:

  • There are too many loud noises around you, sometimes generated by allies (for example, having 2 ~ 3 oaks move around you generate a large noise). This shatters your focus on what's important, which is the enemy's incoming abilities.
  • Certain abilities have very low sound effects and are very difficult to notice. (The Parrot is one of the biggest examples, it sometimes kills you even when you're on-the-move. During the heat of battle, you can't just look upwards all the time especially when there are 3 ~ 4 pirates around, it becomes a major annoyance... An ability that has zero risk, maximum reward (you can't really get vanquished and you won't sustain any damage by your parrot's death).
  • The tiny footstep sounds of certain heroes like Nightcap, while I know they are part of her kit being stealthy and everything, are too difficult to hear well in the heat of battle and can become a major annoyance sometimes.

What can we do about all that?

  • Reduce ally's footprints, shooting and abilities by 10 % ~ 20 %. Notice that I haven't mentioned "voices" because it is important to know if your allies are down or not, or getting shot at. The reduction in sound volume won't be "hugely" noticeable. This way, you will know if there is a Chomper walking around the corner clearer (you can still hear it now, but due to everything else being loud, it can blend in and be difficult to notice).
  • Optional: Slightly increase enemy footprints, shooting, abilities and even voices by 5 % ~ 15 %. This would give you more awareness of what "enemies" are around you. The reason why I made this "Optional" is because after you reduce ally's sound effects, this "might" not be necessary at all.
  • Certain abilities need better sound effects and also added sound effects after they launch such as Parrot Eggsplosion, Super Ultra Ball and ZPG. What I mean exactly is that when you shoot a ZPG, you can hear the initiation sound if you were really close, but after it being launced, the sound seems lower and almost silent. It gives no chance for the enemy player to evade it. Adding better sound effects wouldn't mean the death sentence of landing those ZPGs or Super Ultra Balls, it would just draw the line between a good player who have high reflexes and the bad player who ignores environment sounds.

While I understand fully that this game isn't Apex Legends, if you, PopCap, try playing it, then you would notice that sound design plays a huge part of the game itself. A good player can determine "how many players are close by" and decide whether they to engage them or not. Overwatch is very similar, you can hear everything very well. As a matter of fact, allies' footprints in that game are intentionally reduced in order for your teammates to distinguish between allies and foes. Now I understand this is an asymmetrical game, but players should have better spatial awareness to who's around more accurately.

* Disclaimer: The abilities and heroes mentioned are for example's purposes. All abilities and heroes are subject to investigation and inspection Sound Effects wise. That is to ensure that nothing "suddenly" happens, especially for huge burst of damage. All "lethal" abilities should be looked into.

* The general tuning would not mean that you can no longer sneak. It is there to improve the sound quality in 12v12 environments.

* Remember that this goes 2-way around. It is not a buff to plants or nerf to zombies. It is only there to ensure that everybody gets a chance to evade unsuspected "sudden" damage or death.

1 Reply

  • @GammaX6 I like this idea & would particularly like any change that makes the drones more noticeable - with all of the sound & visual effects they're very hard to spot. In GW2, you could at least hear the garlic propellers whirring & wing-flapping of the parrot (if not squawk) even if you couldn't immediately see/work out where they were.

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