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Silent CoH / Comms Server

 
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Amigoid

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Since: Jun 05, 2007
Posts: 108



(Msg. 1) Posted: Mon Aug 13, 2007 5:30 pm
Post subject: Silent CoH / Comms Server
Archived from groups: alt>games>coh (more info?)

After playing for several years, I just turn off the speakers when I
play. No new sounds, and after the 1000th time you hear your powers
fire off they get boring... Maybe I need to set up a voice comms
server. I have a server handy at home. What ones do you prefer?

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CoinSpin

External


Since: Mar 11, 2006
Posts: 244



(Msg. 2) Posted: Mon Aug 13, 2007 9:32 pm
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Amigoid" <lbrown-amigoid.RemoveThis@comcast.net> wrote in message
news:1187051402.109721.306210@22g2000hsm.googlegroups.com...
| After playing for several years, I just turn off the speakers when I
| play. No new sounds, and after the 1000th time you hear your powers
| fire off they get boring... Maybe I need to set up a voice comms
| server. I have a server handy at home. What ones do you prefer?
|

I used to use TeamSpeak alot when playing CoH some time back, but then I got
into Auto Assault and they tended to use Ventrillo alot there... I found
the Ventrillo system to be alot more reliable for me than the TeamSpeak
system, and the Vent server system is rather interesting - you can create
individual channels and move to those, so you basically have something like
a "lobby" where you start out, then you can create and/or join a channel for
a specific team, for example... It just seemed more flexible to me, but
that's only my opinion Smile

CoinSpin

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John Parkinson

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Since: Jan 07, 2005
Posts: 341



(Msg. 3) Posted: Tue Aug 14, 2007 3:55 am
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
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Amigoid wrote:
> After playing for several years, I just turn off the speakers when I
> play. No new sounds, and after the 1000th time you hear your powers
> fire off they get boring... Maybe I need to set up a voice comms
> server. I have a server handy at home. What ones do you prefer?

I think it must be 18 months now since I silenced CoH for good.
Too loud and irritating sound effects.

I just play iTunes and sometimes chat on Vent with sg members.

--
John Parkinson
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kerheb

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Since: Jun 05, 2007
Posts: 28



(Msg. 4) Posted: Tue Aug 14, 2007 11:56 am
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Aug 13, 7:30 pm, Amigoid <lbrown-amig....RemoveThis@comcast.net> wrote:
> After playing for several years, I just turn off the speakers when I
> play. No new sounds, and after the 1000th time you hear your powers
> fire off they get boring... Maybe I need to set up a voice comms
> server. I have a server handy at home. What ones do you prefer?

All I know is that sometimes that's the only way I can find the
glowies is by their sound. If I ever had it off completely then I
hate to think of how long it would take to finish some of those
missions.
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Shenanigunner

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Since: Mar 16, 2007
Posts: 84



(Msg. 5) Posted: Tue Aug 14, 2007 3:34 pm
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
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Somewhere, kerheb wrote:
> All I know is that sometimes that's the only way I can find the
> glowies is by their sound. If I ever had it off completely then I
> hate to think of how long it would take to finish some of those
> missions.

There was a bug with one of the Issues that silenced glowies for a bit. It
was a PITA. I find sound essential to gameplay.

I wish CoB had more sound control - that is, maybe more channels of
control. Your sounds, teammates' sounds, street sounds, and music... and
put the gahdam super-kewl mission music on the MUSIC channel!

--
= The UPDATED v1.80 Keybind, Macro & Emote Guide for I8
= is available on HEROICA! - http://www.dgath.com/coh/
= @Shenanigunner (Victory server) & the ALTGAMESCOH channel
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J--

External


Since: Jun 01, 2007
Posts: 11



(Msg. 6) Posted: Tue Aug 14, 2007 4:11 pm
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Aug 14, 10:34 am, Shenanigunner <n....DeleteThis@NOnitrosyncreticSPAM.com>
wrote:
> Somewhere, kerheb wrote:
> > All I know is that sometimes that's the only way I can find the
> > glowies is by their sound. If I ever had it off completely then I
> > hate to think of how long it would take to finish some of those
> > missions.
>
> There was a bug with one of the Issues that silenced glowies for a bit. It
> was a PITA. I find sound essential to gameplay.
>
> I wish CoB had more sound control - that is, maybe more channels of
> control. Your sounds, teammates' sounds, street sounds, and music... and
> put the gahdam super-kewl mission music on the MUSIC channel!
>
> --
> = The UPDATED v1.80 Keybind, Macro & Emote Guide for I8
> = is available on HEROICA! -http://www.dgath.com/coh/
> = @Shenanigunner (Victory server) & the ALTGAMESCOH channel

On a related note... the installation music is awful and - for me -
impossible to turn off. I recently rebuilt my machine and while
waiting for CoX to install I thought I'd listen to ESPN radio on
line.

Not possible! At least I could find no way to silence the install
music without silencing everything.

I like audio in game but I too wish there were more options to silence
certain 'channels'.

J--

J--
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user

External


Since: Aug 14, 2007
Posts: 1



(Msg. 7) Posted: Tue Aug 14, 2007 8:26 pm
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
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Shenanigunner

External


Since: Mar 16, 2007
Posts: 84



(Msg. 8) Posted: Tue Aug 14, 2007 11:37 pm
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
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Somewhere, Xocyll wrote:
> Oh that must have changed then.
>
> I only remember how it was at release when you got a short snippet of
> music when entering different neighborhoods.
>
> Hated it then, haven't listened to it since, nor do I ever plan to.

No, you get this WowCoolDuuuuude music near the entrance of many missions.
It's on the FX channel, not music, so you can't get rid of it and keep fx
sound. Awful stuff and it never stops as long as you're in its area.

The neighborhood music was okay for a while, then about the tenth time I
circled Steel's ragged zones and got the changes nonstop it was enough.

--
= The UPDATED v1.80 Keybind, Macro & Emote Guide for I8
= is available on HEROICA! - http://www.dgath.com/coh/
= @Shenanigunner (Victory server) & the ALTGAMESCOH channel
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George Johnson

External


Since: Aug 11, 2007
Posts: 6



(Msg. 9) Posted: Wed Aug 15, 2007 11:23 am
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
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"Shenanigunner" <nsp DeleteThis @NOnitrosyncreticSPAM.com> wrote in message
news:Xns998CA8F323123KilzFoezDaid@216.168.3.44...
| Somewhere, Xocyll wrote:
| > Oh that must have changed then.
| >
| > I only remember how it was at release when you got a short snippet of
| > music when entering different neighborhoods.
| >
| > Hated it then, haven't listened to it since, nor do I ever plan to.
|
| No, you get this WowCoolDuuuuude music near the entrance of many missions.
| It's on the FX channel, not music, so you can't get rid of it and keep fx
| sound. Awful stuff and it never stops as long as you're in its area.
|
| The neighborhood music was okay for a while, then about the tenth time I
| circled Steel's ragged zones and got the changes nonstop it was enough.

In many games these days, they have variable musical loops.
Heck, even "Final Fantasy" in the PS1 days had transitional fades from
the "general activity loop" to "dramatic foreshadowing music" to "battle
thrust tempo".

It isn't all that hard to program for a "preset foes room" game map.
For "Final Fantasy" they just kicked in the basic loop transitions in the
instanced battle sequences. A general guideline is to speed up the tempo
when there are more foes onscreen or dangerous foes onscreen.

The music in COH is adequate for the purpose, just not varied enough
after hearing it for 2+ months onward.
Getting into game musical scoring is a much bigger discussion and is
highly variable to philosophical opinions to pure utilitarian "it's just
there to keep the game feeling alive". I would say though that
empirically-speaking, if a game soundtrack can sell well outside of the
game, then the skill of the composer and the orchestra and the directional
skills of the music team are proven solidly competent in their duties.

"Final Fantasy" has a well proven record on the musical sales and
Nintendo's "Legend of Zelda" series composers have proven themselves
brilliant. A sound track that people don't want to mute and don't end up
hating is a prized skill given that the player will hear it again and again
and again and again. Koji Kondo is recognized as a genius in creating a
game sound that is not repulsive after many hours of hearing it repeated to
tedium.

http://www.gamefaqs.com/console/gamecube/data/469050.html
The Legend of Zelda: The Wind Waker

Sound Composer Kenta Nagata
Sound Composer Hajime Wakai
Sound Composer Toru Minegishi
Sound Composer Koji Kondo
Sound Effects Masafumi Kawamura
Sound Effects Taiju Suzuki
Sound Effects Takahiro Watanabe

http://www.gamefaqs.com/console/gamecube/data/920769.html
The Legend of Zelda: Twilight Princess

Orchestrator Michiru Oshima
Music Composer Asuka Ota

http://www.gamefaqs.com/console/n64/data/197771.html
The Legend of Zelda: Ocarina of Time

Sound Composition Koji Kondo
Sound Effect Yoji Inagaki
Sound Effect Takuya Maekawa
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Xocyll

External


Since: Jan 08, 2005
Posts: 1819



(Msg. 10) Posted: Wed Aug 15, 2007 11:46 am
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
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Shenanigunner <nsp.RemoveThis@NOnitrosyncreticSPAM.com> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

>Somewhere, Xocyll wrote:
>> Oh that must have changed then.
>>
>> I only remember how it was at release when you got a short snippet of
>> music when entering different neighborhoods.
>>
>> Hated it then, haven't listened to it since, nor do I ever plan to.
>
>No, you get this WowCoolDuuuuude music near the entrance of many missions.
>It's on the FX channel, not music, so you can't get rid of it and keep fx
>sound. Awful stuff and it never stops as long as you're in its area.

Ahh never notice it since I have actual music playing via cd/mp3 and
have the game vol set to the point where I can just hear the attacks and
glowys.

>The neighborhood music was okay for a while, then about the tenth time I
>circled Steel's ragged zones and got the changes nonstop it was enough.

Yeah I think that was what got me to put the 12 gauge of volume control
against the forehead of in-game music.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
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Richard Clayton

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Since: Nov 08, 2006
Posts: 36



(Msg. 11) Posted: Sat Aug 18, 2007 4:56 pm
Post subject: Re: Silent CoH / Comms Server [Login to view extended thread Info.]
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Shenanigunner wrote:
> Somewhere, kerheb wrote:
>> All I know is that sometimes that's the only way I can find the
>> glowies is by their sound. If I ever had it off completely then I
>> hate to think of how long it would take to finish some of those
>> missions.
>
> There was a bug with one of the Issues that silenced glowies for a bit. It
> was a PITA. I find sound essential to gameplay.

Same here. Trying to play a game without sound results in an unpleasant
clashing of mental gears.

> I wish CoB had more sound control - that is, maybe more channels of
> control. Your sounds, teammates' sounds, street sounds, and music... and
> put the gahdam super-kewl mission music on the MUSIC channel!

Indeed. CoX has excellent music; a shame there isn't more of it.

Also, I want a built-in VoIP client. That would rock.
--
[The address listed is a spam trap. To reply, take off every zig.]
Richard Clayton
"Freedom is the right of all sentient beings." — Optimus Prime
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