GLERMZ Posted December 7, 2015 Share Posted December 7, 2015 Hello, i have no idea if someone agrees with me but, I feel the sound of the Seahounds when they are about to come is too low. You barely hear it, specially if you are talking our listening to some background music.The bark from the land ones was never a problem and i just feel the sea hounds are the opposite. If you having Volcano Seaon, with all the metor sounds, the dust, waves etc you can't really hear them.More so if you play with WES that you dont get the text alert, sounds are pretty important.Would be something to look into ? Make the sound alert a bit higher ?Best Regards,Glhrmzz ps. Also the inc sound is like a seagul! Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/ Share on other sites More sharing options...
Donax Posted December 7, 2015 Share Posted December 7, 2015 Someone still seems very salty after dying at his 70th day Private jokes aside, I also think that we don't have much warnings for the arrival of seahounds. Multiple times i have been taken by surprise by seahounds, most of the time when the weather was bad and the noise was covering everything else. Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694025 Share on other sites More sharing options...
ventus Posted December 7, 2015 Share Posted December 7, 2015 Yes, the sound is very subtle, especially when you take into account the amount of noise the game makes with waves, rain, thunder, meteors, etc. It's definitely loud enough to make out when there's little noise and you know what the sound is, but louder is better to add more counterplay. Edit: There's no alert text with Webber either. I assume they work like depths worms. Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694027 Share on other sites More sharing options...
GLERMZ Posted December 7, 2015 Author Share Posted December 7, 2015 Someone still seems very salty after dying at his 70th day Private jokes aside, I also think that we don't have much warnings for the arrival of seahounds. Multiple times i have been taken by surprise by seahounds, most of the time when the weather was bad and the noise was covering everything else. Na i'm cool with Donax, i overplayed them, i tryed canon see if it would work, then got stunlock.I actually just notice the sound in the new run, and then i understood why it took me for suprise. Everyone gets a bit salty when died. But i expect that specially when i'm still learning most things, from playing not from reading. So i will probably loose a couple more worlds before i start doing a nice base like in RoG (i'm actually loving my current base at day 35, already so much done, more then in previous ones)I don't mind they are harder and need maybe other strats/weapons, i just rather know that they are coming as-well as land hounds.I love playing Wes for the extra challenge it gives, but not even getting decent sound, will make stuff harder for the days to come. I want to be able to know if i'm cool for sea hounds or i rather have the land ones in some random island i'm in Best Regards,Glhrmzz Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694033 Share on other sites More sharing options...
GLERMZ Posted December 7, 2015 Author Share Posted December 7, 2015 Yes, the sound is very subtle, especially when you take into account the amount of noise the game makes with waves, rain, thunder, meteors, etc. It's definitely loud enough to make out when there's little noise and you know what the sound is, but louder is better to add more counterplay. Edit: There's no alert text with Webber either. I assume they work like depths worms. Yes if you are not hitting waves, there is no rain, you not listening to background music, or talking i believe you can hear them. Still i feel it's too low and that shouldnt be the challenge (i guess). If it is intended then well i just need to figure it a way to kill them, specially when they get to 14 wave. Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694034 Share on other sites More sharing options...
ventus Posted December 7, 2015 Share Posted December 7, 2015 Yes if you are not hitting waves, there is no rain, you not listening to background music, or talking i believe you can hear them. Still i feel it's too low and that shouldnt be the challenge (i guess). If it is intended then well i just need to figure it a way to kill them, specially when they get to 14 wave. I agree, it's definitely more fun if you have a fighting chance. DS has always been about preparation. From my experience, the sea hounds function the same way as land hounds. After day 100+, they'll appear every 3-8 days in packs of 7-8 or so. So basically before going out to sea, wait for a hound wave to come first or risk getting sea hounds instead. That way you'll know there's at least a 3 day window of peace. I'll paste what I said in the other sea hound thread. You have about 30 seconds or so to get near land. It's better to actually allow them to spawn so stay in the water until then. Once they spawn, you can just jump off onto land and slowly kill them one by one. You just need to get them to swim to the shore and they'll bug out and only attack you if you attack them (most of the time; just be careful). Aside from that, I haven't figured out a better way to get rid of them, but it's better than wasting spears, blowdarts, cannons and boat durability. With a sail, you should be able to outrun sea hounds the same way you do hounds. They're faster than you, but their attack animation is too slow to hit you if you keep moving, so just sail away. When they spawn, they also seem to surround you (spawn in a circle around you ~1.5 screens), so try not to get caught between waves and find an opening. You can also draw aggro from one of them to force it into attack delay and rush through that opening. Aside from one unfortunate incident with sea hounds (due to my own mistakes), I think they're actually quite fun. More fun than land hounds for sure. Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694036 Share on other sites More sharing options...
GLERMZ Posted December 7, 2015 Author Share Posted December 7, 2015 I agree, it's definitely more fun if you have a fighting chance. DS has always been about preparation. From my experience, the sea hounds function the same way as land hounds. After day 100+, they'll appear every 3-8 days in packs of 7-8 or so. So basically before going out to sea, wait for a hound wave to come first or risk getting sea hounds instead. That way you'll know there's at least a 3 day window of peace. I'll paste what I said in the other sea hound thread. With a sail, you should be able to outrun sea hounds the same way you do hounds. They're faster than you, but their attack animation is too slow to hit you if you keep moving, so just sail away. When they spawn, they also seem to surround you (spawn in a circle around you ~1.5 screens), so try not to get caught between waves and find an opening. You can also draw aggro from one of them to force it into attack delay and rush through that opening. Aside from one unfortunate incident with sea hounds (due to my own mistakes), I think they're actually quite fun. More fun than land hounds for sure. I mean the only thing i want is too be able to hear them so i can decide if i'm prepare to face them on sea (kite them to rays/dolphins) and then just coco granades or canon them or if i rather go for land.Also your are not able to kite them because for the first 1/1.5 sec your ship goes slow, so it's static speed like ground fighting, witch makes it impossible to dodge them since they are so fast .Also i'm going to test next time panflute strats (the way i kill them in land) since it seems you get panflute kite often in the ocean i feel this is going to be the best way to go, if, and only if they go to sleep as much time as they go in the ground Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694052 Share on other sites More sharing options...
ventus Posted December 7, 2015 Share Posted December 7, 2015 I mean the only thing i want is too be able to hear them so i can decide if i'm prepare to face them on sea (kite them to rays/dolphins) and then just coco granades or canon them or if i rather go for land.Also your are not able to kite them because for the first 1/1.5 sec your ship goes slow, so it's static speed like ground fighting, witch makes it impossible to dodge them since they are so fast .Also i'm going to test next time panflute strats (the way i kill them in land) since it seems you get panflute kite often in the ocean i feel this is going to be the best way to go, if, and only if they go to sleep as much time as they go in the ground You might be misunderstanding what I said. Assuming the land hounds and sea hounds are on the same 3-8 day timer (longer intervals before day 100), if you haven't had a land hound wave yet, then you should always assume there's going to be a sea hound wave soon if you set sail. Waiting for your next land hound wave to strike before setting sail should be the key moment you look for.As for kiting, I said "if you keep moving" they shouldn't be able to hit you. Maintaining speed while sailing is really important for dodging. While there is some luck involved here, you should be able to find a clear path through. This goes back to your initial issue with sound, though. When the sound begins, you need to make a break for land, so if klei turns up the sound of the warning, I assume everything should be fine. I uploaded some short clips, so I hope this helps a bit.Video 1Video 2 Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694067 Share on other sites More sharing options...
GLERMZ Posted December 7, 2015 Author Share Posted December 7, 2015 You might be misunderstanding what I said. Assuming the land hounds and sea hounds are on the same 3-8 day timer (longer intervals before day 100), if you haven't had a land hound wave yet, then you should always assume there's going to be a sea hound wave soon if you set sail. Waiting for your next land hound wave to strike before setting sail should be the key moment you look for.As for kiting, I said "if you keep moving" they shouldn't be able to hit you. Maintaining speed while sailing is really important for dodging. While there is some luck involved here, you should be able to find a clear path through. This goes back to your initial issue with sound, though. When the sound begins, you need to make a break for land, so if klei turns up the sound of the warning, I assume everything should be fine. I uploaded some short clips, so I hope this helps a bit.Video 1Video 2 Ventus i did understood everything ANd yes the biggest issue is the sound being to low.And one thing, you know in late games, even with a walking cane (ofc with lower % of happening) somes times they are so many that they push each other to the front so you get hit. I feel this is going to happen with the sea hounds as-well just with this "small" difference.If they stack and push one that is going to hit while you have the cane, you fine, because they can't stun block you because you get hit but then you full speed again but with the boat, you get hit once it takes you 1.5 sec too reach full speed so you going to get stunlock and die.Dunno if you understand my point ? Link to comment https://forums.kleientertainment.com/forums/topic/60332-seahound-inc-sound/#findComment-694081 Share on other sites More sharing options...
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