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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Dynamic music
Wandering Mist
Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I'm curious to here your thoughts on dynamic music, or in other words, music that is played at specific times such as during combat. A number of games including FFXIV and GW2 have this and sometimes it can add to the excitement of combat, but other times it can be downright annoying.
What are your thoughts on it?
What are your thoughts on it?
1
Comments
I don't think the requirements are that high to make a good dynamic music system, just a lot of common sense rules. And a lot of good music. Especially boss themes. (Although that relates more to a different topic: having iconic bosses.)
My number one annoyance though is repetitive battle music that you hear literally everywhere. Especially the first 10 seconds of it, which you could hear several times in a minute if you're mob-farming and every mob is a new fight. So please, just make a lot of different battle songs, and don't restart at the beginning of the song unless it's been a few minutes since it was last played.
As long as there is an option to disable it, I'm fine with this. What I wonder is how will the dynamic music "activate" do you need to be in fight, or does it works by being aggroed or targeted. Because it'll end up giving the info that you're being targeted in open world pvp.
Or it'll do the same thing as Skyrim when you angered a mudcrab at 1km and you're looking everywhere to find the threat.
So in the end, I wonder if it's worth investing time in doing it. Looking at the whole picture, it seems very hard to do properly.
Intrepid can start by doing it little by little and expand the music options with each patch
for example 10 simple tracks for basic combat with random monsters
5 tracks for each race towns
and 3 tracks dependind on the biomes
and then start to add more and more
On the other hand maybe is the little details that can make the music part a great success or a horrible failure, you can have amazing music, but if the transitions, the moments, the continuity and the duration doesnt match exactly with the dynamic in the screen it could become really annoying really faster
As in, no combat music just because you're "in combat". Dungeon music if your in a dungeon could be made to intensify the situation, along with sound effects, but combat music is... meh...
Combat specific music just overly complicates the scores. I'd rather have well done music that plays continuously and helps me feel like I'm actually traveling from scene to scene than something with less attention paid and constantly interrupted while I'm out snarking about.
NOW... A clever developer might come out with a way to add a combat theme to the music you're hearing. So instead of listening to just the same music in an area, when you enter combat, a second hidden track is faded in that intensifies the regional music and makes it more pronounced with additional drum beats or what not.
indeed my skele friend