"Glowie" Missions: No More Proximity Bell Audio?
I still get the "pulsing" sound of a glowie when I'm nearby.
One thing I found out the hard way was that "destroy object" targets do not make that sound. I guess I'd never thought about it before, until getting a mission where I had to run back and forth through the whole thing multiple times to find that "destroy object" target underneath and behind some piping in the back of a room :?
Ah, thanks Notepad. That could be it; I'll have to doublecheck my current missions to see if they are destroy object.
Even so, shouldn't ALL "glowies" have the proximity bell, regardless of mission type?
The 'destroy objects' neither glow nor make noise. If I had to guess, I would say it's because they're far easier to find, since you can target them just by hitting Tab.
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The Mentor Project
If it's a true 'glowie' it will make sound. I've found that some 'destroy objects' do glow, but don't make sound. That bug could be part of why people think that they all should glow.
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Are you playing on a laptop when you can't hear the sound? I saw it commented on in here that laptop speakers don't handle that particular sound very well. When I switched to a laptop, the glowie sound became very muted.
In addition to the above, some people have noted problems in the past with "3D sound" and hearing the glowie sound. 3D sound support in CoH is a bit marginal in general, and apparently the way the glowie sound is implemented doesn't work well with certain implementations.
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Are you playing on a laptop when you can't hear the sound? I saw it commented on in here that laptop speakers don't handle that particular sound very well. When I switched to a laptop, the glowie sound became very muted.
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THIS--------^
I have found this to be very true. I have both a DELL laptop and Desktop and on many occasion I find myself passing some time playing COX on the Laptop. It is most definitely hard to hear the glowie sound on my Laptop. As stated above it is very very muted on my laptop.
I have taken to turning the volume up extremely high when I have a glowie type mission and if I reach the end of the map and have not "found" all the glowies. It does make it frustrating sometimes.
I did however play around with the sound settings and was able to get the glowie sound a bit louder, not a lot but a little.
This is weird, now I'm not getting the glowie sounds. It was working yesterday. I'll do a little testing to see if I can get it back.
�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars
I've found that certain maps are inherently bad for glowie missions. Arachnos base mission maps (and a few others), for me at least, give off the glowie sounds through out the entire map, even if there are no glowies on that mission. Some maps like wherehouses and caves seem to still have good audio when it comes to glowies. Other maps, I believe out door maps and maps like ships/freighters, there doesn't seem to be any glowie sound at all.
/2cents
[ QUOTE ]
I've found that certain maps are inherently bad for glowie missions. Arachnos base mission maps (and a few others), for me at least, give off the glowie sounds through out the entire map, even if there are no glowies on that mission. Some maps like wherehouses and caves seem to still have good audio when it comes to glowies. Other maps, I believe out door maps and maps like ships/freighters, there doesn't seem to be any glowie sound at all.
/2cents
[/ QUOTE ] The only time I hear a glowie sound when there isn't one is in Crey Laboratory missions. The entrance door has a similar sound. Other than that, I don't have any issues.
Sorry if this in the wrong forum; I wasn't sure if it should be here or under Player Questions.
I noticed lately that none of the "glowie" missions I get have the proximity bell audio cue. I loved this feature; it really helped me complete the mission efficiently. It was particularly handy when running a mission to find\destroy\retrieve a crate on a warehouse map - which is full of crates.
Has anyone else noticed this, or is it just me? If the audio cues are no more, was this intended or is it a technical bug issue?
Thanks!