Hey where's the sound

Piercing Fortress Europa is a new game from veteran game designer Frank Hunter, which covers the campaigns of the Western Allies from July, 1943 through the end of April, 1945 in Sicily and Italy. Each area has its own map and time scale to best represent the campaigns for Sicily and Italy and the player is offered complete freedom, limited only by a historical order of battle and logistics model, to plan his operations and explore all of the many “what ifs” that the Italian theater has to offer.
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InuharikoMu
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RE: Hey where's the sound

Post by InuharikoMu »

Well even the older Grigsby SSI Wargames on C64 had basic Sounds effects.
For me, A *click* or *ding" when i select units and other primitive Hearing Aids would be enough.
But NO Sound? No Audio Feedback. In 2014 the "Deaf Grognard" is ridiculous.

And of course the basic Manual and the best Tutorial of any Wargame released in 2014.

*Sorry for the Sarcasm*

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JudgeDredd
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RE: Hey where's the sound

Post by JudgeDredd »

You should have put sound in the game Mr Hunter.

Even if you and other's don't think it adds anything, it may well have garnered £30 from me (and others from what I gather).

As I have never played a computer game in my life without any sound, I am not stumping up £30 when the experience could be terrible.

Why you did not include it as an option is beyond me. As someone rather prolific in the industry, I know you understand you can't please all of the people all of the time, but I also know you must have understood that you should be trying to please most of the people most of the time, and when it comes to gaming, that's options...letting people switch things on and off so the experience suits them.

This is your baby. It's your game. But you're not selling it to yourself...you're selling it to everyone else.
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Tamas
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RE: Hey where's the sound

Post by Tamas »

As I mentioned on the forum, the functionality of the game is not affected by the lack of sound, but since it is (of course) a reasonable request from the community, we are planning adding various sound effects to the game with the first patch.
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JudgeDredd
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RE: Hey where's the sound

Post by JudgeDredd »

I totally understand it doesn't affect functionality, but it does affect playability...at least for some.

I'm glad this is being rectified and I'll be watching with interest. I do like the art work and I like what I've been hearing about supply.
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pzgndr
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RE: Hey where's the sound

Post by pzgndr »

FYI. In this game with its simultaneous movement, you don't get units moving directly from A to B during turn playback. You get a back and forth of friendly and enemy units moving a hex at a time until they make contact or reach their destination. So any jerky movement sound effects would get annoying very quickly and add nothing. Players can also adjust the turn playback speed, so that would also affect how sound effects come across. Combats occur at different points during the playback and all you get is a popup screen with results that you can review before clicking OK and continuing with the turn playback. So again, whatever combat sound effects could be added to the popups would get pretty old very quickly and add nothing. I played this a lot over the past six months or so that I was playtesting and recently finished the 133-turn Italian Campaign as Germans; I can't say I missed sound effects, it's like playing a boardgame. And again, I can't say how sound effects could be best implemented to add value to this game without also becoming quite annoying. To each his own, I guess. To me, the gameplay is more important, and this game plays very well.
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JudgeDredd
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RE: Hey where's the sound

Post by JudgeDredd »

I refer you to post #22

options

That way, you get the game you will enjoy and so do others
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HR2
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RE: Hey where's the sound

Post by HR2 »

ORIGINAL: pzgndr

FYI. In this game with its simultaneous movement, you don't get units moving directly from A to B during turn playback. You get a back and forth of friendly and enemy units moving a hex at a time until they make contact or reach their destination. So any jerky movement sound effects would get annoying very quickly and add nothing. Players can also adjust the turn playback speed, so that would also affect how sound effects come across. Combats occur at different points during the playback and all you get is a popup screen with results that you can review before clicking OK and continuing with the turn playback. So again, whatever combat sound effects could be added to the popups would get pretty old very quickly and add nothing. I played this a lot over the past six months or so that I was playtesting and recently finished the 133-turn Italian Campaign as Germans; I can't say I missed sound effects, it's like playing a boardgame. And again, I can't say how sound effects could be best implemented to add value to this game without also becoming quite annoying. To each his own, I guess. To me, the gameplay is more important, and this game plays very well.

good points.

If a game is good (and I'd say this is) there's no way I'd let lack of sound or even manual for that matter stop me.

Still- if something could be put in in it would help me get out of solitary confinement ;)
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RE: Hey where's the sound

Post by pzgndr »

ORIGINAL: JudgeDredd
I refer you to post #22
options
That way, you get the game you will enjoy and so do others

I'm not disagreeing, and I'm usually all for options. But I've been around a while and I'm struggling with how others may enjoy sound effects with this game, considering how the turn playback works. So I offered my perspective. For what it's worth. Matrix has already indicated that they're planning to add various sound effects. I'm curious what those will be and whether players will really enjoy them, for those that consider sound effects to be essential. We shall see?
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sullafelix
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RE: Hey where's the sound

Post by sullafelix »

In answer to the question about the game itself.

The Italian campaign is a backwater for the Germans , you will get some reinforcement and some supplies but never enough of each.

In some ways it is more like a Pacific island fight than a European campaign.

The Germans are only trying to delay as long as possible and cause as much casualties as they can. So much like the Japanese they move from one fortified line to the next.

The Allies have more of everything at least until mid 44. They are like a dentist who needs to remove some wisdom teeth. There will be a lot of prying the Germans out of everywhere.

You will not have sweeping encirclements this is a soldiers war, tanks are used as artillery and bunker busters.

This game puts you into either sides position. As the German player the question comes up do I retreat yet and if I do who goes first. Do I have enough supply to not get caught in between etc.

The logistics factors in this game make you make hard decisions that reflect the history of the campaign.

After one game as the Germans you will know why " Smiling Al" was a great general. You will also find out why Clark earned his four stars.
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zakblood
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RE: Hey where's the sound

Post by zakblood »

i've been playing war games for almost 30 years now, still enjoy a few of my older ones played in a dosbox with a fontend, i use dosbox game launcher and play many old war games, just finished v for victory market garden, had the whole day free so was well worth it, as sounds go, i see they are adding them now in a patch, i've never ever had music on, in any game i've ever played, no matter what type of game it has been, even the starwars ones etc, even though the music was very good tbh, but not to have included normal game sounds, like posters above have mentioned for me is an over site, even if it's the basic one that most if not all wargames past and present have, without it's no atmosphere, not seen the game in action tbh, will wait and see how it pans out and if a demo is released i'll try and make my mind up like i do with all games now days.


good luck with the game, i'm not worthy [&o]
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