Event announcement radius

#1 - Jan. 16, 2014, 7:13 a.m.
Blizzard Post

It is too large.
I get to hear bad guys announcing their presence/events every
30-40 sec,and I am way to far from them.
It is unnecessary,and it is very annoying to the point that it is
unpleasant.
The mini map and map markers are more than enough.
Yesterday,in Caledon Forest, Xoloti spamming it’s phrase
loud and clear on my speakers when I was all the way down south
of the bay were the event takes place,made me just exit the game.
It was impossible to do anything else whilst having the same phrase
being repeated again and again to the point of kitten kitten Hodor kitten.
You need to reduce the radius of such vocal announcements.
Also reduce the rate at which they are being repeated.
Your over stating of some features that are “unique” to this game
ends up reducing the quality of the game and contributes to a lesser
gaming experience.
There is an open public event on the other side of the map and bla bla bla.
Got it.
The first 10 times was enough?

#3 - Jan. 16, 2014, 5:44 p.m.
Blizzard Post

Dialogue cues are content design implementation (game design) with an audible side effect, and as such this is out of the purview of the audio department.

The general Guild Wars 2 Discussion sub forum is definitely a better place to leave this type of feedback.

As always, thanks for listening and for caring!

#5 - Jan. 17, 2014, 2:26 p.m.
Blizzard Post

Volume of entire categories of audio, whether it is voiced dialogue or sound effects, is definitely within our realm. We’re always looking into improving the mix, so definitely leave that sort of feedback for us here!

Thanks!

#7 - Jan. 17, 2014, 6:53 p.m.
Blizzard Post

Thank you for collecting this feedback, eleshazar, however this feedback really belongs on another forum as the audio department generally has no involvement with addressing issues regarding which lines play or how often they play, merely with the quality of the voice files that play, and how voice sounds compared to the rest of the audio mix.

This is not true for non-voiced sound effects, however, as the audio department generally has total control over all aspects of these.