Global sounds effects and their presence in-game.

IFraserAu·10/9/2014, 7:16:50 AM·1 votes·8,046 views

With the introduction of a reborn Sion, I was pleasantly surprised to see that his ult has a global sound tied to it. We already have the likes of Nocturne's paranoia, yet I had imagined this sort of implementation had been discontinued. So, is this something that we can expect to see more widely introduced in the future? And, if so, what are some ideas for possible implementation?

Personally, I like the idea of widening the scope of global sound effects and how they could potentially serve to create a better narrative throughout the game. For instance, global sounds accompanying the initial spawn time of big objectives like Baron and Dragon would serve purely for an increased sense of atmosphere and grandeur whilst also relaying important information that is currently unattainable without knowing the spawn time. Imagine laning against your opponent when you suddenly hear this almighty roar as you see an incredibly large shadow pass over your lane, the flapping of wings and spewing of fire letting you know the dragon was about to land on the wall of its pit. Also, picture hearing a slow rumble as the cracks slowly form up the river, only to have Baron run through his normal spawn animation further up.

Ultimately, I think that global sound effects can have their place within the game apart from just being global skill identifiers. I believe there is a great opportunity to further project the idea of a living, breathing Summoners Rift that, whilst housing mystery and magic, is a terrifying battle ground of legends. What are some of you opinions/ideas regarding the possible further incorporation of map-wide sound effects and how would you see best to utilise them in order to add to the atmosphere of Summoners Rift?

7 Comments

RiotC3Sound10/10/2014, 8:08:40 PM3 votes

Ultimately, I think that global sound effects can have their place within the game apart from just being global skill identifiers. I believe there is a great opportunity to further project the idea of a living, breathing Summoners Rift that, whilst housing mystery and magic, is a terrifying battle ground of legends. What are some of you opinions/ideas regarding the possible further incorporation of map-wide sound effects and how would you see best to utilise them in order to add to the atmosphere of Summoners Rift?

Hey IFraserAU!

Totally agree. In terms of the new SRU map events, keep an eye on it. You may get surprised :P --- No promises though! Gameplay first!

However, in terms of champion skills. The global sound effect evaluation usually takes into consideration the scope of the effect. Nocturnes Ult can reach people across the map, therefore all players on the map should hear it. Sion's Ult gives him quite a long range sprint. You dont know the direction hes coming from, but you know he could be coming. This adds to the tension created by his skill. But take Graves's Ult. It has a limited range. No real reason for the map to know he shot his ult.

Ultimately, it comes down to Gameplay. Are people getting too "tipped off" by hearing a global sound? If you hear Baron roar, will this be too much of a gameplay indicator that hes there and remove the ability to Baron sneak steal? Etc. Etc.

Thanks for the feedback! We will definitely be looking at more global sounds when applicable and when we can support Gameplay in a positive way!

Captain kun10/11/2014, 9:02:14 PM2 votes

If anyone needs a global sound, it's Gangplank and his Global Laugh

Athenes Lulu10/9/2014, 7:56:22 AM1 votes

Ezreal, Ashe, and Jinx firing their ults?

This isn't good.

Void225810/11/2014, 12:39:59 PM1 votes

I object to the global sound being a big part of his counter play for a very simple reason: Deaf Players. There are plenty of deaf players in league (and hearing players who turns off the sounds to listen to music while they play), so having a mechanic that creates a material disadvantage to this is a major problem. Not everyone can or wants to have to listen to all the soundeffects in the game for the purpose of detecting an incoming attack.