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One of Valorant's issues that needs to be addressed is "Footsteps"

One of Valorant's issues that needs to be addressed is "Footsteps"
Riot Games has addressed an issue with Footsteps in Valorant in a recent post and it looks like they'll address it in the future.

Valorant still needs a lot of tweaking and tweaking as there are still a lot of issues with this game that Riot needs to address before the competitive scene finally explodes. And one recent issue that has popped up  in Valorant is the 'footsteps' issue, which according to one Reddit user should be the top concern for Riot right now .

The footstep sound levels in Valorant aren't quite as accurate as they'd like them to be.

On a map like Haven with lots of entry points , getting the perfect sound for what's going on around you is crucial.

Without any accuracy during mute, you won't be able to distinguish where your enemies are coming from. This will hinder the competitive integrity of the game in the long run, especially in the professional scene.

Riot addresses Valorant's audio stuttering issue

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Screenshot from Ask Valorant blog post

Riot seems to have taken note of the community's concerns about footsteps, and in the recent Ask Valorant #6 , Sound director Peter Zinda acknowledged many of the issues Valorant currently has.

"Based on internal playtests, it's so jarring not to hear footsteps and be killed by someone you know has to run to get to you. This feels especially bad for players who internalize map rotation times and have good communications in their team. America players are used to playing in a quiet room and hearing every detail . it might be, but players in China or Korea might be playing on a loud PC Bang where a quiet but more informative footstep will disappear. I've never played professionally, but I think the clarity would also be appreciated for esports players who might be in a noisy stadium ( I hope one day!) "

However, footsteps aren't the only problem Valorant is grappling with, but the more pressing issue of direction. You hear an enemy approaching you and the audible signal tells you that you will be attacked from the front, but you are hit from behind and this is a serious problem.

Peter added , “We're mixing the game in stereo right now, so there's no difference between a sound 45 degrees in front of you to your left and a sound 45 degrees behind you to your left. Some people hope to hear this difference, but this is not possible at the moment. "

Stay tuned for more details.

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