News - This Is Making Warzone Unfair For Console Players
Now most people use virtual audio cables like Go XLRs and Elgato WaveLink software to mix their audio for content creation or streaming, but there are lots of really valid uses for them, and if you're just somebody who prefers more audible control, they're great options for you. But at a fundamental level, all of them use virtualized audio cables; they install devices into your PC to split the audio into separate channels that you can customize to your liking, and thus you couldn't actually ban any of these things from Call of Duty: War Zone.
Any audio device for the most part whether it's virtualized or one that's been installed as part of a hardware device like WaveLink or Go XLR, is entirely customizable for the most part of things and almost all audio tracks on a PC have that degree of customization. So it isn't cheating; it's something that can be done in any game with pretty much any audio device or virtualized audio device on PC, and it wouldn't be detected as cheating.
These are considered to be standalone normal parts of the game and normal parts of your own PC that wouldn't be detected in any way shape or form, and even if the developers did finally decide that we're not okay with virtualized audio devices, they'd have a huge problem because they would be hitting a number of regular reputable hardware companies like Elgato and Goxlr.
And they would generally have a pretty nightmarish time trying to discern what a regular audio device is from one that's been customized, and I generally think it's probably borderline impossible for that anti-che to be able to do so, not that I feel they should anyway, which I will talk about as well, so this isn't cheating.
This isn't manipulating the game; this isn't manipulating game files or game data; you're just simply applying customizable sounds to your own audio tracks. And even from a top-down level, if you were to ignore all of the streaming devices and the split audio devices, where does that rabbit hole lead?
Because, if you say okay, we're not allowing audio manipulation from virtualized devices, are we banning things like the Astro A50s and Astro A40s for having customizable EQ and mix amps? Are we banning things like the Steel Series, which has the Steel Series Sonar, which is also a customizable version of audio, which is actually fairly close to the levels of customization of both Go XLR and Wavelink?
and thus this line of logic, questioning, and reasoning just keeps multiplying into more and more obscurity and absurdity. When the reality of this problem is fairly simple, people wouldn't feel the need to customize their audio EQ, tweak their audio, or apply limiters like I do because the game is ear-bingly loud if the audio in War Zone just worked.
You don't really see people customizing audio for games like PubG. I don't use customized audio for Valerin, and the reason I don't use these things is because those game audio systems simply work. Now, yes, although consoles can get close. I do concede that this is yet another ad advantage that PC gamers have over regular console gamers, and I'm not lying to you guys about that; that is genuinely a fact, and that is the case, but there's also an inherent list of advantages to being on a PC.
Higher frame rates, better performance, better graphics, and more visual customization. You know I play on a 240 HZ OLED monitor with low graphics at 240 FPS. The advantages that I have in the guys who are very high, and that's just me being entirely honest with you, and I think really what I'm getting at is that audio manipulation isn't a cheat, it isn't a hack, and it isn't something that I feel is worth attacking in any way shape or form, and in fact, in many ways.
I have almost an appreciation for the guys who are able to understand this level of advancement in audio. What I'm getting at is that audio manipulation highlights a problem: audio in War Zone is horrific, and really, when PC players have the ability to customize their audio a bit more extensively, it just creates an unbalanced playing field where console players are in the crossplay generation.
They are once again kind of being used as fodder, and I think that's the underlying issue that all of us have. Although this level of customization for audio is not in any way hacky or cheaty, it creates an uneven playing field, and that uneven playing field against console players wouldn't exist if the audio was just better for everyone.
A perfect example of that, which I'm going to reference again, is that the console and PC have pretty much the same audio system, and nobody feels the need to customize that audio. Battlefield is also another fantastic example of a game that has historically had fantastic audio systems that have never needed any kind of customization or manipulation.
To be worthwhile and competitive in the game, it's really up to the developers of Call of Duty: War Zone to do two things. The first one is that the reason they said audio is challenging is because the audio from Modern Warfare 3 and War Zone is the same engine, and I don't think that should be the case.
I feel the audio for War Zone should have separate values from the audio for multiplayer because they ultimately serve two separate modes with two separate purposes, and I just think the entire audio mix needs completely rebalancing. I don't need to hear the plane at 3, 000% volume, and although they've already nerfed that in season 1 reloaded, it's still too loud.
I don't need gunshots to be ear-bingly loud. I don't need to hear an air strike from 200 meters away or a mortar that's on the other side of the map. These are the sounds that are clogging up the audio system in the war zone. I know audio isn't simple; I'm not claiming for it to be a simple task, but if other games can do it successfully in a battle royale format, Call of Duty should be able to too.