aniviron, on 02 December 2013 - 04:32 AM, said:
I just can't see how giving the players more communications options, specifically ones that have been designed to allow the users to rapidly communicate a great deal of info while engaged in other tasks, could be a bad thing for overall team communication and coordination.
Don't get me wrong. If there are abilities to disable it, and an in-game mute feature that puts a player on ignore for both voice and chat, I wouldn't be 'against' it. My points in debating it can be pretty much boiled down to two major ones.
Prioritization:
I think there are more important things that the development and resources spent for in-game voice could be used for. Things that I think would have more of a positive impact. And not just new things, but also the fixing or analysis of existing issues within the game as well. As there is already a free solution available to players, that is why I rank in-game voice as a lower priority. If there was no third party solution, then perhaps it might rank higher.
Exaggerations/Inaccurate statements:
The other point I argue is the over dramatization by some posters on the subject. The concept of a pre-made has been morphed into some boogie man in their minds. The boogie man they see in every loss they're in. A rather convenient scapegoat that can be accused without a shred of evidence having to be provided. They seem to enjoy attempting to create a rift in the player base, by constantly attempting to turn the discussions into an "us versus them" type of argument. Where, of course, they're the poor, downtrodden victims.
They present in-game voice as the solution, and frequently refer to it as "the huge advantage" a pre-made group has over a PuG. All while ignoring the elephants standing in the middle of the room, called teamwork and situational awareness. Things that every pre-made has because the players make an effort to participate in a group of players they wish to play with. Voice communication is a tool, not the reason that pre-mades are successful at times. The reason boils down to the players themselves, their attitudes and willingness to check egos at the door and work together.
Perhaps I'm overly pessimistic on the results of an in-game voice implementation in MWO. However I've seen this done in number of games and the results weren't pretty. Granted, people tend to remember the negative over the positive more readily. But the games I was in, the in-game voice became a feature that the majority of players quickly learned to disable (if on by default). Much like the present 3rd person view in MWO. Not because the feature is broken, or substandard, but because of the behavior of other players.
As for the example match drop, it was to show what happens if not everyone is on voice on the teams, and when its a group of random people and not a Guild/Clan environment. You think I might be pessimistic but I think you're overly optimistic in thinking that players will just naturally fall in line and follow whatever the players using the in-game chat do. PuG matches are rolling the dice. Sometimes you get a great team together and everything just clicks. Other times its herding cats. Players who purposely ignore requests now, aren't suddenly going to pay attention with voice.
Edited by Henry Morgan, 03 December 2013 - 03:01 AM.