Kay Wolf, on 31 December 2013 - 09:22 AM, said:
Oh, I agree with this. But I also think its not going to have as much of a positive impact as some seem to think. It will have some, certainly. But teamwork isn't going to just magically appear because of voice communication. Voice communication is a tool of teamwork, not the cause of teamwork. The latter comes from the player and their attitudes.
Just some of the challenges with an in-game voice solution and the assumption it will bring greater teamwork to the game:
- Linquistic differences. Not everyone speaks the same language.
- Voice disabled. Some people will just disable it because of the garbage.
- TeamSpeak. Units are going to continue to use 3rd party voice applicaitons because they can control that environment. They're not going to use in-game voice.
- Disruptive players. There will be some who just enjoy being disruptive, as they crave any attention (even negative) they can get.
- Too many Chiefs. We see this in PuG's at times, and voice isn't going to be any different. Except louder arguements.
Kay Wolf, on 31 December 2013 - 09:22 AM, said:
Which is why I don't think an in-game voice is going to make teamwork magically appear. We've all seen the players that appear to have no situational awareness, are simply stubborn, clashes of egos, etc... Or, perhaps they've just become too conditioned to simply ignore the in-game chat because of the garbage on it. Players who actually want to put an effort into trying to be better, will. Voice or not. The lazy ones will continue to be meat for the grinder, and then howl about "<something> is over powered, nerf it" based on whatever is killing them. Players like that suffer from permanent victimhood and will always have soemthing, or someone else, to blame for their own actions and results.
To put it bluntly, stupid people are simply just stupid.
Kay Wolf, on 31 December 2013 - 09:22 AM, said:
I still think an ignore feature would be unwarranted, but perhaps if they made a report feature in-game for abuses of in-game voice, that would work. You, and any children that might be around, are always going to be around, as are the ignorant jackasses who have no self-respect, and so it comes down to the idea that, if you're easily offended, or you're offended because of kids around, or because of your faith, you should invest in a good pair of headphones or play in a closed room at particular times so no one else has to listen to the bad behavior. It's going to happen, period and there are so many people who act stupidly that, if you put every one of them on a list so you don't have to play with them, you're going to find yourself alone VERY quickly.
I'd disagree with that. I depends on the level of tolerance of the individual player. If a players skin is so thin that they wind up ignoring everyone and can't play the game, then thats their own fault. And, I've actually seen the players able to self-regulate with ignore features actually work in some games. Thats something players have to accept with an ability to self-regulate like that. Sure, you ignore a player and you won't see them again. However that can also impact you as well. Honestly, I think we'd see more people complaining about how their queue times are higher (because a lot of people put them on ignore for their poor behavior) rather than people complaining their queue times are high because they put too many on ignore.
The other problem I have is this attitude that the poor behavior players have a "right" to come into other people's homes and be hear. The whole suggesiton of having to buy 3rd party hardware, or redesign my home, just to accomodate these players is wrong. If it was an occasional thing, and the game company did something to address that, that is one thing. But when you see players who behave poor still around after being reported multiple times, I have little to no faith it would be any different/better with an in-game voice client.
As for in-game reporting, I agree with your point that if it was done that could be a viable alternative. However, PGI would really need to step it up in the regards of taking action. I only say that because I've seen a player drop slurs in multiple matches, streams of profanitiy (not the lightweight, PG-13 stuff) in others, and engage in sexually harrassing behavior in another match. All of which were reported. And guess what, that player is still around. And with in-game voice, I'd get to look forward to this sort of stuff come blasting through my speakers?
Just as an interesting side item. If they do implement in-game voice, and are going to respond to it, does that mean they'll be recording all the voice conversations during a match as well? In game chat is easy, and could probably even be split off to a txt file for compression. Voice chat is going to be a significant disk/space impact if they're going to record every match so its available to review. And, being an international game, I wonder how that fits in with the different countries wiretapping laws?
Kay Wolf, on 31 December 2013 - 09:22 AM, said:
Oh, I agree, a lobby system would make it easier for grouping, etc.. However, I also think teamwork is more of a players attitude than a physical tool. People in units now act a certain way because right now it is all handled by the players outside of the game. As a player, if you join a unit to play with, you are expected to follow their rules and regulations. Failure to do so can result in a player being removed from that unit. Since units are something players actively seek out to find like-minded players, the threat of removal is one that holds more sway.
What would have been nice (hindsight always being 20/20) is if they had incorporated a "find a unit" feature into the game interface. Given how the game has a more heavy emphasis on unit play. It might make it easier for newer players to get into a unit and playing with one, rather than relying on them to visit the forums, sign up out of band, etc..
Kay Wolf, on 31 December 2013 - 09:22 AM, said:
Oh, I like brawling. And better yet, I like brawling in my medium mechs.
Kay Wolf, on 31 December 2013 - 09:22 AM, said:
There are good snipers, thats a given. But I also see a rash of poor snipers as well. Snipers who pick a spot and refuse to move, and only engage the enemy when they come into their range. Snipers in Assaults decked out with medium lasers, SRM's and two AC/5's, that decide the AC/5's make them a "sniper" and refuse to engage the enemy except to snipe, while the rest of the team is engaged and maybe losing. Snipers who can't his the broadside of a barn. Snipers with no close range defenses that get just chewed apart by the enemy light that has found them.









