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Voice comms?
#21
Posted 09 March 2012 - 02:28 PM
#22
Posted 09 March 2012 - 02:30 PM
Alan Grant, on 09 March 2012 - 12:29 PM, said:
Morgana, on 09 March 2012 - 12:40 PM, said:
For the record: It has been stated in another thread that MWO will not allow you to "snoop" after death.
On topic: As some have pointed out, the idea of comm jamming/disabling isn't gonna fly because it's readily circumvented (and honestly, not that useful in gameplay-terms IMHO). I wonder though, how much of a difference in immersion would it make if there was some simple yet effective filter magic that adds subtle distortions, noise, cackle, whatever. Not enough to actually disturb or disable communication, just enough for atmosphere.
Important to note, I think, is that having the game manage comm channels for you would be more convenient than manually switching around in an external application, directing everyone to their respective "rooms", etc.
All this being said, I'd much rather have an awesome Mech game without any voice support than a Mech game with crappy voice support.
#23
Posted 09 March 2012 - 02:48 PM
Hellblazer, on 09 March 2012 - 04:43 AM, said:
There's a level in L4D2, Hard Rain, in which you have to progress through a torrential rain storm. When the rain starts coming down and the wind picks up it becomes so loud that it intentionally makes it nearly impossible to hear your team-mates. It adds a dose of realism that is pretty neat.
For this game though I would wonder at how effective would be. If you made jamming taking out voice comms effective, it would likely drive players to pick up Mumble or Vent which would end up nullifying the advantage.
#24
Posted 09 March 2012 - 02:58 PM
zverofaust, on 09 March 2012 - 02:28 PM, said:
Heck, DICE put VoIP in the PS3 version of BF3 and it still didn't work; took them four months after open beta (three months after release) to figure it out.
Edited by Ragotag, 09 March 2012 - 02:58 PM.
#25
Posted 09 March 2012 - 03:20 PM
Teamspeak 3: ts9.gameservers.com:9144
www.nogutsnogalaxy.net
You can see who is online through our webpage, ts3 plugin on the left! If your part of a unit/clan please contact me so I can set you up!
Edited by Sean Lang, 09 March 2012 - 03:21 PM.
#26
Posted 09 March 2012 - 03:34 PM
Sean Lang, on 09 March 2012 - 03:20 PM, said:
Teamspeak 3: ts9.gameservers.com:9144
www.nogutsnogalaxy.net
You can see who is online through our webpage, ts3 plugin on the left! If your part of a unit/clan please contact me so I can set you up!
That's the whole problem though. As much as I appreciate the willingness of people to set up a system such as this, I don't want to have to go through the hassle of downloading and installing TS3 (I only have the installer for TS2 on my computer right now), then typing up the connections, finding the people I'm in a room with, and getting everybody into a single channel/room on your TS server, only to have to repeat the process again the next day (or even 30 minutes or an hour later when I find a new group of people to play with). I would rather have it all integrated into the game so that, with the press of a few keys once the match starts, I can start telling my lancemates where I'm going to head off in order to begin spotting enemies, or ask a fire-support player to position him/herself somewhere specific on the map, and so on.
As of right now the clan I'm in has only a handful of players who may be interested in MWO, plus we're scattered all over the US and Europe (with a couple in Australia as well), so even though we have our own Mumble server it would be nearly impossible to coordinate play with all of them. Additionally, what about if I run into a stranger on my team who's a good/competent player, and I want to coordinate with him/her a bit better? Or maybe offer to recruit him/her?
It's for these reasons, and more, that I believe in-game comms are a must. I won't always have time to take my hands off my control stick to type up a message relaying an enemy's position to my lancemates, or call in for support while I'm in the middle of a firefight, or what have you. In-game comms are not a simple convenience, they can really create a major tactical edge if used properly.
#27
Posted 09 March 2012 - 03:42 PM
#28
Posted 09 March 2012 - 04:20 PM
Sean Lang, on 09 March 2012 - 03:42 PM, said:
Takes a lot more than 3 seconds to alt-tab out of the game, load up teamspeak, enter the details of the relevent server and connect to the proper channel.
While I have no doubt the initial setup phase the game will offer should help mitigate these sorts of issues, it would be preferable for the game to have an inbuilt VOIP. After all this intends to be a successful F2P game which will mean for every hardcore/clan player, you'll have possibly hundreds of pubbers who have no interest in Teamspeak, or ventrilo and the likelyhood of any one player on your team even having a server running will be close to zero.
Having in-game VOIP provides everyone with a potential benefit, which reflects well on the game as a whole. A player can choose not to use it, if they want.
Not having in-game VOIP makes the developers look short sighted, the game look half-finished, forces potential customers who just downloaded Xgb's of game to now either hamper their game experience OR go and download more stuff generating ill-will in the community. *Points at the Battlefield 3*
#29
Posted 09 March 2012 - 04:26 PM
so I see it as a must in game offer, how they sell it is up to them, but they should sell it to those who want it.
chris
#30
Posted 09 March 2012 - 05:25 PM
wwiiogre, on 09 March 2012 - 04:26 PM, said:
so I see it as a must in game offer, how they sell it is up to them, but they should sell it to those who want it.
chris
Sorry, but that's a terrible idea. Communication between players plays a major role in teamwork, to make people pay for in-game comms is tantamount to buying a tactical advantage over other players, which the devs have explicitly said that they will not do.
#31
Posted 09 March 2012 - 05:34 PM
LordKelvin, on 09 March 2012 - 05:25 PM, said:
Yep, that would fit into the category of "Selling Power" since comms allow for much better coordination which equates to a force multiplier. "Selling Power" is a big no no in the F2P world.
#32
Posted 09 March 2012 - 05:38 PM
chris
#33
Posted 09 March 2012 - 05:50 PM
I would like having a bind to say something like "Alpha two counts two assaults spotted at seector G-9. Please advise." than "HOLY **** GUYS 2 ATLAS OVER HERE WERE GONNA GET OUR *** KICKED" from public voice chat. Obviously it depends on the quality of the player, but I'm sure plenty of people will turn it off due to nasaly voices stroking their e-peen and encouraging each other to "RAEP" their opponents.
#34
Posted 09 March 2012 - 06:01 PM
wwiiogre, on 09 March 2012 - 05:38 PM, said:
chris
If you're committed enough, then you would fund your own TeamSpeak, Ventrilo, or Mumble server and communicate using that. Then you aren't tied down by in-game communications, you can talk with people who aren't in the match you're playing, talk to people while not playing (which is extremely helpful if you're trying to recruit people for your clan, since you can interview them and get to know them a lot better), and so on.
Paying money for comms isn't a show of commitment, it's paying for a tactical advantage.
#35
Posted 09 March 2012 - 06:03 PM
chris
#36
Posted 09 March 2012 - 06:06 PM
wwiiogre, on 09 March 2012 - 06:03 PM, said:
chris
Then what the hell is the point?
When it comes to a game that claims its all about team work and role warfare, it certainly would be a total kidney shot for them to expect us to pay for communication utilities common in other games. Team Fortress 2 has it standard. Dota 2 has it standard. Left 4 Dead has it standard.
VOIP is not a difficult concept, guys. Its pretty standard these days. If MWO doesn't have it, I will be severely disappointed.
#37
Posted 09 March 2012 - 06:08 PM
chris
#38
Posted 09 March 2012 - 06:10 PM
wwiiogre, on 09 March 2012 - 06:03 PM, said:
So now you have to pay for comms with CBills? Pretty sure a futuristic military weapons platform would already include a basic radio.
#39
Posted 09 March 2012 - 06:10 PM
chris
#40
Posted 09 March 2012 - 06:16 PM
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