ArchSight, on 07 April 2012 - 01:45 PM, said:
K here's a list of VOIP Games that I have played on the PC: Battlefield 2142, Call Of Duty 4 modern warfare, Crysis and Crysis Warhead, Burn-Out Paradise, Team Fortress 2, Section 8, Black Light Retribution, probably more that I don't remember or will have later.
Nearly no game on that list requires tight team coordination, the closest being TF2 - but even there, you generally are in a "If you know your role, you do it" kind of situation. They all move too fast and are way too loose with spawns to make VoIP very required at all.
The slower and more deliberate pace the game is, the more voice chat is important.
Sir Aaron, on 07 April 2012 - 02:29 PM, said:
Okey i will talk now about a game i have spend endless houers in. Counterstrike Source. It is team based you have small maps rounds are fast and well many people know it. I mention it here because it has a good voice over ip solution: You can mute individuals, have the teams separated and it is simple working. The amount of tactical use .. Well i am mainly on fun server so not so much for me it is there but usually you don't bother. The amount of fun to be able to simple chat away with the people you are playing? A lot. I wouldnt know most of the people i have played for month if i where not able to use it.
Yep, CS:S has well integrated voice chat; but you are right, on fun servers it's not so necessary (again due to pacing). CS:S in team play
does benefit greatly from voice chat - more than the games ArchSight was talking about - mostly to discuss a basic plan (what route to take, mostly) between rounds without slowing down.
Jack Gallows, on 07 April 2012 - 03:31 PM, said:
PGI including a VoIP at launch isn't needed.
For those who don't have 3rd party software....it takes 3 seconds to DL. Most people in this day and age have one or two of them already.
This
keeps getting brought up, but there are a million reasons this won't work in a public environment. Nobody is asking for VoIP to benefit organized companies of 12+ people, no one at all. For teams of say, 8 people that role with 4 people on another team, or are unassociated pilots, VoIP suddenly becomes vital. Even if the 8 and 4 players both have TS, they're not going to jump onto each other's servers for a single drop.
Seriously, again, this issue is
not for organized units. It's for pubs or multiple organized units in the same company for a drop.
Jack Gallows, on 07 April 2012 - 03:31 PM, said:
Most matches are going to be full groups, with lone wolves having to pug it. There's not much chance of getting all those lone wolves to use the VoIP, even if it's offered. Look at other game that have a basic version of it...hardly ANYONE use them.
More resources towards other places, VoIP in MW:O at launch is wasted time.
Again, it strongly,
strongly depends on the game. The problem is a lot of games are designed for lone wolf, ultra-fast gameplay. MechWarrior isn't. L4D is the best one I can bring up, because seriously a team of bad players that talk to each other can beat good ones that don't
consistently.
Finally
most matches will not be full groups. Most matches will not be hardcore players, or units. In order for a game to be successful it will need a large population of, no disrespect intended, people you'd consider scrubs. I expect if the game is successful for us hardcore team players to be outnumbered no less than 100:1 minimum. You get a very, very
very skewed view of the player base being on the forums.
I mean go take one look at the pilot sign ups. They're at
70,000 already. Do you see 70,000 people posting on these forums, or in general, the same 200-300 people? That should give you some idea of who the "majority" are.