Title: The Telling Barrier Post by: HaemishM on November 12, 2004, 01:19:19 PM I TOLD you so (http://www.f13.net/index2.php?subaction=showfull&id=1100294384&archive=&start_from=&ucat=2&).
Title: The Telling Barrier Post by: WayAbvPar on November 12, 2004, 01:36:08 PM I think the worst chat window I have used recently was Guild Wars. It eventually became easier to post messages to friends/guildies (a great addition that other games should use, btw) instead of praying that they see my tell in their chat window.
I like the idea of a popup, but only if A) it is something small and unobstrusive (use pop up ads for reference and do the exact opposite), and B) it isn't griefable by sending dozens of tells to people at the same time to clutter up their screen. I would like to see some sort of automated chat log as well- any tells my character sends or receives are archived for the session so I can get back to people if I get distracted. There also MUST be some sort of hotkey reply functionality (in addtion to the ability to click the name of anyone in your chat box to send a PM). Voice comms are great for small stuff (like guilds, or Xbox games, etc), but are problematic for large scale stuff. Plus it is easier to ignore annoying fucktards by not reading chat than to stop listening to them mouth-breathing into their microphone. Title: The Telling Barrier Post by: El Gallo on November 12, 2004, 01:55:48 PM Everquest (1) has had the option of tells popping up in their own windows for a good while now, I found it kind of annoying. In EQ and WoW, I just set aside a seperate chat window that is only for tells. Though creating new windows and setting up different filters for each is a bit newb-unfriendly.
I've mentioned this before, but I don't have high hopes for real voice communication, because I like my MMOGs massive, and even a 6 person conference call is a pain in the ass sometimes. What I would like to see is voice-to-text translators that actually work. Since the new rage in MMOGs is "the faster you push a button, the better the gameplay" (see CoH, WoW), it is harder and harder to chat with my fingers. Title: The Telling Barrier Post by: MrHat on November 12, 2004, 02:13:43 PM I think a pop up like the one MSN has would be ok. For instance, my dad send me a tell, a little square box saying "Dad says "Hi Andy." pops up in the bottom right corner of my computer. It's just big enough to read what was said. If you click on it you reply, and if you leave it alone, it goes away after a few seconds. An archive system that archives all your tells until you can get to them would be great too. If you leave the tell alone and it goes away, maybe it goes away to your Tell List, that you can get to later.
Quote from: El Gallo I've mentioned this before, but I don't have high hopes for real voice communication, because I like my MMOGs massive, and even a 6 person conference call is a pain in the ass sometimes. What I would like to see is voice-to-text translators that actually work. Since the new rage in MMOGs is "the faster you push a button, the better the gameplay" (see CoH, WoW), it is harder and harder to chat with my fingers. I really think voice comms for group only would be a big deal. A little speaker or comic box appears above your toons head, near your group representation in the group window that shows that you're talking, and you just talk away. I would LOVE to be able to just chat with my group as opposed to typing things that come out incoherent because I'm trying to type so darn fast. In WoW I would love it if there was voice comms for a 5 person group. With voice masking so that the orc and troll I grouped up with still sound like an orc and troll. Voice-to-text would be gravy too. Maybe a voice-to-text that would then convert text-to-noise where the noise was a voice you picked out ala Baldur's Gate. As for voice comms taking up too much bandwidth. Couldn't a company just set up an entirely seperate server that opens a new channel (like Ventrilo) for each group with 2+ people formed? Then close them when the group is closed? Title: The Telling Barrier Post by: Furiously on November 12, 2004, 02:52:03 PM I'm in agreement, voice to filtered voice would be the most idealic, I don't want to hear Bob the 45year smoker hacking away, I want to hear Candi the woodelf.
Technology isnt there, so I would settle for bob for the next couple of years and just giggle. Title: The Telling Barrier Post by: Viin on November 12, 2004, 03:41:00 PM I really don't understand why people think voice chat has to be "in character". It doesn't! Leave text chat for IC stuff, there's no problem with recognizing voice chat as OOC.
For those of you who don't want people to hear your 12yo little-boy voice, the Xbox live service does have ways to disguise your voice. I noticed Project Gotham 2 had about 6 "modes" you could use to disguise your voice. No, you can't go from a deep bass male to a high tenor female, but again: voice chat is ooc, it doesn't matter! Honestly, if someone made the mechanic where your party/group/whatever was automatically all on the same voice chat channel that would be AWESOME. Heck, Counterstrike does this already, and it kicks ass. Even if you don't have a mic it helps a ton to hear your teammates talking. A perfect candidate for this implementation: Guild Wars I hate trying to type while moving around in the game world, but talking and manipulating your character would make it a whole lot more fun - especially during travel. Obviously, this wouldn't work for global channels, which is why I advocate group-only voice chat with the ability to hop onto the guild voice chat channel. We've been discussing voice chat on Mud-Dev recently, you can read the thread here (https://www.kanga.nu/archives/MUD-Dev-L/2004Q4/msg00076.php). However, it seems most of the people involved in the discussion have a) never used voice chat in a game, or b) never played an online game other than UO, or c) only read/write email with their computers. Honestly, for good voice chat implementations, look at the non-MMO online games. (Tribes, Counter Strike, Natural Selection, etc). Title: The Telling Barrier Post by: sidereal on November 12, 2004, 03:46:50 PM The noise pollution of 25 jackasses speaking simultaneously in a Dr Sbaitso voice would be inconceivably horrible.
The best TTS out there uses recorded triphones (every possible unique combination of three phonemes), which takes a few hundred megs of disk space per voice font. And it still sounds not-great. Here's AT&T triphone TTS setup Title: The Telling Barrier Post by: Viin on November 12, 2004, 03:50:42 PM Oh, and the whole 'voice chat takes too much bandwidth' thingy:
Baloney. Again, look to programs that _already do this well_. Aka: Teamspeak, Ventrilo, Roger Wilco. How do they do it? There are 3rd parties out there that host these server programs: it doesn't kill their bandwidth and they've got tons of people on their servers. From the Ventrilo homepage page: Bandwidth usage is determined by the codec and is dictated by the server. It could be as low as 600 bytes/sec or as high as 8000 bytes/sec per voice stream. Since only one person at a time normally talks, it's really not that much per party. You could also go the other route and implement peer-to-peer voice chat instead, putting all the bandwidth on the players. With a multicast implemenation it wouldn't take anymore bandwidth for the broadcaster than normal. Title: The Telling Barrier Post by: MrHat on November 12, 2004, 05:27:29 PM Quote from: Viin For those of you who don't want people to hear your 12yo little-boy voice, the Xbox live service does have ways to disguise your voice. I noticed Project Gotham 2 had about 6 "modes" you could use to disguise your voice. No, you can't go from a deep bass male to a high tenor female, but again: voice chat is ooc, it doesn't matter! I don't think my voice is a problem. I don't want to be subjected to Mr. John Junior's 12-year old voice blasting in. Mask IT for me. Title: The Telling Barrier Post by: Draive on November 12, 2004, 08:25:01 PM trivial.
Title: The Telling Barrier Post by: chinslim on November 12, 2004, 08:40:13 PM I think someone is going to generate alot of hits by coming by coming up with an MMO "matchmaking" website.
In-game tools never seem to work right. Title: The Telling Barrier Post by: Krakrok on November 12, 2004, 10:46:59 PM Planetside has built in squad based teamspeak.
Time of Defiance has optional Text-To-Speech for user definable text notifications. TTS is built into XP/2k. ME/98 users have to download a the lib from Microsoft. Implimenting TTS is as simple as a few 10s of lines of code. Realtime voice processing is not that tough folks. Simply changing the pitch can turn Britney Spears into Arnold Schwarzenegger. ICQ style IMing has been around since ~1997. Putting "tells" in seperate windows and having a friends list isn't that hard folks. Interesting way that my phone handles IMs is that if I'm in the web browser application and I get an IM it puts it in the top right corner of the screen in a scrolling marquee. Once it scrolls by it disappears and you can switch over to the IM app to read it again or reply. And lastly there really is no reason MMOs can't interface with the common IM protocols (SMS, ICQ, AIM, MSN, or even Skype, etc.) and allow you to send and receive messages from any IM network inside the MMO client. There are libraries out there that handle it already and all you have to do is jack them in to your own application. Title: The Telling Barrier Post by: WonderBrick on November 12, 2004, 11:05:22 PM Halo 2 has what potentially could be the next big thing in MMOGs. It has proximity voice chat. You can hear people talking to you that are near you, friend or foe, and it will fade away as they get further away from you.
Add a few RP-ish voice modulators, and you could get something acceptable in a MMORPG. Second Life (www.secondlife.com) has the ability to IM people, which in turn can convert into email and email them outside the game. Their return email can then convert back into a ingame message. you can also directly stream Internet radio stations directly into the game, including letting your friends listen to them. Darkfall (www.darkfallonline.com[/url) talked about support for guildmasters to contact guildmembers thorugh IM, email, page, landline, or PCS for emergency rallying of the troops. These are all concepts that are long overdue in the MMOG industry. Title: The Telling Barrier Post by: MrHat on November 13, 2004, 02:22:54 AM Quote from: WonderBrick Halo 2 has what potentially could be the next big thing in MMOGs. It has proximity voice chat. You can hear people talking to you that are near you, friend or foe, and it will fade away as they get further away from you. I think this would be great, but not for group chat. Group chat should be global. Proximity chat could be for your typical /say channel. You have to remember the stupidity of the people in this genre. You will most likely have someone chasing you around playing Reba McEntire right into your personal bubble when the action isn't intense enough to warrant immeadiate attention. Title: The Telling Barrier Post by: Alkiera on November 13, 2004, 09:52:31 AM Quote from: MrHat Quote from: WonderBrick Halo 2 has what potentially could be the next big thing in MMOGs. It has proximity voice chat. You can hear people talking to you that are near you, friend or foe, and it will fade away as they get further away from you. I think this would be great, but not for group chat. Group chat should be global. Proximity chat could be for your typical /say channel. You have to remember the stupidity of the people in this genre. You will most likely have someone chasing you around playing Reba McEntire right into your personal bubble when the action isn't intense enough to warrant immeadiate attention. Or the retard playing 'Achey Breaky Heart' at 8 million decibels where newbs spawn, or in the graveyard where you show up after death, etc. Voicechat for groups is probably the best idea yet. Especially if the same can be done for raids, with the same controls that modern raid interfaces alow for use of the raid channel (leader only, group leaders+raid leader only, etc). I agree on GW... the chat interface is Horrid. Worst ChatBox Evar. Alkiera Title: The Telling Barrier Post by: ajax34i on November 13, 2004, 10:29:21 AM I beg to differ, Haemish.
Do this experiment: turn on a radio with a talk show on or something, and then play a game that requires your concentration, and you'll see that you cannot remember what was said on the radio. The truth is that our attention is selective to the point that we tune out everything not important, and that is not limited to text. The problem with the text chatbox is not that it's too small or out of the way, it's that chatter and socializing will be tuned out during combat. But the same thing will happen with voice-based chat, if you use it to chat (and not to deliver combat messages). Your ears will tune the chatter out as soon as you enter combat. The problem is not caused by the method of communication, it's caused by the content. Title: The Telling Barrier Post by: Alkiera on November 13, 2004, 11:04:44 AM Quote from: ajax34i Do this experiment: turn on a radio with a talk show on or something, and then play a game that requires your concentration, and you'll see that you cannot remember what was said on the radio. The truth is that our attention is selective to the point that we tune out everything not important, and that is not limited to text. I've done this, as there are certain mid-day talk radio shows that I enjoy listening to. Generally, either I am heavily watching the game, and can't hear what is on the radio, or I'm doing something rather dull, travel, WoW crafting + lag, etc, and I can heard the radio. I think, however, that voice-chat, at least for groups, would be relevent enough to have your attention. Even if it was just random what they did at work today/dinner plans/weather kinda conversation. The source of the voices is the game, so you'll hear it, even if you are fighting 'a large badger' in Antonica at the time. Alkiera Title: The Telling Barrier Post by: Raph on November 13, 2004, 12:38:34 PM There.com has had proximity-based voice chat for two years. The % of people using it dwindled over time... unsure why. It did require broadband.
I think comparisons to games like SOCOM arent really valid--you're not really constructing an alternate identity in any of those games. Simpyl saying "it's OOC, it doesn't matter" doesn't do the trick. I am a huge fan of getting rid of the chat box, cf the bubbles in SWG and also adopted in EQ2. There was a lot of resistance to having them at first, but I think they have proven themselves out... but we never did solve the problem of "tell bubbles"--it doesn't seem like it would be that hard, though... pop up a bubble with the avatar head of the person sending you the tell, up in a corner or something. Use a different bubble style, something that suggests telepathy or radio... Title: The Telling Barrier Post by: Viin on November 13, 2004, 02:27:55 PM If you promote voice chat as a group organization tool and not as your character's voice to the world I don't think many people will believe it's anything other than OOC.
Not that anyone is in character anyways, but I certainly don't see people acting IC in groupchat. Yes, people act IC to the spatial world, but I think most people don't have a problem (or care) if everything else is OOC. The only place I can see an issue with this is on an RP server, but they can use text chat until we have the (much over rated) ability to mask our voice to fit the character. Besides, if it's really _that_ immersion breaking (I still say it's not), then let the user turn it off. If you are that concerned with it breaking immersion you could turn it off by default and let the user choose to experiment with it as they see fit. Heck, people playing D&D and LARP don't seem to have a problem with this whole new fangled "voice chat" thing breaking immersion. As far as the 12yo voice thing goes, it wouldn't be very hard to have your program distort voices locally based on the characters race and sex. Having your soundcard handle this is probably the best way to go, rather than the talker's computer distorting it before broadcasting. EDIT: Oh and as for SOCOM, how many 12yo's do you know that are snipers in the Army? Title: The Telling Barrier Post by: HaemishM on November 13, 2004, 04:34:19 PM After years in MMOG's, I don't think the IC/OOC discussion has any merit anymore. MUD's and small population servers have Role-playing. MMOG's do not and I don't think they ever will, because there just really aren't that many people who can or will carry it off. Maybe in about 10 years, as more people come into MMOG's and they start being more niche as opposed to more mass market. The mass market isn't going to roleplay. They lack the skills and the desire. I don't say that as a bad thing, that's just the way it is.
I like the voice font idea simply because it adds interesting content to the world without really requiring people to roleplay. Again, my ideas were very minor, because I know they can be done. Raph has a point with the chat bubbles. Once I saw chat in Shadowbane, I've just preferred chat to appear above the person saying it, such as in SWG, CoH, or EQ. I think that really should be applied to /tell conversation. I think the biggest barrier to voice chat as a separate server is the cost; these things already cost so bloody much, trying to sneak in a third server per server cluster for something not everyone will use could be hard to justify. Title: The Telling Barrier Post by: Velorath on November 13, 2004, 06:47:05 PM I think I'd prerfer voice chat over text if only because I'm completely unable to type and do anything else at the same time. It's hard for me to be social in MMORPG's, especially if I'm in group that's doing a lot of combat. If chating with my group members takes even a few seconds away from doing what I'm supposed to be doing in a group then I tend to remain silent. This was especially true in CoH where things were pretty fast paced, as well as RVR in DAOC where I didn't want to be in the middle of typing a sentance if got we ambushed.
Title: The Telling Barrier Post by: MrHat on November 13, 2004, 07:18:07 PM Quote from: Viin As far as the 12yo voice thing goes, it wouldn't be very hard to have your program distort voices locally based on the characters race and sex. Having your soundcard handle this is probably the best way to go, rather than the talker's computer distorting it before broadcasting. That would be a lot simpler than my suggestion. I was discussion this with my girlfriend, or at my girlfriend since she was obviously uninterested, and she told me that why don't you just force people to choose a voice mask based on what race they have. And just give them a few options "sexy orc, angry orc, old orc, 12yo orc". I never connected the dots because voice masking has always been an option in games I've seen, not a requirement. Title: The Telling Barrier Post by: Wukong on November 13, 2004, 07:45:17 PM I think the lack of social hooks in newer mmogs has more to do with a the jaded player base than any feature of the games themselves. People are more likely to form new social bonds when confronted with novel situations than they are in familiar circumstances. In the salad days of UO and EQ, everyone was a newbie, everyone was like a freshman looking for a table to sit at in the cafeteria. Now most players are savvy seniors that bring their own lunch, and any true newbie is treated like a transfer student.
As for the voice vs text discussion, it reminds me of the dub vs sub debate in anime. I used to prefer dubs because I'd rather keep my eyes on the art and action than on the bottom of the screen, much like Haemish would rather watch his character than the chat box. Lately I've come to prefer subs however. I find that the act of reading in and of itself makes the experience more engrossing and evocative. There is something special about the way our minds decipher text that makes it more immersive than other stimuli, pipe dreams like voice fonts notwithstanding. Title: The Telling Barrier Post by: HaemishM on November 13, 2004, 08:16:51 PM As for anime subs vs dubs (not to derail too far), I think the problem with most anime dubs is the voice acting blows monkeys, not to mention that the translations in dubs are generally dubious at best. I don't think reading makes it any more or less engrossing; it just depends on the text being presented.
Title: The Telling Barrier Post by: WonderBrick on November 13, 2004, 10:24:32 PM The chat window interface is another large deterrent for me in most MMOGs. The only exception is Planetside, where the chat window *kinda* fits the enviroment. Keeping some semblence of immersion/mythology is important in a MMORPG, but the Sci-fi/MMOFPSs have a be more wiggle room in my mind.
On top of all of this, I am a bad typist, having to look at the keyboard when I type. I can type fast, and often I catch myself not looking at the keyboard, but I am conditioned to look at the keyboard most of the time. In any pvp situation, it is certain death. In any group situation, it leads to quick frustration and extremely high stress. As a side effect, I favor solo play among strangers. Among friends, I favor voice chat, because they are people that I can persuade and show the benefits of voice chat. I would readily be more social(yet still private) among strangers, if voice was a option for the masses. Voice chat would/is certainly no detraction from the game itself. Infact, it enhances it in ways that no other approach can. Especially in pvp or large organized group efforts. Integrated voice-chat support would overcome one feature(chat windows) that help drive me away many games. As a side note, I would like to see more MMOGs embrace the preset hot-key voice macro menu approach, like most team FPSs have. (press 1 for Aggressive commands, 2 for Defensive commands, etc. In the submenu, press 6 for "Heal me now!", press 4 for "I need a Rez", etc. This services dialup, unsavy/unwilling voice chat players, or those that play from work. ;) ) Title: The Telling Barrier Post by: Arnold on November 14, 2004, 12:49:11 AM Quote from: Krakrok And lastly there really is no reason MMOs can't interface with the common IM protocols (SMS, ICQ, AIM, MSN, or even Skype, etc.) and allow you to send and receive messages from any IM network inside the MMO client. There are libraries out there that handle it already and all you have to do is jack them in to your own application. Last time I played Asheron's Call, they had a plugin that allowed you to pipe IRC right into your game client. Was nice being able to talk to my friends who didn't play AC, but were in the guild channel, without having to alt-tab. If they had that, they probably had some IM plugin as well. Title: The Telling Barrier Post by: chinslim on November 14, 2004, 06:19:53 PM UO's pre-xpack chat system was the best ever - predating SWG's bubble system.
Nothing beat stuff like hidden text macros to disguise spellcasting, targetting a hidden person using his chat text, and guild/server communication via IRC. The best PvPers could somehow taunt and mock away while fighting 2+ players. Nothing has bested UO's font as well. Nothing can quite compare to having someone heckling/trolling you just outside your view proximity. It all went out the window in the first x-pack when they built in a chat interface, starting a nasty trend ever since. Title: The Telling Barrier Post by: Rasix on November 14, 2004, 09:00:36 PM Quote from: chinslim UO's pre-xpack chat system was the best ever - predating SWG's bubble system. Nothing beat stuff like hidden text macros to disguise spellcasting, targetting a hidden person using his chat text, and guild/server communication via IRC. The best PvPers could somehow taunt and mock away while fighting 2+ players. Nothing has bested UO's font as well. Nothing can quite compare to having someone heckling/trolling you just outside your view proximity. It all went out the window in the first x-pack when they built in a chat interface, starting a nasty trend ever since. You sound like someone waxing nostalgic about the goddamned telegraph. Somtimes progress is just exactly that: progress. I'll never again have to deal with that spaghetti mess of communication that was UO and am I happy. Really, all of this "UO WAS THE BESTEST" reminiscing crap makes me want to kick baby penguins. Next thing someone will proclaim, "snooping someone's backpack to make myself unKOS to the guards was teh coolest. BRING BACK RAMPANT EXPLOITING, BIOTCH!" Title: The Telling Barrier Post by: schild on November 14, 2004, 09:21:20 PM Quote from: Rasix Really, all of this "UO WAS THE BESTEST" reminiscing crap makes me want to kick baby penguins. (http://www.aerogeek.org/images/blog/babypenguin.jpg) Please, don't. Title: The Telling Barrier Post by: chinslim on November 14, 2004, 09:37:30 PM Quote I'll never again have to deal with that spaghetti mess of communication that was UO and am I happy. I think it was anything but a mess of spaghetti. Worst it got was in huge crowds, but at the same time it made it seem like you were in a boisterous noisy crowd. That simpler is better is my point(and that even bad features can be reminisced upon). Title: The Telling Barrier Post by: AOFanboi on November 14, 2004, 10:19:47 PM Once they had the bugs ironed out, the new chat window system in AO is great to use. E.g. is someone chats with you, and it gets hard to follow up because of lots of other messages, just click the name and a separate window for the conversation pops up, including whatever has been said so far. Also for other chat windows, clicking the channel name (e.g. Clan OOC) switches the chat window to use that channel as the destination, much like the switching in WoW (e.g. using /p to tell the party will "switch" the default to party until you use /say to get vicinity chat).
Just because some games do chat badly doesn't mean it can't be done better. Title: The Telling Barrier Post by: Resvrgam on November 15, 2004, 01:24:34 AM Quote from: WonderBrick As a side note, I would like to see more MMOGs embrace the preset hot-key voice macro menu approach, like most team FPSs have. (press 1 for Aggressive commands, 2 for Defensive commands, etc. In the submenu, press 6 for "Heal me now!", press 4 for "I need a Rez", etc. This services dialup, unsavy/unwilling voice chat players, or those that play from work. ;) ) I'm a full supporter of this feature. Since games are becoming more player reaction-based, the line between FPS, Action game and MMOG will become obscured even more as time passes on and, for those of us still mastering the "Hunt & Peck" techniques, a hotkey system of audio emotes, commands, sayings & acknowledgements would do wonders (I suggested this in a VERY old LevelQuest 2 Fanboy-Forum thread and it was met with mixed results however). NWN had an interesting "Pick your avatar's voice" option that really impressed me (that was about the only thing that impressed me about that game). I'd love to be able to assume race-based voice options: "Grizzled human male veteran", "Naive female youth", "Gruff Dwarf (complete with Scottish accent)", "Hate-filled Drow-elf", "Kindly/Befuddled old man" , etc etc etc. Simple chat macros of audible "Commands", "Acknowledgements", "Sayings" & "Emotes" would really free up my hands to be able to attend the game control without sacrificing any social opportunities. Of course this would also mean that certain measures would be needed to avoid audio-spam as well (time limits, obvious separations in channels, disabling, proximity limitations or something). I think the immersive possibilities could be broadened with action-packed battles raging and actually hearing commanders bellowing out in voice-acted sequences instead of reading it. The possibilities for annoyances would be many but, with the proper precautions in place, they could be avoided. Title: The Telling Barrier Post by: Shannow on November 15, 2004, 07:14:09 AM snort, noobs. Try coordinating 100 ppl on an attack with a chat system where your only organisational tool 'IS TO TALK IN CAPS'.
Now that the devs of ww2ol have kindly made it so the defenders know where every attack is coming the need for organizational tools are even greater but instead they added the ability to hear garbled text from enemy players when they type too close..yay. Nevermind me getting all ranty and crap but no one should complain until you've played a game that so desprately depends on teamwork and communication and gives you the crappiest chat system ever. Now please return to your scheduled programming. Title: The Telling Barrier Post by: HaemishM on November 15, 2004, 08:14:46 AM Quote from: Shannow snort, noobs. Try coordinating 100 ppl on an attack with a chat system where your only organisational tool 'IS TO TALK IN CAPS'. Been there, mofo. Try running a Vox raid in Everquest pre-Velious; not just that, but make sure the raid isn't a guild-only raid, one-step removed from a come-one-come-all raid. I ended up without about 60 people on the raid, from 15 different guilds, and this was in the days before you could even create your own chat channel. All I had was /shout in all caps just to make myself "heard." I ain't pining for those fjords. Nothing like making you pull your hair out like screaming over and over again 'DON'T GO UP THIS RAMP OR THIS RAMP OR YOU WILL FALL INTO THE PITS AND DIE' only to see one lone ranger do JUST THAT. Then have to deal with bitching from that player and his guild because he missed the raid when I wouldn't send someone down to drag his body, in the days before Necro corpse summoning was a common occurrence. I have been to hell, and it is that. Title: The Telling Barrier Post by: Shannow on November 15, 2004, 08:24:43 AM I see your raid and raise you a St. Truiden attack. 2 BEF divisions, 20+ squads, 4 chat channels , 3 TS channels, 3 different languages , 4 dialects and New Zealanders...:P
Quote from: HaemishM Nothing like making you pull your hair out like screaming over and over again 'DON'T GO UP THIS RAMP OR THIS RAMP OR YOU WILL FALL INTO THE PITS AND DIE' only to see one lone ranger do JUST THAT hah just one? Try telling that to your truck driver with 12 inf on him that there is a PZ watching this road and its already killed 10 stupid ppl before him. Theres nothing like being at the mercy of clueless truck drivers. Anyways, Im of the opinion that if the game doesn't require you to socialize to play then a lot of people never will no matter what chat hooks you put into it. While I know everyone hates forced grouping I see these MMOGs moving further along the slippery slope of catering to the solo player which eventually will lead to their own self destruction. Not that Im upset about that. Title: The Telling Barrier Post by: shiznitz on November 15, 2004, 01:10:01 PM If you want to solo, be a crafter. :P
Grouping is both a curse and a driving mechanic for an MMOG. However, if a game is going to require grouping, finding and organizing groups needs to be done much better. Every group game should have CoH's Recall Friend as a tool for the group leader. Give it a 1 hour timer per person to limit travel abuse. Title: The Telling Barrier Post by: koboshi on November 18, 2004, 01:29:24 AM SWG did it best. Chat bubbles, yea, but the customizable chat windows were the best. I had it set up so that in one nearly transparent window I had the local chat, in another I had guild and tells AKA. people I actually wanted to talk to, and in a small one in the corner I had the fight channel telling me about the damages I was giving and receiving. Finally when i couldn't even be bothered to type I could always click on my hand picked emote shortcut bar.
As with any recollection of SWG I'll end by saying, goddamn The Italians. Title: The Telling Barrier Post by: Monika T'Sarn on November 18, 2004, 07:35:55 AM Interesting observation - really makes me think about the way in which I play. In each new MMORPG, the first thing I modify in my interface is increasing the size of the chat/combat text window - to see whats going on. To much history of playing MUD's I think.
I never even considered that we shouldn't really need combat spam anymore ! Most things that can be seen as text can be show directly on screen these days, and if its only as floating numbers. Maybe its time for a perspective change: We're not playing graphical muds anymore, we have graphical games that output lots of text as well. And to be honest, most of that text is pointless. If I want to see my average damage, or how good my special attacks are, an interface like Cosmos combat stats provides for WoW is much better. On the other hand, I really like what recent games are doing with graphical emotes, where text input influences the graphics: If you say 'lol', your character actually laughs, a question mark in say makes you shrug and so on. The problem with including graphical representations for all text communication this is that there's no logical in-game representation of those channels. What really is a tell, what is a guild channel, in the 'reality' of the world of warcraft ? Thinking back to MuDs ( Genesis, where I played for 5 years, had no general chat, no tells except to wizards, no guild channels), how about pigeons ? Every time you get a tell, a messenger pigeon flys down to you from the sky, sitting on your shoulder until you confirm you got it by clicking. Maybe a guild channel could be represented by some sort of 'guild stone' or symbol everybody carries around, visibly tied to your belt, and it glows everytime somebody says something. Quote from: WonderBrick As a side note, I would like to see more MMOGs embrace the preset hot-key voice macro menu approach, like most team FPSs have. (press 1 for Aggressive commands, 2 for Defensive commands, etc. In the submenu, press 6 for "Heal me now!", press 4 for "I need a Rez", etc. This services dialup, unsavy/unwilling voice chat players, or those that play from work. ;) ) WoW has that. Heal me, incoming, run, lots of different voice commands you can use. /v silly and /v flirt are nice to. But they seem underused in real combat - not sure why really, could be a volume problem making them hard to hear at distance.. I wonder how far we are technically from just not distinguishing anymore: Any speech is automatically translated from voice to text or the other way around. Let the user choose which form he wants to get from each player. As for the text interface itself, DAoC seems be to be perfect. Having lots of windows (tabs) available taking up little room is the key. A channel for tells, a channel for guildchat, and you don't miss things anymore. Title: The Telling Barrier Post by: Phred on November 20, 2004, 06:51:12 PM Quote from: Viin Oh, and the whole 'voice chat takes too much bandwidth' thingy: Baloney. Again, look to programs that _already do this well_. Aka: Teamspeak, Ventrilo, Roger Wilco. How do they do it? There are 3rd parties out there that host these server programs: it doesn't kill their bandwidth and they've got tons of people on their servers. From the Ventrilo homepage page: Bandwidth usage is determined by the codec and is dictated by the server. It could be as low as 600 bytes/sec or as high as 8000 bytes/sec per voice stream. Since only one person at a time normally talks, it's really not that much per party. You could also go the other route and implement peer-to-peer voice chat instead, putting all the bandwidth on the players. With a multicast implemenation it wouldn't take anymore bandwidth for the broadcaster than normal. Peer to peer might work, but a few points. My Everquest guild used Teamspeak. Using a codec that sounded decent got the person hosting the server's internet service cut off, as the bandwidth was seriously noticed by their ISP. As well, with the company supplying the server side bandwidth. Isn't going to happen. I've heard of EQ coders getting bonuses for knocking 5 bytes off the datastream for every client. Title: The Telling Barrier Post by: Viin on November 20, 2004, 07:13:06 PM Yah, I don't know how well Peer-to-Peer would work, just an idea.
As far as a server service goes, I could see guilds paying money to have an integrated voice channels. They already do, so why not tap into that market as part of your game? That way it wouldn't "hurt" the game and actually generate revenue. Heck, just providing a plugin for your game that interfaces with a player owned or leased Teamspeak/Ventrilo server would rock. Hmm, I wonder if that could be done with the EQ2 and WoW UI/client customization stuff. Title: The Telling Barrier Post by: eldaec on November 28, 2004, 03:30:42 PM Chat bubble are great and all, but the one thing they all miss is putting the characters name in them. Seeing a coh chat bubble appear in the middle of a wall that someone is standing behind, then having to check the chat box to see who spoke is annoying.
As for voice chat - I suspect the bandwidth is still too big and too expensive to make it work. What might work is macroable sound effects. For instance, a CoH defender in my guild has a particularly good macro to tell everyone that his pbaoe buffs are up, basically he has pre-written text saying something like 'recovery aura in 5 seconds' tied with a whistle emote. Even random players spot the pattern where the whistle means 'stand by defender' before too long. Other defenders, without the sound effect, can spend long periods of time being frustrated while trying to get people's attention using only the text. Of course, macros are all very well, but mostly too complicated for the archetypal 'casual' player. Being able to easily drag audible or very visual emotes onto the command bar could be a big help though. Title: The Telling Barrier Post by: HaemishM on November 29, 2004, 08:04:48 AM One thing that I just thought of is something Shadowbane, yes SHADOWBANE, had. In terms of interface, Shadowbane had what could generously be called an arcane one, but once you got the thing down, it was butter. It treated your screen like a desktop, allowing you to drag any action/macro/power/skill/spell onto the screen as a clickable button. Sure, you had hotkeys, and you could bind any action to a key, but you could also have stuff on screen for clicking when you ran out of keys.
Perhaps games could allow these kind of macro voice commands for important things like "Heal me before it eats my face off" or "I'm running screaming like a little girl and I got 5 steps on you." Allow me to set that macro as a button I can stick on the screen. Use the number keys and such for my powers/attacks/skills and use the clickables for my communication macros. For as buggy as the game was, the interface for Shadowbane was really nice. WoW with Cosmos UI is still no match for the shee power that was SB's interface. Title: The Telling Barrier Post by: Samprimary on November 29, 2004, 08:59:46 AM Quote from: HaemishM Nothing like making you pull your hair out like screaming over and over again 'DON'T GO UP THIS RAMP OR THIS RAMP OR YOU WILL FALL INTO THE PITS AND DIE' only to see one lone ranger do JUST THAT. Oh, I hope you remembered the name of this mysterious One Lone Ranger! If you did, I'll make him my idol and name my character after him. Title: The Telling Barrier Post by: HaemishM on November 29, 2004, 09:03:10 AM Unfortunately, every single Vox raid I ever went on had multiples of this character, who never listened and were always the first one to die.
They were also the first one to complain when we had to hold up loot rolls until everyone's body could be found and ressed. Title: The Telling Barrier Post by: eldaec on November 30, 2004, 02:41:21 AM I guess the downside to macro'd voice is that predictable stuff like 'heal me' is counter-productive. The cleric has a group window. It's all they look at. They don't need you to tell them you are low on HP, they probably knew before you did, and telling them the obvious just gets their back up. If you aren't getting healed either your healer is an asstard who won't respond when you tell him anyway, or (more often the case) he is having his face eaten off by the enemy. In which case a more useful voice macro would be 'Oi! Mouth-breathers! I can't heal your bitch-asses while this purple con "Vicious Badger O'Doom" is chomping on my friggen spleen!'. I have yet to see a game that offers this vital (certainly more vital than 'heal me') message included as a quick message.
The real trick would be to find a way to let leaders make special raid instructions audible. Thinking of DAoC, before leading any kind of raid I would always have to make up to thirty or forty macros of instructions I knew I was going to need, then you put them in all caps, and obliterate everyone's chat box by spamming them when they become necessary, and people still don't listen. Things like... 'Such-and-Such guild please build ram on Northern Door 3 right fucking now'. or 'Watch the dragon spam, if it glares at you run the fuck away idiots'. or 'Don't attack such-and-such-mob you frigging moron, it gives guard spam to the enemy realm.' or 'If you aren't a cleric do not attack this mob because it full-heals when you do. PS. I hate you all.' (DAoC, for all it's faults, always had the best sim-cat-herder experience of any MMOG I ever played.) This sort of stuff is too complex to do by preset voice macros. But abstract macro'd sound effects might at least draw attention to the bubbles or chat box. Title: The Telling Barrier Post by: shiznitz on November 30, 2004, 08:26:48 AM Well, after playing EQ2 for a bit now, Haemish has really hit on something. I can go 30 minutes without even reading my chat boxes. Some of our newer guild members are feeling ignored because no one is reading the greenspam. I have all combat spam turned comepletely off since all the information I need is displayed in the game window now.
Title: The Telling Barrier Post by: Shockeye on November 30, 2004, 11:05:32 AM Quote from: HaemishM For as buggy as the game was, the interface for Shadowbane was really nice. WoW with Cosmos UI is still no match for the shee power that was SB's interface. Yes, Shadowbane spoiled us with a desktop drag and drop approach to the interface. I miss that in WoW. Title: The Telling Barrier Post by: Xuri on December 02, 2004, 04:25:10 PM Say what you will about UO - but for the extra immersiveness (Is that a word?) the over-head text created for me, I'm able to forgive flaws such as making it hard to hold normal conversation at hot spots such as Britain Bank because of all the traders/spammers. Now if only UO had some sort of auction-system which could take some of that trade-spam out of my face, it'd be perfect ;P
The ease of UO's over-head text system combined with the 2D perspective is something that has really stuck by me ever since, and personally I find that the "chat boxes" of more recent MMORPGS/MMOGS makes the game less personal for me, as well as harder to make out who's saying what - especially in crowded areas where the text scrolls by faster than one can read it. Sure, it's possible in most of these games to disable "general" chat and only see guildspeak or partyspeak or what-have-you, but then I lose out on something again; All the other players then just become moving background art, and immersiveness drops. For me, at least, immersiveness is amongst the top 5 things I look for in any such game I try. *shrug* Title: The Telling Barrier Post by: kaid on December 03, 2004, 07:52:04 AM I have no desire what so ever for voice chat in a MMOG. Do you truly want to be looking at some female elf with deep barritone voices? It would just be way the hell to creepy..
It works okay in games like planetside where you need to tell people what is going on very very very fast. This is rarely necessary in MMOG. kaid |