Feedback talk:User/Mythwyn/Proximity Based Voice Chat
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This idea could turn out very helpful with the new dynamic event system; if need be to communicate through voice chat, it would take to long to set a lot of random people participating up with a third party program. That being said it would require a mute setting and a way to turn the whole thing of if someone wanted to. --Don The Donutmaker
- i like this idea because it would make the random encounters with other people somewhat easier....but it could also turn into a bad thing if you have random people running around screaming into mics, or if one area became very busy it would be hard to understand everyone. so mixed feelings hereAurenXneruA 14:34, 28 March 2011 (UTC)
I think this is a good suggestion in theory. However - speaking for myself - to make it workable the player would need to be given full control over which players' conversations they will permit and which they will exclude. Not everyone who plays the game is fully immersing themselves in it.
- Many people I know play the game while multitasking; they're playing music in the background, chatting with friends in an instant message window outside the game, watching a movie, maybe playing the game on a laptop while seated at Starbucks, talking on a cellphone, a parent yelling out in the background "Dinnertime!" or "Get your homework done!", etc. Or worse, I get to listen to teenagers who learned their first curse words yelling, "F*** this, and F*** that!" all night long. The last thing I want is all of that background noise detracting from my gaming experience (I'm one of the types who plays the game and only the game; there are no other background noises present).
- The simple solution is to give a player the option to turn on or off the audio streaming in from other players. But if I'm in a game server with hundreds if not thousands of other people, with their audio constantly fading in and out as I move from place to place, I would waste all of my play time turning other player's incoming audio off as I come across distraction after distraction.
- The other option is to make it the reverse; all incoming audio from other players is turned off by default. You then have to manually select which players' conversations you want to listen to. But that suggestion then runs counter to what you're trying to achieve with your suggestion, I think; the immersive role-playing aspect of listening to other players speaking "in-character" within the game world. I think it would be a great feature, but only so long as everyone you run across is so immersed in the game that they are remaining in-character and there are no distracting background noises. Unfortunately, I don't think that's the case. Guild Wars 3 perhaps 01:37, 24 April 2011 (UTC)
- I talked about this with one of the Devs at PAX East, they're putting in voice party chat, but like most of you mentionned, and I realised after. Proximity chat would work in a "perfect" environnement, but with all the kids/jackass yelling/crying in their mics, it would be unbearable. Also, imagine being in a central hub/town where you have hundreds of players running around. --Coffee4cr 03:03, 13 May 2011 (UTC)
- Well all is not lost. The idea of proximity-based chat isn't all that bad, it would just need refinement. First, having the game default to proximity chat off would be wise. Next, having the proximity chat settings be maintained by the player is key; Radius, Volume, Falloff, Permissions, and more. Having it automatically block people on your ignore list, interlink it with your friends list for fast chat connections, allow chat rooms to be built and be visible in a chat room menu, as well as other things would definitely flesh this out more. While running through town and peeping in on everyone's conversation would probably be a problem (Imagine all the lil pricks that would run through towns just to annoy people), having it work for parties or events wouldn't be too bad of an idea. The proximity-based chat might have unavoidable problems, but an integrated chat system thats easy to use is definitely a good suggestion.—Neithan Diniem 05:39, 18 May 2011 (UTC)
- This is a good idea, but I agree with Diniem that it would need to be refined. I came up with the idea (based on the origional GW's chat window, due to having not seen one from GW2 in much detail), where you would have a chat window like normal (some people prefer it), and below it is a nearly identical one. There would be All (which brings in the whiney kids/yelling jackasses debate), Guild, Team, Trade, and Whisper (or whatever is used in GW2). Whisper would operate differently than in GW1, where a player types in a name into the Whisper "area", and then a message would pop up on the recieving players screen wit "Accept/Reject" options. If accepted, the conversation would open up, if rejected, it a message would appear saying it was declined. If the person is marked as "Ignore", the message would not even appear, and they would automatically get a "Declined" message. Just a thought for consideration, but Diniem has the right idea. Darkshine 22:48, 30 May 2011 (UTC)
- I personally dislike the idea of proimity chat in an MMO. I hate it as it is on the Xbox 360 when a little 12 year old (we call these "squeaker's") runs up on you screaming their can's off. Just image possibly hundreds off them! Anyways, an integrated voice chat system is definately a bonus, as I personally hate xFire. [I was wrong about this, but the want for this idea still stands: I saw how Guild Wars 2 is implementing a seamless party grouping system. Multiple players can seamlessly join in on a party for attacking the same creatures or goes for similar goals (an A.I. determines this).] So, it be awesome to seamlessly join up in voice chats in the same manner. Thank's Coffee for confirming the voice chat system for me. Now, I have just one more issue to check up on! SpiritSplit 08:46, 25 July 2011 (EST)