My post is conscious of those reading that are unfamiliar with all of SD’s games. Meaning Im trying to explain something they can relate to
Community Question: V-Says and Automated Communication
Vsays should be completely manual. I cant think of one example where a vsay being automatic is beneficial. I mean it sounds nice on paper to have “automated vsays” but when it comes down to it, if a vsay is automatic, it means every time a particular action happens it will play, without fail. People ignore spam naturally.
Also the grenade thing is ridiculous and cannot be compared to a click sound or the sound of a rocket, shouting grenade while throwing a grenade is not the same as hearing the pin being took out. Its the difference between hearing a click when an enemy is reloading, and hearing the enemy shout “I AM RELOADING” while reloading. Takes away any sort of stealth you were going for. Since now everyone knows your position, instead of just hearing the explosion where it landed, which could be used as a diversion. All i know is that if i was trying to quietly get behind enemy lines, and had to take someone out, i wouldnt start shouting “GRENADE” or “HEADSHOT”…
Manual vsays can add humour to a game, they help co-ordinate a team and can be vital in helping teammates identify threats or oppotunities. Having an automated “i need a medic” is misleading, many people are in a position where being revived would be detrimental to their team. Whereas someone manually vsaying it, shows that they think they are in a position where being revived is a viable option.
Takes away any sort of stealth you were going for.
Its supposed to give away your position.
For me its great, as it stops all the bads that rely on nades.
[QUOTE=Humate;393499]Its supposed to give away your position.
For me its great, as it stops all the bads that rely on nades.[/QUOTE]
That’s the risk of not covering your own ass or playing as a team. Someone makes the effort to get behind the enemy and flank them, then get penalized by a stupid system and the lazy player/team get a reprieve.
Manual vsays all the way.
If any auto vsays then teamchat only since they give away stealth. When playing BF3 I love it when my character shouts stuff at my teammates when I revive them, but on the other hand it gives away my position. Grenades in BF3 are terrible if a grenade is near you you automatically yell at the top of your lungs. I general use grenades like motion sensors to pinpoint where an enemy is in a room.
Another important point is that the vsays have to be extremely fast to execute, faster than using VOIP otherwise they are pointless. In W:ET it took a fraction of a second to activate a vsay, in BF3 it takes 1 to 2 seconds to use the commorose and I generally hate it. I don’t know how QW worked since I never played it.
An effort to backrage someone?
Sorry doesnt compute
And to counter the laziness comment, I suggest they put a bit of effort into learning how to aim, instead of throwing nades. btw im kidding sif laziness has any relevance
[QUOTE=Humate;393507]An effort to backrage someone?
Sorry doesnt compute
And to counter the laziness comment, I suggest they put a bit of effort into learning how to aim, instead of throwing nades. btw im kidding sif laziness has any relevance :)[/QUOTE]
If you let someone slip by you, why should they be punished by an automated system they have no control over shouting out and giving away their location? Call it what you want to justify your dislike for it, doesn’t change who’s to blame and who should capitalize from it.
[QUOTE=Humate;393495]^^^ I just threw up a little bit in my mouth.
No thanks - either you get the benefit of using the vsays or you dont.[/QUOTE]
Could you elaborate, I don’t think I got your point.
[QUOTE=Humate;393495]^^^ I just threw up a little bit in my mouth.
No thanks - either you get the benefit of using the vsays or you dont.[/QUOTE]
Could you elaborate, I don’t think I got your point.
You have the benefit of being unnoticed until you take action. Shooting gives away your position with tracers, hit indicators and sounds. A silent grenade has none of these and would therefore be a no-brainer for the sneaky player.
This is why it exists in the game.
Say you sneak up behind me and you shoot instead of prime a nade.
Because each faction has a different set of sounds, I immediately know you are attacking me after the first bullet.
It gives me an opportunity to either attack you, or run away. Im inclined to attack though, not that its important.
Had you primed a nade instead, regardless of whether theres nade shouting, theres a great possibility that you will kill me.
With nade shouting it still allows me to respond just before the nade hits, in the same way that shooting does.
It also means that to get me with that nade, it needs to be timed pretty well.
Now my reasons for liking it or disliking it is kind of irrelevant really.
But my understanding of the mechanic and why its there isnt.
[QUOTE=tokamak;393510]
You have the benefit of being unnoticed until you take action. Shooting gives away your position with tracers, hit indicators and sounds. A silent grenade has none of these and would therefore be a no-brainer for the sneaky player.[/QUOTE]
ting ting ting we have a…
And grenades are limited, require timing, make a noise when they land and expose the player once thrown as he has no gun out. The no brainer is the players that allow him to do all of that in the first place… more gamers wanting a helping hand for failings I see.
Could you elaborate, I don’t think I got your point.
Yeh sure, i interpreted what you posted to mean that when you plant a charge, it automatically tells team-mates thats what you are doing.
For me, my preference would be to have that as manual, to reward those players that make the effort to comm these things.
Also I dont want to have to decipher which things are automated and which arent, because that will likely prompt me to ignore everything.
Would it help if the commander/general announcer said these things? “Alright we’re planting the charge”. I mean ETQW already does this to a great extend, I just think that role can be bigger.
I thought the role was big enough in ETQW. Major instances announced from the commander that the team needs to know about is fine, such as dynamite planted/defused and command posts taken/lost. Anything else beyond that that you think should be used to make the role bigger?
In terms of differentiating automated and manual yes absolutely.
In terms of the actual events the commander communicates on - it should be information that both teams get at the same time. So “Alright we’re planting the objective” is too much info for the other team.
Having 2 commanders like in Brink could allow for stuff like that, but I want players who arent necessarily the best at infantry to at least have the capacity to impose themselves or have the chance to influence the game via vsays and comms.
All possible voice messages are available via nested lists, and I’ll trigger them all myself.
V56
No auto chat fr me, I’d rather be in charge myself!
Just add an option for those who want it.
See no reaon to limit it either way if it can be optional (and that goes for some of the other votes too).
A few examples of the awesomeness of manual v-says:
Heal Meee!
Attaaack!
Attaackkkk!
Brink had none of this.
[QUOTE=TheSgtBilko;393566]No auto chat fr me, I’d rather be in charge myself!
Just add an option for those who want it.
See no reaon to limit it either way if it can be optional (and that goes for some of the other votes too).[/QUOTE]
The reason not to make auto-chat an option is that people no longer know which messages are automated and which ones are manual, this reduces the value of them. In UT2k4 people had the option to automatically taunt every time they killed someone. This made the taunts completely meaningless simply because they now applied to every kill no matter how trivial.
Automated = audio spam. I wonder how many people left brink due to overuse of the word “brothers”…people hate audio spam. Hearing grenade every other second, if we ignore the tactical side…is just annoying.
If your going to have an involuntary noise for grenades it should just be the sound of the pin being taken out, if they are close enough to hear it, and paying attention, they deserve to be aware. If not then, then the grenade thrower shouldnt have their position given away.