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Jonny Hagendorf
Zumari Force Projection Caldari State
63
|
Posted - 2012.07.10 15:31:00 -
[1] - Quote
Hey guys,
sorry for my english but I try my best.
Ok, we know the entire discussion about headsets and ptt and we know that there are already threads for this subject. But my friends (a group of consoleros and fps-lovers) and I had a long and intensive discussion yesterday and we have some ideas that we want to discuss with you guys.
We dont say these are the greatest ideas of all time but we think this could be one solution. Perhabs not perfect, but we think it could work very well.
We are in the beta phase and we want to discuss with you, what if:
1. ---We have an extra button to turn mic on / off--- The left button on the digipad is free yet, the up button is also useless, but there are also virtual buttons on R2+ right analog stick. Its like a weapon change, its the same movement for your fingers. The squad commands are arlready there on R2. And you have to toggle: on/off. You dont have to hold the button. Its some kind of ptt, but limited in time. That means your mic is limited in time, the headphones not, they are working all the time, you can hear all the time if someone is speaking.
2.---There is a speechtime-ernergy-bar on the screen/ HUD--- When you turn the mic on, the bar begins to drain. How long can you speak? We dont know exactly, that have to be balanced by ccp. We think 10-15 secs. Enough for quick commands and questions.
And now thats our point, if you dont turn the mic off and the bar completly deflates, then the mic is a certain time not available for you. The bar will not refill before this time is over. That have to be also balanced, for examble 3-5 min. Enough to be a little punishment, but not too long, that you have to think my mic is off for the rest of the game. After that time the mic is available again, but it stays off, the speechbar is full again, you have to turn the mic on when you want to say something.
Another opportunity: the bar only refills very, very slow if its completly deflated. Without time punishment.
3.---Speechtime bar refills in a certain rate--- When you turn the mic off before the bar completly deflates, then it refills with a comfortable rate. So you are able to make 2-3 commands in a row by switching on/off before it completly deflates. When you trained in this even more. You have to switch the mic on if its needed and switch off when your done. Without loosing the entire bar. It refills quick enough that you are able to talk to each other. Understand? Thats the way how you schould use it.
To cover the lag some kind of a codec-style-sound by swtching on/off is thinkable, to hear only for you not for the rest of your squad/team.
There could also be the opportunity to level up speechtime and refill rate by skillpoints. Just like the shields or armor.
I personally like the idea that the headset - if its there and connected to the ps3 - is embedded in the dropsuit like a communication system. You have to see the headset as part of your dropsuit that is an advantage when its used. Consider it as an optional modul, that you have to bring by yourself. The headset will become a real gameplay element. That would be another unique characteristic of Dust 514. Make a little tutorial for that, its not too complicated, not more complicated as the rest.
Ok, thats it, like I said only some ideas, a mechanic to solve the problem of limited controls and to avoid stupid hip hop music in the backround in the entire game, only something to start one thinking how you can force the players to use the headsets clever and earnestly.
Notice, there is no perfect solution for this problem. There is no perfect ptt for consoles fps. We are limited by ds3 and bad quality headsets. Thats the situation. But we have to use headsets one day. There will always (!!!!!!) be stupid kiddy players or bad headsets on the ps3. With this structure you can shut them down (actually every team/squad member) except they want to say something and participate in the game. |
Ender Storm
Amarr Templars Amarr Empire
50
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Posted - 2012.07.11 16:09:00 -
[2] - Quote
Things should be kept simple.
I like the digipad idea more.
If its done thru "talk bars", make it start consumption when you tap the keys, it may become empty or automatically fully refill if you tap the keys again. No refil time, refill is done each time keys are tapped. People should not be forbiden to talk because some timer is ticking. Keep it simple :)
Anyway, the digipad is a better solution. Press to talk, Talk, then Release key.
People will use that with care because it takes away navigation. |
Jonny Hagendorf
Zumari Force Projection Caldari State
63
|
Posted - 2012.07.11 17:44:00 -
[3] - Quote
Your right "keep it simple". There are so many details that have to be balanced, but (yes!) "talk-bars" thats the point we have to start with.
No another endless discussion. We all know the pros / contrs. Lets take these countdown talk bars. Play with this idea. How would you prefer to contoll it? |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.11 18:00:00 -
[4] - Quote
I think a push to talk option is a great idea.
I think it should be a toggle, on or off with an automatic countdown timer as you describe.
I do not think it should refill slowly, as Ender says, it should not penalize people for wanting to call out something, but the countdown will prevent people from playing bad house music over the mic.
Also, I think the key should be something that you can tap without stopping. In real life you don't have to stop fighting/shooting/running to say something on the radio, you shouldn't in the game either.
My suggestion for the button to be used would be L3. I can't remember what is currently mapped there, but it can't be that important.
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.11 21:38:00 -
[5] - Quote
When we get custom control schemes (SOONGäó), they should add an optional push to talk. I don't think PTT should be required in a console game, EVER (there are games with PTT on console, and it can work, but it's easier on the control scheme if they don't). But they also need to add a way to tell who's talking and when, and to mute individual players. If those things happen, PTT can be implemented in an efficient, easily managed way. |
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