Susitna

Chat Recommendations

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Posted (edited)

<edits for stray typing - also I kind of got inspired on #3 below so please read that one if nothing else =) >

1.  Chat when auto-running.

Right now you have to stop moving in order to use chat - even when you set auto-run.  

This means that I  find myself having to weigh answering questions that folks ask against making progress toward the node I am trying to farm or the fort I am going to capture.

I can understand if they want to disable folks being able to chat as crows to prevent communication by someone who is considered to be dead*, but the ability to walk and talk at the same time would make it much easier - at least in Alpha/Beta and at launch - for folks to help out with the never-ending stream of brand new players who have questions.

*I know that most folks who are communicating about a battle in crow form will probably be in discord or some other voice chat so disabling their ability to communicate while a crow won't really stop them from communicating while dead.

2.  Resize and decouple chat windows.

This is a pretty standard feature that I hope will make its way to Crowfall as well.  It's nice for old folks to make the font bigger and also to have two or three chat windows visible at the same time.

3.  Turn off Cross-Faction Chat at Launch... sort of:

I know this has been stated many times on other threads, but I will say it again here since it pertains to chat.  I am inclined to agree with killing cross-faction chat when the game launches, but not 100% convinced. The reason is because this game is supposed to have intrigue and betrayal as a key part of game play.  

On one hand, removing in-campaign cross-faction chat will take away the ability to make instant server-wide announcements from faction spies.  It's one thing if a guild has a spy and the spy communicates info to a guild using voice - who then announces it to their faction.  It's a whole other thing for a spy to be able to pass Intel to every faction in the game at the same time.  Taken to an extreme it could result in balance sitting around and sending tips to order and chaos alternatively to keep things balanced. 

That doesn't mean I can't see the value in how this could get interesting.  "Order has like 200 guys about to assault the fort at x" might get reinforcements to the fort if Chaos holds it, but it might just as easily convince Chaos to counter-attack a different fort (or forts) since they know Order is busy elsewhere.  If the announcement was fake all along it could also be used to trick a faction into walking into an ambush or simply committing forces to the wrong place. 

Alternatively, make cross-faction chat available from EK's only.  This will eliminate the cross-faction trash-talking during a fight that many folks are annoyed by, but also allow the essential cross-faction espionage to be worked. 

Taken to the next level you could make it so that folks have to be on an EK AND in a specialized building that allows cross-faction chat directly. 

Imagine if you had to go to an open EK and then into some dodgy structure (bar, brothel, fight-club, casino, drug den, hidden cave of illicit sin, <insert-sketchy building here>) before you could encounter folks from the opposite faction and try to cut a deal?

This would definitely provide a reason to build out a persistent EK - which could possibly something that requires a VIP account type fee to set up.

It would also add a whole new world of shady structures that could be sold in the store so the DEVs could make some cash as well and keep the improvements coming.

Now, add in skill trees to get NPC body-guards that would break up scuffles that might damage the structure.

I could see a whole other way for folks to play by hanging out in sketchy EK structures and offering to spy, infiltrate, report, etc.  Others might be inclined to see who is chatting with whom.  Following this idea, perhaps even add an eavesdropping skill tree for rogues that is required to read chat (even private messages) when it happens in one of the sketch structures?  No one around- great - no one heard you, except that assassin stealthed in the corner who saw everything and was hired by your rival to watch for moments like this one.

Finally, imagine a system where if enough folks from a given faction tag someone in their faction as a spy that the spy is faction changed or at least able to be attacked by their own faction.

Risk , reward, intrigue, betrayal, monetary incentive for the DEVs to add this kind of gameplay - Its WIN WIN WIN for everyone.

Just some thoughts from a new guy.  Maybe some of these miss the point, but I am sure from playing games over the years, that the forum community will "enlighten" me if I am way off base or misrepresenting some key fact.

~Sus.  

Edited by Susitna

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Posted (edited)

I like cross faction chat. How else are people going to smack talk/ give "GFs" to people you fight/play? Too many people use Global as cross faction chat and it just gets confusing since there are multiple campaigns. Cross faction chat in EK only doesn't sound appealing, because they are 100% separate from campaign worlds as a whole. 

Something I'd like is a unified chat window where I can have multiple channels and not have to break time to swap between tabs.

Edited by JayFoshay

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1: Yeah sure. Its silly you can't.

2: The entire social/chat interface is currently undergoing a rework because it sucks. We should have other nice things when that drops (maybe as early as 5.7 if we are lucky) like combat log and not having to type out /trade name every time we want to trade.

3: No. Global server chat is important to the social dynamic of a competitive game. Global chat creates drama, drama creates fights, fights drive the content. Players often tend to forget that there are two objectives when designing a social game. Players need incentives to make new friends AND new enemies.

Nothing helps players make enemies like things getting a little personal (within the context of the game of course, lets not get out of hand here) I literally can not remember the names of most of the people I kill, or that kill me. The ones I remember are largely due to interaction in chat after fights. My personal desire to kill or avoid certain actors in based only in part by previous combat experience, but also against those interactions. Removing this dynamic from the immediate ingame live chat interface would be a huge mistake in a competitive MMO.

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Posted (edited)
On 22/4/2018 at 7:20 PM, Susitna said:

1.  Chat when auto-running.

2.  Resize and decouple chat windows.

 

100% agree. Interface and running around, like opening the map is a must. Its really frustrating to stop every time you want to check something. Plus, lots of times you need to walk long distances, its boring if you cant check/chat anything neither interact with the interface.

 

Talking about the interface, the Esc button should close the interface that has the focus, you can open the craft menu but to close it you need to press the craft button again or close it with your mouse. The interface navigations is really clumsy.

 

A button to unlock your mouse would be welcome.

 

Quote

3.  Turn off Cross-Faction Chat at Launch... sort of:
 

Pls, No to cross-faction chat. I played games with cross-faction chats and its one of the worst things I experienced with chats. Its nice when you chat with someone that is a gentlemen, but playing online its not common.

I have seen games remove that type of chats because they became toxic, rarely have seen games add this type of chat and end well.

 

Some exemples I have experienced or seen in another games.

  • Be ganked or losing a great item and laughed because of that. If you want that player to disconnect from the game then its a great idea.
  • Luring new players to be killed.
  • Trolling newbies questions.

 

There will be enough drama on the same faction or someone that will get angry and will report anything that happens in the faction without any way to really stop him. So, please not to that on release. I can understand this chat to exist on this phase fo the game. The problems wont come from having a balanced game neither from alpha or beta states of the game, the problems will come when some faction will pass above the other where the chat can become really toxic.

 

IMO, its not about neglecting the good things, its about preventing the worst things that can happen.

 

I have played GvG so I can understand why people would want cross faction chat as we always had problems to talk with them and arrange GvG or duels. IMO, better look for other ways so people can get these duels or their needs fullfilled.

 

I think, there will need to be some way to whisper other players, but if the enemies can see your name they can whisper you after killing you too. Although I am not really sure how I feel about not seeing the enemy name...

IME, People will find ways to find the name of someone they want, as that was something really common in GW2, you couldnt see the name of the enemies, but you knew who were their commanders and guild leaders.

 

Maybe a looking for duel option would be useful, with a description of how many people and a chat with the ones that submited and accepted the request.

 

 

 

Edited by ebisun

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Posted (edited)
On 5/13/2018 at 3:50 PM, ebisun said:

Some exemples I have experienced or seen in another games.

  • Be ganked or losing a great item and laughed because of that. If you want that player to disconnect from the game then its a great idea.
  • Luring new players to be killed.
  • Trolling newbies questions.

 

Scamming, making fun of, and deliberately misleading other players is both allowed and encouraged as part of emergent play in Crowfall. Much like CCP, ACE has stated repeatedly they endeavor to practice a "hands off" policy on player interactions unless they breach thev very clear boundaries of the game and cross over in to real life harassment or hate speech.

If you're likely to quit the game for these reasons, this is probably not the sort of game you're going to enjoy, as these elements are both important and intended parts of the Crowfall experience. Many players choose NOT to be insufferable custardwits, and their choice rather than their mandate to do so should help you choose who to associate with, and who not to.

Edited by PopeUrban

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11 hours ago, PopeUrban said:

Scamming, making fun of, and deliberately misleading other players is both allowed and encouraged as part of emergent play in Crowfall.

 

I would like a source of that, if making fun and scamming is something encouraged by the devs, then I think I supported the wrong game.

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From the in-game rules of conduct: 

Specifically, the elements below are allowed in-game so long as the context is within the in-game conflict: ridicule, mock, taunt, stalk, threaten, harass, betray, scam, intimidate or abuse.”

The entirety can be found here.

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Allowing is different from encouraging.

 

They dont say they encorauge you to mock and ridicule another player.

 

 

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11 hours ago, ebisun said:

Allowing is different from encouraging.

 

They dont say they encorauge you to mock and ridicule another player.

 

 

Fair enough, I'll try a more semantically accurate version of my previous statement:

These actions are neither discouraged nor disallowed. They are viewed as a natural part of emergent play. ACE has no intentions of mechanically discouraging them. If you're likely to quit the game as a result of such actions being directed at you, this is probably not the sort of game you're going to enjoy.

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Posted (edited)
21 hours ago, PopeUrban said:

Fair enough, I'll try a more semantically accurate version of my previous statement:

These actions are neither discouraged nor disallowed. They are viewed as a natural part of emergent play. ACE has no intentions of mechanically discouraging them. If you're likely to quit the game as a result of such actions being directed at you, this is probably not the sort of game you're going to enjoy.

I am grateful for your considerations about my enjoyment.

 

I can assure you that if the chat get that toxic that I cant stand to read it, I will be the first one to leave the game without any remorse of my time or money, either it is directed at me or not.

Edited by ebisun

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24 minutes ago, ebisun said:

if the chat get that toxic that I cant stand to read it, I will be the first one to leave the game

I'm sure they will give us the option to turn off global/faction tabs, or ignore an individual. That way you can control when or if you want to chat.

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19 minutes ago, miraluna said:

I'm sure they will give us the option to turn off global/faction tabs, or ignore an individual. That way you can control when or if you want to chat.

best of both worlds scenario there, and the best way to handle it.

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32 minutes ago, miraluna said:

I'm sure they will give us the option to turn off global/faction tabs, or ignore an individual. That way you can control when or if you want to chat.

They will. I used to kill Shadowbane Global Chat due to juvenile poorly made socks talk and macro spam from people trying to sell poorly made socks.

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