That's fine, as long as the persona of the character is not broken.What about voice to text? Basically still have a chat box, but be able to talk out what you want to say in it rather than having to type--allowing you to continue play. Have several voice commands to control channel, cancel message, and send.
References to it showed up fairly early in EQ2 lore, but I don't know if it ever popped up in EQ1. However, I believe the official 'lore guy' they had for the first several years of EQ2 was also the same guy who came up with all the lore for EQ1, so it may have been something he always had stuck away in the lore design document, and just didn't get around to bringing up in EQ.I'm curious of when the first time "The Ethernere" showed up in EQ lore. I've never fucking heard of this shit before and I was a huge EQ lore nerd back in the day.
And what's the excuse when said "infamous killer" in game, tells you Via your precious text that he is 15 and has to logoff because his mom told him he has to do his homework for school tomorrow? Do you just ignore it and carry on with your "immersion" and pretend that the in game character is real and the only version. Sounds like roleplaying.I'm going to reiterate how absolutely terrible most of the designers in this industry are - they don't know their own genre. At all.
Someone said it best on the old boards, maybe Szila or Lithose: we're all playing characters in a play called EverQuest. The reason voicechat is objectively bad, and it's been said already here, is that it brings to reality John from Denver or Pete from Ohio. I don't want to play with John from Denver or Pete from Ohio. I want to playwith their characters. Notice that doesn't mean roleplaying; it means wholly interacting and knowing the character through that character's actions in the gameworld. If John from Denver plays a badass murderer in UO who's feared and infamous, it will literally break any of that fear and infamy if I login to vent and hear he's some 15 year old kid with a country accent.
Eh. I think we've gone far enough on spastic combat and 10+ hotbars. Time to reset the bar.If you think they are going to make combat in a game that revolves around being able to do laundry between fights with 2 button rotations, you might as well stop following this game.
Regarding combat (not voice chat, I'm getting off topic) I would vastly prefer a fast, reflex based, "I can parry your blow within these 4 frames of the animation" style combat like dark souls or something rather than EQs slow combat. But I would vastly prefer EQs slow play to wows pointless and brain numbing GCD rotation orders. The first is fun, skillful, and active. EQ's is boring but passive. Wow is boring, tedious, and repetitive. Since #1 probably isn't an option, I'll take classic EQ's style instead of WoWs if given the choice.The whole reason this whole argument got started is because any game that requires a pulse is suddenly declared catered to people with ADD, wow kiddies, insert insult here.
well, in that case, you still don't have to hear his annoying country accent...And what's the excuse when said "infamous killer" in game, tells you Via your precious text that he is 15 and has to logoff because his mom told him he has to do his homework for school tomorrow? Do you just ignore it and carry on with your "immersion" and pretend that the in game character is real and the only version. Sounds like roleplaying.
I dunno, there would be something sublime in that contrast.+
Some asshole in vent yelling "Hey look at me teabagging this bat, HAHAHAHAH"
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Not anything I need in my life ever
Which is a honest reason to not like VOIP or be against. His deluded reason of it effecting his immersion and making him realize that the character he has been playing with is not real but is a person in real life sitting some where playing a game is not, unless you cite role-playing, which he specifically said it was not related to that. And I bet even RPers use VOIP for OOC, they at least can make the disconnect between RL and a video game. Dumar it seems cannot or does not want to.well, in that case, you still don't have to hear his annoying country accent...
it's already been stated, but the problem with this would be catfish nation. you'd seriously have a half million manginas running around.There's probably some money to be made where you turn voice chat into something more immersive? Dude that plays a dwarf talks and voice engine turns it into something that sounds like a dwarf. I donno, maybe that tech can exist? If you make millions from this, please remember me.
That music man, it gets me every time. I hope they go all out on the OST.
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Some asshole in vent yelling "Hey look at me teabagging this bat, HAHAHAHAH"
=
Not anything I need in my life ever
Your post is the best explanation of why "no voice chat"in our pages and pages of discussion and I wholeheartedly agree.I'm going to reiterate how absolutely terrible most of the designers in this industry are - they don't know their own genre. At all.
Someone said it best on the old boards, maybe Szila or Lithose: we're all playing characters in a play called EverQuest. The reason voicechat is objectively bad, and it's been said already here, is that it brings to reality John from Denver or Pete from Ohio. I don't want to play with John from Denver or Pete from Ohio. I want to playwith their characters. Notice that doesn't mean roleplaying; it means wholly interacting and knowing the character through that character's actions in the gameworld. If John from Denver plays a badass murderer in UO who's feared and infamous, it will literally break any of that fear and infamy if I login to vent and hear he's some 15 year old kid with a country accent.
The massively multiplayer is not about playing with other people. It's about playing with the expressions of those other people in the gameworld.
Designers can't design worth a fucking shit anymore, and it's such a shame for this industry and all of us.