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ADVANCED DIALOGUE SYSTEM


Retired_samurai38

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IMAGINE THIS:

 

You're in the control room of a freighter ship with twenty other players. You're all trying to navigate the ship, but everybody's going wild on their microphones. And it sounds a little like this-

 

"TURN THE SHIP LEFT...NO NOT RIGHT, I SAID-"

"SHUT THE HECK UP I KNOW HOW TO DO THIS!"

"GUYS I CAN'T FREAKING HANDLE THIS COMPLAINING!!!!!!!"

"Okay I'm the captain, so I'm in charge of every one of you...... so just be quiet so that-"

"NO, THIS PILOT CAN'T DRIVE. HE-"

"I CAN DRIVE, BUT NOT WITH YOU SCREAMING IN MY EARS!"

"EVERYBODY OFF THE SHIP!!! I'M HIRING A NEW CREW."

Everyone in unison: "DUDE. DON'T DO THAT I'M GOOD AT-"

"WHAT ARE YOU TALKING ABOUT?! YOU'RE THE WORST PILOTS IN THE UNIVERSE"

"OKAY I'M DONE WITH THIS JOB.... I'M JOINING THE TERRAN UNION!"

"NO! WE'RE DOING GREAT!!!!"

 

And nobody's paying attention to driving and the ship goes KABLAM!!!!

 

So clearly this crew cannot cooperate. Muting each other won't help; cooperation is impossible. Therefore, Dual Universe should use a certain dialogue system to ease group talking.

 

To prevent situations like this, players should be able to tag certain players that they want to talk to. Untagged players wouldn't hear a thing. But at the same time, their should be a thing called group talk, which can be used when a player makes a group speech or announcement. 

 

Tagging players to converse with would allow multiple conversations to be going on in one room. If a player is tagged, they could either untag themselves or allow the other player to tag them. In the UI, tagged players should be notified that somebody wants to talk to them.

 

Dual Universe doesn't need to have this specific system, but it should be something like this.

 

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If you have a 

 

IMAGINE THIS:

 

You're in the control room of a freighter ship with twenty other players. You're all trying to navigate the ship, but everybody's going wild on their microphones. And it sounds a little like this-

 

"TURN THE SHIP LEFT...NO NOT RIGHT, I SAID-"

"SHUT THE HECK UP I KNOW HOW TO DO THIS!"

"GUYS I CAN'T FREAKING HANDLE THIS COMPLAINING!!!!!!!"

"Okay I'm the captain, so I'm in charge of every one of you...... so just be quiet so that-"

"NO, THIS PILOT CAN'T DRIVE. HE-"

"I CAN DRIVE, BUT NOT WITH YOU SCREAMING IN MY EARS!"

"EVERYBODY OFF THE SHIP!!! I'M HIRING A NEW CREW."

Everyone in unison: "DUDE. DON'T DO THAT I'M GOOD AT-"

"WHAT ARE YOU TALKING ABOUT?! YOU'RE THE WORST PILOTS IN THE UNIVERSE"

"OKAY I'M DONE WITH THIS JOB.... I'M JOINING THE TERRAN UNION!"

"NO! WE'RE DOING GREAT!!!!"

 

And nobody's paying attention to driving and the ship goes KABLAM!!!!

 

So clearly this crew cannot cooperate. Muting each other won't help; cooperation is impossible. Therefore, Dual Universe should use a certain dialogue system to ease group talking.

 

To prevent situations like this, players should be able to tag certain players that they want to talk to. Untagged players wouldn't hear a thing. But at the same time, their should be a thing called group talk, which can be used when a player makes a group speech or announcement. 

 

Tagging players to converse with would allow multiple conversations to be going on in one room. If a player is tagged, they could either untag themselves or allow the other player to tag them. In the UI, tagged players should be notified that somebody wants to talk to them.

 

Dual Universe doesn't need to have this specific system, but it should be something like this.

That line has the same internal logic as :

"I walk and I can run and Usain Bolt can walk and run, thus Usain Bolt is Christopher Walken".


In EVE, if you talk over the mic when a fleet commander is speaking, you are told to shut up. IF you don't cooperate, you get kicked, blown to bits, banned from coalition's territory.

What you described is a Call of Duty lobby, not a crew that will ever fly in the same ship.

Dialogue systems don't work in MMOs. It's not a pseudo turn-based singleplayer game or Mass Effect. There are plenty of gaming communities that have strict rules when playing a multiplayer game together, and some of them have rules of "do not talk when the captain talks".

If you can't project a command scheme and make people follow it, you are not the captain.

At this point, if you can't issue rules and enforce them, you shouldn't join the Terran Union, you should join BOO, we achieve cohesive motion while being in (supposed) complete anarchy. Yeah, we are in (supposed) complete anarchy and understand that thing called "chain of command" whne in a group. You should look into that, not Singleplayer mechanics in an MMORPG.


Cheers.

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You can always practice communications as Cybrex said. Some people already are through other games. Also people will likely use a lot of external communications tools. Not random chat with people ingame.

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IMAGINE THIS:

 

You're in the control room of a freighter ship with twenty other players. You're all trying to navigate the ship, but everybody's going wild on their microphones. And it sounds a little like this-

 

"TURN THE SHIP LEFT...NO NOT RIGHT, I SAID-"

"SHUT THE HECK UP I KNOW HOW TO DO THIS!"

"GUYS I CAN'T FREAKING HANDLE THIS COMPLAINING!!!!!!!"

"Okay I'm the captain, so I'm in charge of every one of you...... so just be quiet so that-"

"NO, THIS PILOT CAN'T DRIVE. HE-"

"I CAN DRIVE, BUT NOT WITH YOU SCREAMING IN MY EARS!"

"EVERYBODY OFF THE SHIP!!! I'M HIRING A NEW CREW."

Everyone in unison: "DUDE. DON'T DO THAT I'M GOOD AT-"

"WHAT ARE YOU TALKING ABOUT?! YOU'RE THE WORST PILOTS IN THE UNIVERSE"

"OKAY I'M DONE WITH THIS JOB.... I'M JOINING THE TERRAN UNION!"

"NO! WE'RE DOING GREAT!!!!"

 

And nobody's paying attention to driving and the ship goes KABLAM!!!!

 

So clearly this crew cannot cooperate. Muting each other won't help; cooperation is impossible. Therefore, Dual Universe should use a certain dialogue system to ease group talking.

 

To prevent situations like this, players should be able to tag certain players that they want to talk to. Untagged players wouldn't hear a thing. But at the same time, their should be a thing called group talk, which can be used when a player makes a group speech or announcement.

 

Tagging players to converse with would allow multiple conversations to be going on in one room. If a player is tagged, they could either untag themselves or allow the other player to tag them. In the UI, tagged players should be notified that somebody wants to talk to them.

 

Dual Universe doesn't need to have this specific system, but it should be something like this.

What you described basically is the foundation of a mmo. Communication.

 

If your crew can't do it right - train them. When the commander speaks, everyone has to stfu. If he doesn't - kill him and move on. Simple.

 

There is absolutely no need for such a system. It just takes a good commander. If you're not that kind of guy, then you shouldn't be in charge anyway

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"Ok guys, we need to organ-"

"*screeching*"

"We need to-"

"NANANANANANANA"

"To organize a batt-"

"Neaneaneaneanean"

"Shut the fuck Jeffery."

"Maeeeeeeeuuuuaau"

Jeffery decided to take a forced spacewalk with no suit.

 

-------------------------------------------------------------------------------------------

In all seriousness, having such a system is making the game lose its entire "cooperation to get rid of the anti-pusheen people".

If we have too many systems like this, next thing you know the developers pull an automation card and we just lost the entire point of the game as well.

And we need to be civil. Like this cat:

31cc40df68be270d7ca1a18305433f33.jpg

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"Ok guys, we need to organ-"

"*screeching*"

"We need to-"

"NANANANANANANA"

"To organize a batt-"

"Neaneaneaneanean"

"Shut the fuck Jeffery."

"Maeeeeeeeuuuuaau"

Jeffery decided to take a forced spacewalk with no suit.

 

-------------------------------------------------------------------------------------------

In all seriousness, having such a system is making the game lose its entire "cooperation to get rid of the anti-pusheen people".

If we have too many systems like this, next thing you know the developers pull an automation card and we just lost the entire point of the game as well.

And we need to be civil. Like this cat:

31cc40df68be270d7ca1a18305433f33.jpg

 

Yes. Indeed.

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If you have a 

 

That line has the same internal logic as :

 

"I walk and I can run and Usain Bolt can walk and run, thus Usain Bolt is Christopher Walken".

 

 

In EVE, if you talk over the mic when a fleet commander is speaking, you are told to shut up. IF you don't cooperate, you get kicked, blown to bits, banned from coalition's territory.

 

What you described is a Call of Duty lobby, not a crew that will ever fly in the same ship.

 

Dialogue systems don't work in MMOs. It's not a pseudo turn-based singleplayer game or Mass Effect. There are plenty of gaming communities that have strict rules when playing a multiplayer game together, and some of them have rules of "do not talk when the captain talks".

 

If you can't project a command scheme and make people follow it, you are not the captain.

 

At this point, if you can't issue rules and enforce them, you shouldn't join the Terran Union, you should join BOO, we achieve cohesive motion while being in (supposed) complete anarchy. Yeah, we are in (supposed) complete anarchy and understand that thing called "chain of command" whne in a group. You should look into that, not Singleplayer mechanics in an MMORPG.

 

 

Cheers.

A chain of command voice chat wouldn't hurt. so you could assign people to divisions and only speak to divison leaders.

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A couple things I would like to see would be:

-Ranked Communication

-Attempted Communication Alerts

 

What are those? Honestly just terms I made up, but they do describe the concepts pretty well, as you will see in a minute.

 

Ranked Communication: when you join a group chat, the group leader can assign a Communication Rank to your transmissions. This would be determined by how important the Group Leader (Captain) feels your comms will be based on the position you are filling. Higher-ranked comms will override lower-ranked ones. So instead of hearing:

Captain: "Pilot, bring the bow twenty degr..."

Engineer: "Sir! We've lost armor on the..."

Captain: "I KNOW!! Pilot, twenty degrees left bank, full reverse thrust!"

 

You would hear:

Captain: "Pilot, bring the bow twenty degrees left, full reverse thrust!"

Engineer: "...wer cargo bays exposed."

Captain: "Engineer, repeat transmission."

Engineer: "We lost armor on the left side, lower cargo bays exposed."

Captain: "10-4 Engineer, we've got it covered."

 

Yes, I realize a crew should stop talking/not interrupt the Captain anyway, but in the heat of the moment, it might happen. It would also allow for more important messages to be relayed over less pressing ones, and not just from the Captain. The Engineer might override the Weapons crew, who override the Cargo Specialist, etc.

 

This goes hand-in-hand with the other concept: Attempted Communication Alerts.

Attempted Communication Alerts are signals. They could be audible, visual, or both.

Basically, the Captain could assign alert tones/visual alerts to each position on the ship. Whenever a position attempts to talk while a higher-ranked position is transmitting, the transmitting position receives the alert, and knows someone else needs to speak too.

 

I realize this was a long post, but hopefully it wasn't too boring. :)

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I'm against any predefined ingame tools for communication.

If people are morons and can't possibly understand the most basic rules of communication, well, they should just have a hard time. There are well known and accepted methods of communicating via TS/discord/whatever which work like a charm - people only have to use them and respect them. Which is the difficulty here

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I'm against any predefined ingame tools for communication.

If people are morons and can't possibly understand the most basic rules of communication, well, they should just have a hard time. There are well known and accepted methods of communicating via TS/discord/whatever which work like a charm - people only have to use them and respect them. Which is the difficulty here

Woah.

You just figured out the best method.

Let the crew be organized.

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I have nothing against organization, it is the key to successful communication regardless of whether any predefined tools exist or not.

I am simply suggesting that certain aspects of managing a large crew could become problematic if there is no way to control who is speaking.

 

Sure, you can just kick them out if they cause a problem, but how exactly do you do that? Unless everyone in the ship is strapped into an ejection pod, you would have to go find them and kill them. As far as I know there is no way to simply "throw" someone off the ship. Even revoking their right to be on the ship via RDMS wouldn't do it, otherwise how would enemies board each other's ships?

 

All I am saying is that in addition to organization, some kind of communication-control system should be possible. Maybe not as a built-in feature of the game, maybe through LUA scripting or something like that, but I would like to see it exist in some capacity. :)

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Well there are tools which allow that. No need for NQ to put effort into it. A good org isn't only a good org because of their in-game infrastructure, but also because of their overall information system.

 

Pings, comm tools, 3rd party websites, information systems - everything will and should be organized by players.

If you have a strict and important fleetop and someone constantly can't hold comms clean or disturbs it, it's up to the leaders to decide what to do. I'd just kill him and kick him from comms for that day and if he does that again, kick him from the org. Simple.

I'm all in for easy going fleets and fun if everyone is somewhat concentrated at least - but for someone who really wants a militaristic op such a player could ruin it all

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I would be good with that! As long as the "comm tools" are flexible enough to allow you to actually build a decent system with them. If nothing else, I want some kind of audible/visual signal that someone else is about to start talking, and who that person is.

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This is true. I can't count the number of times I have been in a chat and someone (either accidentally or on purpose,) creates an extremely loud, high-pitched screech through their mic. If I had to guess I would say they got the mic too close to the speakers. Anyway, a pitch+decibel limiter would be really nice to have!

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some sort of on screen indication of who's talking could be helpful...  Especially if you can assign local temporary labels...  like say rank on a ship which is separate and distinct from guild rank and only applicable while you're on the ship.  Or I guess doing something associated to it... like picking up the cargo or something.

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