Interactive Voice Macros

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Comments

  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
    edited April 2010
    In response to Temphage:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"For one, it requires you to do one important thing - you have to be looking / aiming at what it is you want to talk about. I could aim at a vent and press 'X' and 'request you weld that up', or I can be aiming down a hallway looking for skulks and press the VCV macro and command a vent weld. Why can't I ask for the weld when not even in the room? Because I have to be aiming down the vent. Ultimately this will make this method of communication faster than a keyboard, but ultimately one of the slowest, unreliable ones."<!--QuoteEnd--></div><!--QuoteEEnd-->

    First, the problem with your hierarchal voice macro(your VCV example) is that it forces players to memorize the entire hierarchy to make it effective. When players are spending time learning this system, they are forced to be distracted by the menu as they are going through it. It sucks to start into the voice macro, be into your second menu, and then a skulk is on you. I mentioned this in the OP, but at any one time nobody needs that many options of things to say.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Imagine trying to keep the cursor on a leaping skulk and fumble with whatever god damn keys and trying to remember what's going to be said, and instead you moan something out about how bad the plumbing is because you emoted on a pipe."<!--QuoteEnd--></div><!--QuoteEEnd-->

    For one, if the system does have a voice macro for when you spot an alien, like I already mentioned, it should have a large hit area. We DO NOT have to restrict the aiming factor down to the real damage hit-box. And likely shouldn't for alien life-forms. Either way I think this example you're using sounds pretty dumb. Even if we are talking about a leaping skulk, the player would be more focused on tracking the skulk while shooting at it rather than using a voice macro on it.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"This issue is also going to spring up in the event things are too far away, or are obstructed by teammates or something making it unreliable at best. While I guess it's an alternative to the retards who are too stupid to use a mic, the best way to deal with that is to just ban them for being ######s and tell them to go back to 1997. I mean, if you need a weld, you're going to have to wait for someone to pull out their welder? Maybe find the guy in the sea of bodies and spam 'X' on him? That's completely impractical."<!--QuoteEnd--></div><!--QuoteEEnd-->

    Too far away? We're indoors most of the time. How hard is it to place your reticle over an object that is farther away? Based on the size of the structures, and objects within the game that you could macro on, its hard to believe that a team-mate would be obstructing your vision unless they are close to you. In which case, you move. In regards to the situation "sea of bodies"; I do agree that advertisements are not something that can be included in what I'm talking about. We can't merge requests like," Need ammo, need health, need weld." into the system because it requires you to macro on an object. Those very few and dire simple requests like ammo, health, and a weld I would hope stay in the menu type system they have in NS. But, I don't think voice macros belong there. If we keep those few things in that menu without voice macros, I think it would actually improve the ease of use of that menu.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Furthermore, this context-sensitive method is going to be entirely insufficient for anything that doesn't involve your immediate environment. Thusly you'll still need voice macros for things like calling for help, in which case you now have two systems when you only should have one."<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this, let me explain why.

    Calling for help. If you're calling for help, when no one is around you, no one will hear it anyway. We're talking about audible range, if you need help from someone outside of audible range... use your mic. Either way, this would passively encourage players to stay within each-others FOV, and their audible range. Another passive key that makes this better than you're probably thinking is that because of the context in which people must be to MAKE a macro, others now have more information about that macro. For example, when I hear another marine voice a macro, I know 3 things now: 1. the macro (what he said) 2. Where he said it (by hearing where it came from) 3. That he was looking at it when he said it. These three things combined allows you to turn around (even while you're both moving) and by timing will know where he was when he said it, and what he could have been looking at. Because of the context, it tells more.

    If you voice macro about something that is not near, and you can't see it, how are others going to know what you're talking about, unless the macro is specific. And I'm sorry, you can't create a specific macro unless you're using a menu system again. We're back to step 1.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"So I want to ask what good your system is for announcing things that require me to have unobstructed, stable aim at them when the entire point was, as you said, being in the 'heat of the moment'. What are you doing, backflips down a hall on your way to build an RT? Of the examples, you used exactly one of them ("Onos spotted") is more vital and easier than using a voice comm menu chain. I don't want to have to hunt around on a floor to aim at a Shotgun, or even better, I don't want to have to hear this worthless crap period. It was bad enough getting macro spam from idiots who think I give two ###### about their armor values and what flavour of ice cream they prefer.

    For these reasons, it feels really gimmicky. Voice comm menus typically fail because they're configured by idiots who haven't thought of how to make it sensible, easy to remember, and easy to use. Number keys are horrible for a voice comm menu."<!--QuoteEnd--></div><!--QuoteEEnd-->

    Unobstructed? A voice macro menu chain obstructs your view and and usually distracts you from the game. What I'm talking about blocks nothing and keeps your FOV open. When someone wants to communicate something, they most usually, almost, always LOOK AT IT ANYWAY. Before or after they thought about communicating it. You're nit-picking about examples that are over exaggerated. And it sounds like to me that you don't like voice-comms at all. Why not just say that?

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"____ spotted" barks are unreliable at best, and completely worthless at worst, especially when it comes to the faster lifeforms."<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, unreliable when you're using it while you're being bit. They are effective when I'm building an RT, and my team-mate barks "Skulk spotted" while looking down a hallway.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"What good does it do to have some retard yelling 'MEDPACK HERE' with absolutely no context as to where this medpack is? The same goes for any droppables. If marines are losing droppables on the ground, that's a problem with the GAME DESIGN, not a lack of communication."<!--QuoteEnd--></div><!--QuoteEEnd-->

    As I mentioned earlier, the context is there. If you had another marine say "medpack here." you know that he is looking at it. =o =o =o =o

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Let's take the welder example. With this FLAWLESSLY BRILLIANT SYSTEM, once I locate the guy with the welder and accidentally ask a guy to follow me instead because he ran in front of my crosshairs, I try again and I say "HEY, WELD ME!"."<!--QuoteEnd--></div><!--QuoteEEnd-->

    Another nit-pick example. Don't emote when someone is walking in-front of you. Are you going to nit-pick when 1 marine walks in-front of another marines aim while firing? That is just something you won't escape. Sorry. Even then, If you have two objects, one blocking the other, and 1 has priority (like weld me, has over follow me) then why not have it just say ,"weld me?" And to add, this weld me request doesn't have to be the only option. I think a weld request should be in the menu system like in NS, especially since commanders can control weld bots; they should hear the request as well.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Now take the system that exists in other FPS games - a passive system where the WELDER is alerted to the status of friendlies, forgoing the spam. In Battlefield 2142, when you hold the medpack in your hands, you can see the health bars of all your friendly units and critically wounded ones flash at you. There's no requirement to ask for someone to give you health - they are provided with a passive, spamless tool to help them in that regard."<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think thats awesome. I think that is something that should be in the game. The weld voice macro request is just an option, not the only option. But, how easy is it to look at a marine with a welder and hit a key, than go through a menu system? =/

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"I'm finding myself hard-pressed to rationalize anything but an extremely neutered version of this idea that only works in very specific cases (buildings, for example) but that could easily be wrapped up with an auto-bark (ie: You start building an RT, and a request for cover is automatically shouted)."<!--QuoteEnd--></div><!--QuoteEEnd-->

    You're complaining about voice spam, yet auto-barks are exactly that. If you ALWAYS said "cover me I'm building" while building, thats not decisive communication, the game is saying that, not the player. That form of communication is the kind players automatically filter and don't pay attention to. The player should have the option to say something, or not. Now, give the option of where, you hit 1 key while doing something, such as building, or reloading. Now you're giving that same auto-bark sound, giving the useful information that it conveys, players won't auto filter it, AND you won't hear it constantly.

    Overall, I'd like to carry on a real conversation with you but its hard when you insult an idea before fully discussing it. Rage on.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited April 2010
    <!--quoteo(post=1762873:date=Apr 6 2010, 01:38 AM:name=Xerond)--><div class='quotetop'>QUOTE (Xerond @ Apr 6 2010, 01:38 AM) <a href="index.php?act=findpost&pid=1762873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now you're giving that same auto-bark sound, giving the useful information that it conveys, players won't auto filter it, AND you won't hear it constantly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why, because you say it won't? I see the exact opposite - your idea of having hundreds of these messages about everything are going to inundate EVERYONE to the sound of them. It doesn't matter if it's worthwhile or not. It's just going to be all too easy to constantly use them. I don't want people telling me to 'follow them' without a damn good reason - reasons you have to actually give so I know what you have in mind.

    Furthermore, your gripe was that people are too stupid to memorize a couple keystrokes, yet you're idea involves memorizing the context of three keys to interact with god knows what, without being practical. When I 'command' on a guy, does it tell him to follow me or does it tell him to help? What if he has a welder out? What if I'm holding a welder? What about emoting, what does that do? What if it's Thursday? WHAT THEN?

    The fact is most of your voice comms are irrelevant. I never walk into a room in NS and have to get on my mic and ask people to cover me while I build the RT - that's just what you <i>do</i>. When the welders are busted out, you weld everything in sight. And half the things you seem to want your voice menu to do appear to be so that PLAYERS can direct their team around from the ground, not the commander, so things like 'weld that vent shut' are meaningless and shouldn't even be in there.

    Here's an idea - break microphone chat into two channels - team-wide and local area. Individual voices get your attention more than some voice-actor you got tired of 4 months ago, and you've broken your 'minor comms' away from the main channel so nobody has to hear your stupid <strike>jokes</strike> emotes about dead skulks.

    Also another point? You want three keys dedicated to this, on top of the 'mic' key, the voice comm menu key, team chat, and global chat. That's pretty much as many keys dedicated to communication as it takes to actually play the game - especially considering how this idea mostly revolves around the point that these 'context communications' are unimportant in the first place.
  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
    edited April 2010
    I'm my OP I put out several examples of what we could use. Three keys doesn't have to the be holy grail of how it works, honestly I prefer just command and request. You're talking about 3 keys, when your hierarchy uses the same.

    This isn't about "normal mic" comms. This is for people who don't have/don't want to use/don't want to flood the mic channel.

    The context held within,"This is the command key. When you use it on something, it barks a command while stating an action." "This is the request key, when you use it on something it asks for help, while stating an action." What you use it on, determines the result. I find the learn-ability a hell of a lot easier than memorizing a hierarchy. Point, click.

    You're complaining about the idea as if its the only thing you'll ever hear for every 2 seconds, or the only option you have to say things. It's an option, if the players already feel that they're covering each-other, or completing whatever task, then why would they use it? Its a situational communication between people who are not talking on mics. That is the whole point. In a competitive game, everyone will be on the mic, thats granted. But for communication between average pub players where everyone isn't on a mic, this makes communication fast, and easy in close quarters.

    Rage on.

    Once a real model is in place, come back and criticize. If it turns out to be as annoying, unimportant, and un-intuitive as you say it will, then no one will use it. And you've nothing to worry about.

    I'll post a full list of simple examples that could be bound to (command/request), and how easy the context is.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    Actually a hierarchy uses just one key, the one to open the menu. The subsequent keys can be any damn key on the keyboard, even if it has a normal function with the menu closed.
  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
    edited April 2010
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Actually a hierarchy uses just one key, the one to open the menu. The subsequent keys can be any damn key on the keyboard, even if it has a normal function with the menu closed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You either have a hierarchy that uses several keys, you hit one, then go through the others to end up with an end result.

    Or, you hit 1 key, and its brings a list like 1-10 of things to say. If it expands further.. then you hit 1 key, have you options 1-10. Select one, then have another set of options, 1-10, etc.

    The problem with that is that you're stuck within the voice macro as you're going through it. Want to switch weapons? Can't you're in the voice macro, you need to complete it before you use those keys that carry that normal function.

    The voice macro hierarchy usually obstructs part of the scene, disables your ability to use some of those normal function keys, and would take longer to execute.

    I've already talked about this.
  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
    edited April 2010
    Like promised, here is a basic list to show the relationship between command macros and request macros, and how they might be used.


    <img src="http://www.onesynergy.org/developer/Trav/voice.jpg" border="0" class="linked-image" />

    These voice macros cannot be the ONLY macros. I think standard request like ammo, health, weld, etc still need to be in a menu like the popup menu in NS. But you should be able to activate those requests using this kind of voice macro as well.

    <img src="http://www.onesynergy.org/developer/Trav/voice2.jpg" border="0" class="linked-image" />
    Assuming there was a weldable spot near this vent, all you do is point and press a button and you say something. Just thought I'd leave that up to illustrate the point. No menu/obstruction, no hierarchy.


    Any improvements or thoughts? I don't imagine it would be hard to lua this in, but then again I don't know lua. As long as you have the sound files activate on hit (almost like a bullet hit sound) only when it hits a certain object. But the sound originates from the marine who places the hit. Anyone with lua experience able to comment on the difficulty of a mod like this?
  • DaimoninDaimonin Join Date: 2010-02-26 Member: 70748Members
    Just so it isnt the two of you arguing over this, I'll back up this idea as very good. Personally, I never use the voice menues in games. Odds are that since I dont have them memorized, i'll get killed before I find what I am looking for, and I cant memorize them because I dont use them.
    I'll use a mic when I have one available, but generally I preffer not to spam the mic channel. I view it as "Emergency Only".

    This system makes sense, is quite intuitive, and supports teamwork.

    (Possibly a variation that might be usefull is "Local Mic" Where only players in your vicinity hear what you say on mic.)
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited May 2010
    I like this idea. It's just a matter of deciding <i>what </i>the words, functions, and linked phrases should be.

    <b>vote <!--coloro:#00DD00--><span style="color:#00DD00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
  • ackeracker Join Date: 2010-03-10 Member: 70915Members
    edited May 2010
    This is a very good suggestion, if the devs have the time to implement it.

    It's fairly straightforward and very newb-friendly. I sincerely wish that TF2 had something like this, so I could point out Spies instantly and spot places for engis to build sentries.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    <!--quoteo(post=1762776:date=Apr 5 2010, 07:55 AM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Apr 5 2010, 07:55 AM) <a href="index.php?act=findpost&pid=1762776"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3) Any and all 'fun' voice comms should be stripped out and shot in the street.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You are one joyless guy. For being so down on competitive gamers, you sure take your games deadly serious.

    Also you seem to play with the worst people imaginable, I can remember maybe one or 2 times in my entire ns playing career where I found voice macro spamming even remotely annoying.... Mic spam, which this tries to cut down on, is something I had trouble with all the time.

    I think this idea, is pretty good! It is a nice stop gap for when you want to say some specific.

    I don't think I would use it much, but it is a really great feature for people who want to use voice macros.
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