I heartily disagree with the OP. If someone is doing callouts in Frontline then you should listen to them cause it's nice to win.
This is fair, though.
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I'd suggest this is precisely why both chat and sounds should be used sparingly. If they become an annoyance, they get tuned out either figuratively or literally. Like, how exactly does it help to get in chat
"KILL EVERY LAST ONE OF THEM" accompanied by an obnoxious bang? It's not even practical advice. Simply noise.
if its frontline most people actually do want to want win and on onsal and seal rock, you get glams and mounts for placing for first on those two particular maps its like 100 wins for a mount and some other ammount for the glam. So Its easier to get the horde to follow the leader when someone does calls and you can get some good wins that. Also get double the xp for placing first as well which is always a plus but that is why its happens alot in frontline. If you are there to just collect xp and nothing more, i suggest just turning off system sounds during your frontline roulette and just roll with the horde essentially and just spam your attacks and what not :)
*shrug*
Op seemed to find chat helpful, but found the sound annoying. This is why I suggested changing the system volume. This can also be done mid match so they wouldn't have to wait till after to black list.
Sound on the calls just makes everything more efficient. It's easy enough to opt out of, so I just ping as much as I think is needed.
While in situations like on PVP comes handy, there are others that while less common happen to be a bigger annoyance at times, say rezz macros or simply emote or even combat ones
I don't see why putting the optional option to purely mute them would be a wrong idea single it'd be just toggled to everyones preference
https://i.imgur.com/EGK6cjT.jpeg
And no, the problem here is not the text macro, that you can just hide the chat window and move on, but sound being something you cannot causes the disruption
So just because someone spams sound effects, you have to mute/reduce the volume on actualy important cues that are built in the job (especialy time based ones). Sounds like a horrible idea.
Being able to mute players for sound effects is still the best way to go. Either through blocking, or granting a completely seperate audio group that you can toggle. As long as you can mute the sound spammer, and just that and not your entire interface.
The issue is already technically fixed in a round about way. When Dawntrail launches just add the sound effects to your word filter and messages containing them won't be displayed.