Sound notification can be helpful, just don't design annoying calls. :P
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Sound notification can be helpful, just don't design annoying calls. :P
I'm al for a cll feature, as long as you can choose what sounds are played when someone does <call#>. An option to swap around sounds for this would be cool, as it would let us turn off the annoying sounds, but keep a few of the least-unpleasant ones available when a party member needs to get someone's attention.
You know, besides waking up sleeping party members, the shorter, more reasonable calls were also used during major events--a puller in one of my Dyna shells used to have the little short "ding" macro'd into his pulls for a "be ready" kind of call. I don't think anyone minded, because it was just a little noise. That's in no way related to a "ready check;" there's no need for yes/no feedback. Just a ding, so that 1) people wouldn't have to stand at the ready during long pulls until necessary, 2) BLMs and tanks could their fingers on their macros, etc. It was actually helpful. You don't like it? Turn it off. Case closed. I'm all for calls as long as they're not long and annoying--no offense, <call4> <call5> and <call7> (among others!). Honestly, in FFXI, they kept themselves in check. If you used <calls> all over, you'd get called out on it, and then probably kicked. Even the annoying ones had their places (i.e. WAKE UP DUDE), and I was never in an environment outside dunes where they were actually a problem.
TL;DR: Yes to calls, but make them short noises no longer than 1.5 seconds.
It was horrible when people abused it, but it would still be useful. Waking sleeping pt members... Notifying the party of important information...
I love the idea of bringing back the <calls>. Yes there were some that sounded annoyingly, however they were extreamly useful in the right situation. I think it would be a good idea to make the sounds be at a moderate-lower tone so it doesn't rupture eardrums, but light enough to grab attention.
There's actually a call feature in 1.0... it was called '/tell notification'. Of course you had to turn it on to be usefull but like someone said, <call> would only be useful if the person didn't mute sounds anyways. (And quite a few people listen to some random dupstep/rap/deathmetal/epicbossbattlesoundtrackthat'snotFFXIV while on ifrit because it 'motivates' them.)
>>hey
>>hey
>>hey
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>>hey
>>hey
lol I forgot about those.. yeah I dont mind so long as I can either mute particualr ones or all of them
"but that defeats the purpose of the call"
"I dont really care because your other option is i just mute the whole game"
That annoying whistle on macro lead to many parties on mute >.> lol
So.. dont design something that means I have to mute the game because of someone spamming or thinking their self buff macro is important to me.
Yes. 100% Yes. Also- calls would ignore if you had all game sound turned off. It only required you have speaker/ headphone sound on at all/ at some level. Also vibrate controllers gogo. It's a good feature to alert people.
Abuse by obnoxious macros and annoying party members? Yeah no thanks, RIP calls. "You can just mute the sound!" isn't a very good argument, what if I want to hear the game without being subjected to harassment?
Unequivocally, yes.
I vote no for <call> based on the fact that this guy is in my LS.
As useful as it can be, we are not stuck with "PS2 limitations" no real need for <call> when VoIP is the standard nowadays.
I’ll bite.
“PS2 limitations”………………… more options and solutions can be used instead of the lame ass <call> system. This is a New Game not an updated version of a circa 2000 MMO.
As far as not everyone wanting to use a VoIP while playing a game, I understand. But why should I cater to a bunch of G.I.R.L.’s who don’t want to use VoIP less they be revealed of their masculine nature.
A more valid response would be that even joining /sh groups (which I avoid like the plague) for content; I have rarely ever found a group doing anything worthwhile that did not have a vent, mumble, team speak, tin cans tied to strings, etc, etc…. available for players to use.
Call wasn't a derivative of PS2 limitation. If a PS2/Xbox player wanted to VOIP with PC players, they would use their PC to do so while playing on their console. It happened a lot in XI. If EVERYONE used VOIP, or if it was integrated into the game itself, it would alleviate the need for such things; but situations where you would want <call> still exist as things are. Pickup groups DO happen, whether or not you avoid them like the plague. Then, some people don't use VOIP, even in a guild that does. So on. If you use VOIP and don't want to hear calls, I think the recurring theme in this thread has been to offer an off switch for them.
VoIPてなんですか?
If they put in call, it should just be a party command for a specific player like /pcmd call <player>. That way u dont get bombarded with macros w <call> and it shouldnt just be limited to the leader cause what if the leader is the one who is unannounced afk or falls asleep?
If u are going to sleep shut down the game. Not staying awake to play. The game is not like ffxi where u camp and sleep in game get a feaking life
My opinion (and those of others) on <call> was brought about a year ago here: http://forum.square-enix.com/ffxiv/threads/46696 and more specifically here: http://forum.square-enix.com/ffxiv/t...l=1#post711913 with references to WoW for it's /raidwarning and the popular add-on Deadly Boss Mods.
The short version is: I support and want <call> but allow players some sort of controls/preferences in the configuration menu. /readycheck is something different, but I absolutely support that as well.
The not so short (andpossiblyover thinking it) version:
Settings might include call volume, limit whose calls you can hear (friends, party, LS, FC, raid, party or raid leader, party or raid assistant (if SE creates this kind of role), a specific list, etc.,) blacklist/substitute certain sounds so you don't hear them but do hear others. Maybe calls can have visual effects/ controller vibration that the user can set to on (attention grabbing), on (subtle), and off. Set a limit on how many calls you hear from one person in a reasonable/select-able time range. The option to /echo a call so that only you hear it if you are only looking to alert yourself about something such as using it in conjunction with /wait. Maybe there could be a text component such as with WoW's raid warnings.
As for how useful it can be, I think that all depends on how individuals or groups use it.
- One of the best arguments for <call> is admittedly probably among the least used (at least appropriately?) Strategy. I'm in a link shell where not everyone is able to communicate with a microphone over a voice program. They use party chat, of course, but it is easy for it to get lost with everything else going on in my log. A call could alert members to something that has happened, such as the squishy mages coming under attack by monsters that just spawned.
- - Maybe a line of text that is <call>ed out will linger longer at the top of the chat window (visually called out?) before it fades out (while the rest of the chat log scrolls normally beyond it) so that party members have a better chance to read it before it fades out. This way it is still helpful even if the sound effect is turned off by some user preference.
- - Maybe a button could be placed in a chat window that could show you only called out chat if you need to reference a previous call quickly if it has faded. press the button again to return that chat tab to it's normal state.
- - expanding on this, a party could associate a sound with an event in battle. When they hear it, they may not even need to read the text, they know what it means and can act accordingly. This could be a warning of danger, an alert saying it is safe to do/resume something, and instruction to take up a strategic position. If timing is important, this could be used in conjunction with some kind of alert that sets up a timer... granted user defined timers could use a thread of it's own. Really, just a thought at this point.
- A means of getting the attention of a sleepy person or someone who is afk but otherwise within earshot of their speakers is definitely useful. You may not want a sleepy person in combat, true! But there is a lot more to an MMO than fighting. You might want <call>s in other situations.
- Doing something playful with friends is good, but there should be something in place to prevent even well meaning macros from being unpleasant. Maybe you have a good reason for having call on every line of your macro... it doesn't mean others will understand it. Even if they do, they might not (probably don't) want it.
Sure, calls can be used to some annoying effect, but so can emotes that have any kind of audio effect attached to them. I don't think that is reason enough to not have them.
Some of my arguments might be made moot in beta. For now I will continue to support <call>, but with a "wait and see" attitude. I'm pleased to see that this is still a topic the devs are paying attention to, regardless of how it may ultimately conclude.
side note: /readycheck seems like a no brainer to me. It would be great to have with any size group. I've never been trolled by a ready check. If someone tries it, they could end up alone really quick.
It should give them <call> once every 5-10 mins so it can stop them spamming calls. I think use <call> in /tell to wake someone up without annoying your party members would be helpful.
However, I know calls can annoy people someday but I don't want to see someone being afk and we are unable to wake him/her up so replace someone is the only way to go though.
Y E to the ESSSS!!!!
I personally like <Call> (With the exception of people that abuse it, but how hard is it to kick them out or block them?)
Things that draw your attention to the chat log at critical moments is really nice, for people that don't want to use voice...
I personally don't like hearing everyone talking while playing my games, it can be more annoying. (Especially when adult conversations/language pops up with my kid sitting there, and why the hell should I always have to use headphones?) Sure I'll turn it on if I really must for something but... I don't have to like it, an alternative such as <call> would be nice.
I don't care as long as their is an option to turn it off in the settings.
I agree with you.
If they do add the <calls> I think they should have a option in your settings to turn it off or possibly turn the volume of the <calls> down. Much like the option to change your /tell settings to alert you or not.
The <calls> I could see being most useful! A problem my Linkshell and I were having would have been solved with <calls>. We all use voice chat except for a few of us and other players we would party with. Sometimes we would miss a message in the text box that was super important because we just didn't see it in time or we were not paying attention (we are human after all). Not to mention after a while of grind leveling or doing runs for long periods of time your mind starts to wander and you tend to pay less attention. These <calls> could be very very useful in my eyes. Plus we had a lot of funny moments in XI with them =)
The biggest reason behind <call> lines in a WS macro in FFXI was for the fact that WS linked with other members WS. People would toss a <call> to inform their SC partner of the opening WS, and for the Blm to get ready to magic burst.
Yes you had the person who put an annoying <call> in their boost, so every 15 secs you would get a <call>
or an inappropriate <call> in a TP check macro, or a pulling macro.
In XIV WS are basically on-demand and until we see how limit break skills work, WS don't combo with other members WS. Their is little need for macro WS, unless you have a Buff > WS type deal.
I'm curious to see what the devs have in place to to make players situationally aware. From the videos I've seen a visual field filled to the brim with information and fancy particle effects. The only way I can think of grabbing a players attention will be to scroll large font across their screen for several seconds.
I'd rather just deal with a brief sound.
I'd like a call function provided it's not abused... aww who am I kidding of course it will;)
"We start a bit later? Give me a <call> when we're rdy. I Have my speakers on while I watch some TV"
WE NEED THIS BACK !!!11111oneoneone
Whoa! The OP got many likes! I think it's going to happen. mhmm Time to discuss about how to make <calls> less annoying.
Now, time for bed. Please do not <call> on me. Thanks! ^.~
Yes I said it before and I say it again I want it, yes there are some annoying people who abuse it but trust me not too many, in all the years I have played FFXI I was never annoyed with it.
Someone with <call> in their macro? Really? I have never witnessed that (Might have forgotten though),but even then the whole PT would have bashed that person to get that the F* out lol.
Well said. Calls were amusing in FFXI... for about the first two weeks. Then everyone started putting them in all their macros. Pull macros, provoke macros, weaponskill macros. Oh, our healer died in the Dunes and we're waiting on a Raise cause their home point is set on the other side of the world... so bored... <call1> <call5> <call8> !!!1!
Watch The Adventures Of Finsternis And Prufrock Episode 1 if you are not familiar with calls or if you need a reminder of how annoying they are.
I'd much prefer something like WoW's ready check, which is generally not abused like calls.
i want calls back, they were usefull on XI
Well first of all, I know way more people who don't use voice chat that people who do. It tends to be people with more "end game" orientation who use vent etc.
I pop on vent if we're doing something really hard/important/for the first time but most of the times I prefer to keep my conversation in the chatlog.
2ndly, I find <call> quite useful but like many have said, not the insanely loud ring or fog horn that will give you a permanent afro.
In FFXI things like skill chains and Magic bursts were informed by <calls> and it was also really useful when someone was pulling (as someone else mentioned before).
How about when you have to kill two ants in different room at the same time? Wouldn't it be handy to have a <call> for the kill?
Just an example.
If the sound was adjustable I think it would be very welcome feature in any kind of situation.
You're right. This happened in a couple Dunes parties I was in. You know what happened? Some 'leetist jerk (such as myself :D) told them to "please remove it." And they did. ;)
The 15-year-olds who abuse it are fairly easy to correct, or simply kick if they think that <call> is crucial to their macro.
I agree with everything you said. It seems there are a few here who think <call> is just a ready check feature. There are other situations where <call> would be helpful. ex: During Ifrit eruptions. Some of us were able to see the eruptions b4 others could, with a <call> feature, perhaps it would have save a lot of headaches. (yes, I know eruptions lag was due to how SE servers behave, something that will be retify with 2.0), but just saying...
I went back to XI a month ago and I would like to see this implemented in ARR.