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  1. #1
    Player
    Roda's Avatar
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    Aug 2013
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    Ul'dah
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    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100

    Now that the PS3 is dead, can we get a toggle for player speech bubbles?

    So now that the ps3 is no longer weighing down QOL development, can we please get an option to give players the same speech bubbles that npcs have?

    I've got this real problem with how xiv's emotes and chat functions work.

    On one hand we've got the most extensive and detailed animation and emote list that I've seen in any mmo. Unique motions for each race and gender (and clan if you're hyur!), all context sensitive depending on where and how you place your character.

    And on the other hand, I can't see any of it, because if I'm interacting with another player, I'm focused on the lower left hand corner of my screen, nowhere near where any of these beautiful animations are happening. I don't even bother to use them in any social context anymore, really they're only for gpose for me right now. :T


    Take this scene as an example


    Take note where my chat box is, and where my characters. I've got the chat box where it is so that I can see the game world while running around and engaging in combat, this means it need to be fairly far away from my character. And to be honest this placement is the standard for mmos.

    Now, if I were engaging in a real conversation and I wanted to talk with someone while still observing the animations my eyes would have to dart from the chat box, to the center of the screen, then immediately back to the chatbox, and since our brains aren't wired for multitasking it'll go a little something like this:



    Not getting enough information from either chat, or emotes, depending on how rapid the chat scrolls and how naturally the emotes are triggered. This method is inefficient at best, and fatiguing at worst. Plus it causes you to miss chat or react sluggishly, so to avoid being rude, I, and I assume many people, experience their social interactions like this:



    Ignoring the entirety of the game screen save for the chatbox. Ignoring all those animations, all the work on character creation, and glamour that both you and the people you're talking to have done, and just using the game as a massively resource intensive IRC

    pmuch the same as using chat rn:

    So, to fix these (admittedly personal) issues I suggest allowing players to toggle on player speech bubbles for each individual chats, like they can toggle on visibility of different channels in their chat box. The bubbles could even be tinted for the different chat channel colors you've selected. (like not exactly, but if you have a bright green FC chat, maybe the fc chat bubble could be a light, desaturated, lime green. If party chat is a bright sky blue, the bubble could be a light powder blue, etc.

    Just something to bring my eye back to the center of my screen and interacting with people with all the tools available.





    (side note, party speech bubbles would help immensely when trying to guide someone in the middle of a pull. People rarely are looking in the corner of their screen when they're fighting something, so having your message displayed right where the fighting is happening would be a boon to party communication!)




    Here's how other games handle their speech bubble sizing:
    Keep in mind these are the maximum lengths I could force. Regular use of these things rarely see the entire length used.
    GW2

    The best imo, roomy but not too much, and the textbox fits in nicely with the whole aesthetic of the game's UI

    Wildstar

    Not great, but better than nothing. It allows you to fit a LOT into it, and people rarely use that much (and the length might be due to an addon idk). The transparency is nice, but not for everyone.

    Blade and Soul

    Simple and fits in with the UI. I enjoy that it shows the player's name on it. Though the image doesn't show it, these bubbles have a problem with not being scaled with distance. Meaning if someone far away has a bubble visible, it is hard to distinguish from the foreground/more relevant bubbles, and its actual graphic could eclipse the speaker's entire character and those behind them.

    Tera

    Kinda weird behaviors when the character is close up. It has a good length, but it may be too wide and have too few lines. I much prefer gw2's use of text wrapping.

    SWL

    Not a fan, but once again, better than nothing. Imo it's too small and cuts off waaaaaaaay too much of the sentence. Due to the cut-off it's hardly useful for anything meaningful.
    (41)
    Last edited by Roda; 07-22-2017 at 03:35 AM. Reason: Fixing a sentence, added a side point, and examples from other games.

  2. #2
    Player
    Nghthawk's Avatar
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    Feb 2013
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    224
    Character
    Nghthawk Evenfall
    World
    Gilgamesh
    Main Class
    Paladin Lv 69
    I can support this along as this is optional and by default is turned off, I'm sure along with many others as myself we don't want excessive things on the main screen when playing.
    (13)

  3. #3
    Player
    JisKing98's Avatar
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    Nov 2015
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    Ul-Dah
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    353
    Character
    Yasuo Theunforgiven
    World
    Faerie
    Main Class
    Ninja Lv 80
    Hm why am i reminded of WoW shenanigans?
    (0)

  4. #4
    Player
    Fealow's Avatar
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    Gridania
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    85
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    Fealow Vita
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    Phoenix
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    Astrologian Lv 70
    I swear i remember this being in the game and on by default during 2.0?

    Why did they remove it? Or what happened to it?
    (0)

  5. #5
    Player
    KisaiTenshi's Avatar
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    Sep 2013
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    Gridania
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    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Fealow View Post
    I swear i remember this being in the game and on by default during 2.0?

    Why did they remove it? Or what happened to it?
    Probably because of RMT spam would create a wall of text. Notice how close you have to get to NPC's just to trigger it.

    The correct way of fixing this however is to simply map it to people on your FC or Friends list only, but then it causes attention splitting.

    So perhaps a "line of sight" setting is better where:
    a) If the chat log is closed, switch to "bubble mode", if the chat log is open and "also show bubbles" is enabled, text that is displayed in bubbles is bold lettered in the chat log.

    b) Bubbles from friends and FC members will always be displayed

    c) Bubbles from players over level 17 and completed the MSQ to this point will display text without their name like a NPC. Players under level 17 and not completed the MSQ thru "Into a Copper Hell" will only display auto-translate text in bubbles. Text will be limited to 140 characters like a text message or twitter tweet.

    d) Bubbles persist for 30 seconds, or until the player walks more than 5 yalms away from the player talking. Bubbles will also persist if the player is targeted. Bubbles will close when an emote starts, but text after an emote will bring a new text bubble up.

    e) Bubble shape can be "whisper/tell", "speech/say", or "yell" by which the bubble will change respectively.

    f) To prevent RMT spam, Bubbles will crop everything after 140 characters, and strip all letters that are not normally part of localized language (eg no emoji in bubbles.)
    (1)

  6. #6
    Player
    Roda's Avatar
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    Aug 2013
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    Ul'dah
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    2,238
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    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Fealow View Post
    I swear i remember this being in the game and on by default during 2.0?

    Why did they remove it? Or what happened to it?


    Quote Originally Posted by KisaiTenshi View Post
    Probably because of RMT spamwould create a wall of text. Notice how close you have to get to NPC's just to trigger it.
    This was never in the base game of 2.0, or in any of the betas I participated in, so RMT was not the reason for the lack of this feature.

    Quote Originally Posted by KisaiTenshi View Post
    The correct way of fixing this however is to simply map it to people on your FC or Friends list only, but then it causes attention splitting.
    I don't think it even has to be this complex, though I would prefer if the "friends and fc only" were an option rather than a standard. No other mmos have such rigid constraints, even ones with severe rmt problems.
    Honestly I think a block would solve that specific fear though. I mean we wouldn't delete /say and /shout just because rmt makes walls out of text for those. Hell, the speech bubbles would be a lot less visually oppressive than the chat box since culling and draw distance are a thing.


    Quote Originally Posted by KisaiTenshi View Post
    So perhaps a "line of sight" setting is better where:
    a) If the chat log is closed, switch to "bubble mode", if the chat log is open and "also show bubbles" is enabled, text that is displayed in bubbles is bold lettered in the chat log.
    This seems kind of like a complex system for complexity's sake. But it is a novel idea to have some kind of distance fall off for relevant chat. Though it is quite unstandard for mmos.

    Though I wonder, where would you enter text if you closed your chat box? (also you can close your chat box??!)

    Quote Originally Posted by KisaiTenshi View Post
    b) Bubbles from friends and FC members will always be displayed
    Could be a decent toggle button

    Quote Originally Posted by KisaiTenshi View Post
    c) Bubbles from players over level 17 and completed the MSQ to this point will display text without their name like a NPC. Players under level 17 and not completed the MSQ thru "Into a Copper Hell" will only display auto-translate text in bubbles. Text will be limited to 140 characters like a text message or twitter tweet.
    Interesting anti rmt solution, though needlessly punishing new players by not allowing access to a basic mmo ui element and communication tool since rmt advertisements are likely to be quickly blocked by the populace and localized in very specific hotspots. I'd prefer to see a spam throttle where if you send x messages in y seconds your bubbles will stop displaying for z seconds or you will be unable to chat at all for z seconds. It's a pretty standard practice.

    Quote Originally Posted by KisaiTenshi View Post
    d) Bubbles persist for 30 seconds, or until the player walks more than 5 yalms away from the player talking. Bubbles will also persist if the player is targeted. Bubbles will close when an emote starts, but text after an emote will bring a new text bubble up.
    I don't think emotes should interact with the bubbles at all. The whole point is to be able to read what people are saying and seeing their animations at the same time. Also I think 5 yalms would be far too short (for me at least) at least for /say and like chats (/whisper maybe). It would be nice to have a radius slider option for that. (I feel like I'm gonna have to mock up this UI at some point :T)

    There could also be some kind of system where the higher the chat traffic is, the shorter the draw radius is for highly used channels, like how the game culls players based on how densely populated a space is. Though that kind of process might be a tad resource intensive.

    Quote Originally Posted by KisaiTenshi View Post
    e) Bubble shape can be "whisper/tell", "speech/say", or "yell" by which the bubble will change respectively.
    This I like, especially for things like linkshell and yell bubbles since we already have cutscene boxes for those to go off of for design

    Quote Originally Posted by KisaiTenshi View Post
    f) To prevent RMT spam, Bubbles will crop everything after 140 characters, and strip all letters that are not normally part of localized language (eg no emoji in bubbles.)
    While I think the 500 characters might be a tad much, 140 might also be a bit small, especially since you wouldn't get a warning when you're nearing the cutting point. Most games cut off the speech bubbles at the point in which the chat box will accept no more characters, and I think that SE should follow the same trend, if not this could always be another slider option.




    Side note: I'm probably gonna add examples from other mmos to the OP
    (0)
    Last edited by Roda; 07-21-2017 at 01:32 PM.

  7. #7
    Player
    KisaiTenshi's Avatar
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    Sep 2013
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    Gridania
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    2,775
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    Kisa Kisa
    World
    Excalibur
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    White Mage Lv 100
    Quote Originally Posted by Roda View Post
    This was never in the base game of 2.0, or in any of the betas I participated in, so RMT was not the reason for the lack of this feature.
    It's the first feature abused in open beta's, regardless of the game. RMT starts in betas.

    Quote Originally Posted by Roda View Post
    I don't think it even has to be this complex, though I would prefer if the "friends and fc only" were an option rather than a standard. No other mmos have such rigid constraints, even ones with severe rmt problems.
    Honestly I think a block would solve that specific fear though. I mean we wouldn't delete /say and /shout just because rmt makes walls out of text for those. Hell, the speech bubbles would be a lot less visually oppressive than the chat box since culling and draw distance are a thing.
    My thought on this is how Mabinogi functioned. Basically the chat system in Mabinogi was equal to a separate IRC chat and separate instant messenger. The instant messenger aspect was horribly abusive. But the local chat was pretty much zone-wide, and the more people there were, the more text tried to be rendered, which resulted in a lot more lag the larger the chat scrollback buffer window became. Anything typed (press enter first) appeared in the text bubbles. The fact that it tried to use a better font resulted in all the rendering lag, and switching to the fixed-width bitmap fonts often removed enough latency that people modded their client specifically for that, even though it barely did anything (it was the scrollback buffer that was was impaired.)

    So leave the scrollback log in the game but don't render anything more than what the log window would normally have, if you close it, you just get a "enter text" line after hitting enter with a widget icon to bring the log back up.

    The problem regarding walls of RMT text is that there is no possible way of throttling it without throttling everyone, and sometimes this becomes needlessly infuriating when RMT decide to block marketboards from being visible with their spam. Hence Level 17. That's about 8 hours of play if you watch the cutscenes.



    Quote Originally Posted by Roda View Post
    This seems kind of like a complex system for complexity's sake. But it is a novel idea to have some kind of distance fall off for relevant chat. Though it is quite unstandard for mmos.

    Though I wonder, where would you enter text if you closed your chat box? (also you can close your chat box??!)
    The distance falloff/line-of-sight is essentially away on the server-side to basically do an "audio ray trace". If you can hear this person swinging an axe, you can hear this person talking. A distance slider of some sort might be impractical, though given that the game does have some application of this already for /say and /yell I don't think it's terribly difficult to apply to bubbles.

    And as I said above, if you hit enter with the log closed, it would just bring up a text entry box with a widget icon to switch to the log mode.

    Quote Originally Posted by Roda View Post
    Could be a decent toggle button


    Interesting anti rmt solution, though needlessly punishing new players by not allowing access to a basic mmo ui element and communication tool since rmt advertisements are likely to be quickly blocked by the populace and localized in very specific hotspots. I'd prefer to see a spam throttle where if you send x messages in y seconds your bubbles will stop displaying for z seconds or you will be unable to chat at all for z seconds. It's a pretty standard practice.
    Spam throttling has so far not worked for RMT. As evil as it sounds, if we're talking about QoL features, QoL features should be things that commited players can toggle, not throw-away accounts. Because bubbles will take up an obnoxious amount of screen real estate it's better to only put auto-translate text in bubbles if they're not sufficiently far in the game, and put whatever text in the log if they're not that far along. Maybe place holder it with a (!) bubble to indicate they are talking if you're not close enough to see their mouths moving.

    Quote Originally Posted by Roda View Post
    I don't think emotes should interact with the bubbles at all. The whole point is to be able to read what people are saying and seeing their animations at the same time. Also I think 5 yalms would be far too short (for me at least) at least for /say and like chats (/whisper maybe). It would be nice to have a radius slider option for that. (I feel like I'm gonna have to mock up this UI at some point :T)

    There could also be some kind of system where the higher the chat traffic is, the shorter the draw radius is for highly used channels, like how the game culls players based on how densely populated a space is. Though that kind of process might be a tad resource intensive.
    Going back to Mabinogi and at least Ragnarok online, people will abuse persistant chat as a way to sell things, RMT or not. Parties are already abused for this in every game, but at least you can turn that off, or only look at party messages when you're looking for a party.


    Quote Originally Posted by Roda View Post
    This I like, especially for things like linkshell and yell bubbles since we already have cutscene boxes for those to go off of for design


    While I think the 500 characters might be a tad much, 140 might also be a bit small, especially since you wouldn't get a warning when you're nearing the cutting point. Most games cut off the speech bubbles at the point in which the chat box will accept no more characters, and I think that SE should follow the same trend, if not this could always be another slider option.

    Side note: I'm probably gonna add examples from other mmos to the OP
    How many people can not formulate an idea to less than 140 characters? I picked this as a common theme, but what you really want is people to write short sentences and the persistence of the message is long enough to read. You don't want someone to be able to copy and paste War&Peace and then have their avatar recite the entire thing line for line over the course of a few hours. Likewise most spam simply tries to make their spam posts as large and fast as possible.

    Hence, no bubbles near the market boards, aetherytes or bells. Outside of the home zones, where spammers seldom go, you can tone down the draw distance limits so that you can have a party walk/run/ride together within 30 yalms of each other and not miss anything.
    (0)

  8. #8
    Player
    Roda's Avatar
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    Ul'dah
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    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by KisaiTenshi View Post
    It's the first feature abused in open beta's, regardless of the game. RMT starts in betas.
    Yeah I'm looking back at all my screens and videos from open beta and I'm seeing zero signs of speech bubbles. Are we talking about 1.0 now?

    Quote Originally Posted by KisaiTenshi View Post
    My thought on this is how Mabinogi functioned. Basically the chat system in Mabinogi was equal to a separate IRC chat and separate instant messenger. The instant messenger aspect was horribly abusive. But the local chat was pretty much zone-wide, and the more people there were, the more text tried to be rendered, which resulted in a lot more lag the larger the chat scrollback buffer window became. Anything typed (press enter first) appeared in the text bubbles. The fact that it tried to use a better font resulted in all the rendering lag, and switching to the fixed-width bitmap fonts often removed enough latency that people modded their client specifically for that, even though it barely did anything (it was the scrollback buffer that was was impaired.)

    So leave the scrollback log in the game but don't render anything more than what the log window would normally have, if you close it, you just get a "enter text" line after hitting enter with a widget icon to bring the log back up.
    It's been a good long while since I've played mabinogi, so I can't comment on any of that, though that sounds horrendously inefficiently designed. :x I've never experienced lag due to chat scroll in any modern MMO...
    And your second paragraphsentence makes sense.

    Quote Originally Posted by KisaiTenshi View Post
    The problem regarding walls of RMT text is that there is no possible way of throttling it without throttling everyone, and sometimes this becomes needlessly infuriating when RMT decide to block marketboards from being visible with their spam. Hence Level 17. That's about 8 hours of play if you watch the cutscenes.
    I just don't see how blocking the nuisance doesn't solve that problem :T And I feel like the throttling that would affect RMTs would not affect normal play usage, and if it did affect a non RMT player, they'd probably be spamming just to troll, which would be a good use of the throttle anyway. (i'm talking about the throttles that silence a character for like 30 minutes or more for rapid spam after a number of warnings, not the ones that are like "you must wait 5 seconds before you're allowed to type in /say again")

    Quote Originally Posted by KisaiTenshi View Post
    The distance falloff/line-of-sight is essentially away on the server-side to basically do an "audio ray trace". If you can hear this person swinging an axe, you can hear this person talking. A distance slider of some sort might be impractical, though given that the game does have some application of this already for /say and /yell I don't think it's terribly difficult to apply to bubbles.

    And as I said above, if you hit enter with the log closed, it would just bring up a text entry box with a widget icon to switch to the log mode.
    Aye.

    Quote Originally Posted by KisaiTenshi View Post
    Spam throttling has so far not worked for RMT. As evil as it sounds, if we're talking about QoL features, QoL features should be things that commited players can toggle, not throw-away accounts. Because bubbles will take up an obnoxious amount of screen real estate it's better to only put auto-translate text in bubbles if they're not sufficiently far in the game, and put whatever text in the log if they're not that far along. Maybe place holder it with a (!) bubble to indicate they are talking if you're not close enough to see their mouths moving.
    Real talk, I'm on balmung. The only good thing that's come of the server lockdown is that I've never had any persistent interaction with RMT in this game, so I don't know how aggressive the RMT is vs how aggressive SE is at suppressing it. But I highly disagree with the idea that new players can just be denied QoL features because they're new. To me this is like if until you're level 17, you can acquire and spend gil, but you cannot see how much gil you have because it makes life less convenient for gil farmers.
    Turn it off for trial accounts, sure, but my recruit-a-friends paid for this game so they can experience the same game I play and they shouldn't be punished because SE's spam detection sucks.

    But, if you insist on restricting low level players because of RMT, at least be consistent. Take away the chat functionalities of anything you don't want to see a bubble for, because they can be abused just as badly, and even more intrusively now, since they actively push away lines from level 18+ players.

    Quote Originally Posted by KisaiTenshi View Post
    Going back to Mabinogi and at least Ragnarok online, people will abuse persistant chat as a way to sell things, RMT or not. Parties are already abused for this in every game, but at least you can turn that off, or only look at party messages when you're looking for a party.
    If someone is spamming hard enough for their speech bubble to be persistent, then the spam filter should pick them up, if not they should be reported for spam, because, considering the typical lifespan of a speech bubble, they are repeating their line way too quickly to be reasonable, and probably have a macro/bot set up.

    Quote Originally Posted by KisaiTenshi View Post
    How many people can not formulate an idea to less than 140 characters? I picked this as a common theme, but what you really want is people to write short sentences and the persistence of the message is long enough to read. You don't want someone to be able to copy and paste War&Peace and then have their avatar recite the entire thing line for line over the course of a few hours. Likewise most spam simply tries to make their spam posts as large and fast as possible.

    Hence, no bubbles near the market boards, aetherytes or bells. Outside of the home zones, where spammers seldom go, you can tone down the draw distance limits so that you can have a party walk/run/ride together within 30 yalms of each other and not miss anything.
    Well, we can start the count at two, since the forum yells at me when I try to respond. :P
    And you can't copy and paste war & peace in this game in one go. The chat box already has a limit to how much you can type. So no need to be afraid of bee movie script attacks.

    My thing is, be consistent with this (well, any really) design. If the chat box currently allows you to type 500 characters, then either the speech bubble should allow that, or close to that, or the current character allowance needs to be lowered. And It's not really about the average use of the element. I fully believe that most of the time people will be only using twitter-length or double-twitter-length messages anyway, but for consistency's sake it should match the upper limits of the chat box.

    Same with the no bubbles near market boards/aetherytes or bells. I'd rather see a toggle for not showing bubbles in cities like I have on one of my wildstar addons, than having these weird voiceless voids around objects where I might happen to get too close to one of them and accidentally ignore someone because I'm used to seeing a bubble pop up. Basically, the more consistent something is, the more predictable something is, the more intuitive its design is and the easier it is to use.
    Plus, we already have tools that allow us to get around the crowding around useful objects. X! That same button can hide speech bubbles just as it hides nameplates and suppresses player selection.


    Honestly, where I'm coming from is really just faith. I'm putting faith in SE's designers to mindfully create a usable and visually friendly chat system using the resources they have. I don't expect them to slap on some stock text boxes, that have no character limit, no max draw distance and no occlusion culling. And I'm certain that they will be able to keep these worries in mind if/when they design their implementation and that they will be able to handle those worries in ways that are the least intrusive to the normal players of the game.
    (0)
    Last edited by Roda; 07-21-2017 at 04:30 PM. Reason: holy crap roda stop posting after 3am. @@

  9. #9
    Player
    FallenArisen0990's Avatar
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    Aug 2013
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    - Top Secret -
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    1,462
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    Anarista Tarnyang
    World
    Behemoth
    Main Class
    Ninja Lv 80
    Quote Originally Posted by KisaiTenshi View Post
    How many people can not formulate an idea to less than 140 characters? I picked this as a common theme, but what you really want is people to write short sentences and the persistence of the message is long enough to read. You don't want someone to be able to copy and paste War&Peace and then have their avatar recite the entire thing line for line over the course of a few hours. Likewise most spam simply tries to make their spam posts as large and fast as possible.
    Ugh... *Flashbacks to PSU days....* *HAPPY BIRTHDAY SONIC!!!!!* Please make it stop...make it stop....
    (0)

  10. #10
    Player
    Felis's Avatar
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    Mar 2011
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    Gridania
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    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Fealow View Post
    I swear i remember this being in the game and on by default during 2.0?

    Why did they remove it? Or what happened to it?
    Was never ingame
    There was once a thread about it, and the majority census was "NO"
    (0)
    Last edited by Felis; 07-21-2017 at 11:52 PM.

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