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  1. #8
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    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.
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    Last edited by Roda; 07-21-2017 at 04:30 PM. Reason: holy crap roda stop posting after 3am. @@