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Thread: <call>

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  1. #1
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    Quote Originally Posted by Rukkirii View Post
    The dev. team will look into whether or not call sounds can be implemented in 2.0.
    I wish we had a virtual hand coming out of the monitor to slap some ppl.
    (2)

  2. #2
    Player
    TwinMoon's Avatar
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    Quote Originally Posted by Rukkirii View Post
    The dev. team will look into whether or not call sounds can be implemented in 2.0.
    Thanks Rukkirii! Much appreciated!
    (1)

  3. #3
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    Zenaku's Avatar
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    Quote Originally Posted by Rukkirii View Post
    The dev. team will look into whether or not call sounds can be implemented in 2.0.
    Can be implemented i think you should use your word more careful you pretty much saying there a limitation so early on that you can't add a simple thing as <call>.

    Better way of saying would be is "The dev team would see whether they want to implemented in 2.0 or not.
    (0)
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  4. #4
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    Efrye's Avatar
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    Quote Originally Posted by Zenaku View Post
    Can be implemented i think you should use your word more careful you pretty much saying there a limitation so early on that you can't add a simple thing as <call>.
    There is indeed a limitation: It's called time. Every game development has that limitation though.

    There's really no need to misinterpret statements just to cause more whining.
    (And there's probably no need to tell Rukkirii how to do her job either.)
    (0)

  5. #5
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    Halvaard_Vidan's Avatar
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    Quote Originally Posted by Rukkirii View Post
    The dev. team will look into whether or not call sounds can be implemented in 2.0.
    ty Coeurl Rep person =D

  6. #6
    Player Vinta's Avatar
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    Don't do it!

    Just... Please. People will just complain about it being used in the first place.
    (0)

  7. #7
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    buritoslicer's Avatar
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    great idea!
    (0)
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  8. #8
    Player
    Enfarious's Avatar
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    <call>ing back afk members while building parties for things, cause we've all spent 2 hours building a party, is about the only time I ever used the generic <call> and even then only after giving fair warning cause it really was obnoxious, but useful as all get out.

    Having multiple <call>s like they eventually did in FFXI would be great. I have a count down macro for things like Hellfire and being able to just have a <call-normal volume> at the 5 second mark would make it a bit more noticeable. Adding a slider to the audio controls just for general call volume seems like a good idea too, though I think that being able to completely turn them off is defeating the purpose. A delay between uses like /yell in XI where once you use it you have to wait N seconds before using again so people don't just spam.

    Having them tied into the vibration was something they had in XI too, right outta the gate, nothing was more entertaining than a 5AM xp pt where your starting to nod out then your controller jumps outta your hands and rattles across a floor/desk, while the game makes horrible noises.

    On the note of adding it, the input parser already processes <blah> there's really no reason at all that having /call or <call> work should be that much work. Unless of course the code isn't modularized well and the parser is spread across 3000 files jumbled in with other crap.
    (0)

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  9. #9
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    Enyyx's Avatar
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    (0)

  10. #10
    Player
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    That's why they need to implement some form of timeout/cooldown so ppl can't just spam noise, and of course it should be party only like it was in XI.

    <call> isn't bad, it's how ppl used it to be jackasses that was.
    (0)

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