Little by Little, a Masterpiece Is Emerging

Amadman

Well-known member
May 28, 2020
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A padded room.
to bad ppl will prob mute that function if some ppl start blasting music in town constantly
There is always one it seems :(

The worst part is trying to figure out and target which idiot is doing it.

What they need is some type of ui that gives easy accessible information on everyone that is talking in the area. And then allow you to easily mute them individually from there.
 
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Neftan

Well-known member
May 28, 2020
249
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My Mind
Just make it so you cant mute, easy solution
The easy solution is making it so the feature itself can not be turned off, as in no global mute. I agree. Single targeted mutes are needed though.


There is always one it seems :(

The worst part is trying to figure out and target which idiot is doing it.

What they need is some type of ui that gives easy accessible information on everyone that is talking in the area. And then allow you to easily mute them individually from there.
This is what is needed. A solid interface you can bring up that lists all people within a radius that you can actively hear, with the mic icon indicating their level of volume, so that in battle or town when encountering someone with VOIP spam it can be shut down in a couple of clicks.

VOIP should also be monitored somehow. There should be a report option for anyone using VOIP, and if they are reported, they will have the last 20 minutes of their VOIP recorded and sent in with the report - allowing for people who abuse the system to be banned from it.

Spamming reports that are false will result in punishment to the reporter.
 

ThaBadMan

Well-known member
May 28, 2020
1,159
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Norway
Need to be 50% just to keep ears from being shattered. The reason most muted it in MO1 I guess.
 

finegamingconnoisseur

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May 29, 2020
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www.youtube.com
Nvidia RTX Voice uses Cuda cores on a graphics card to intelligently filter out any sound that isn't recognize as human voice. It may be possible at some point for SV or another developer to create a plugin on UE4 that allows only the player's voice to be heard in voip.
 

Nenju

Member
May 28, 2020
93
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sausage lake
im just affraid that mute function/scan "area" will be used as a detect/saftey scan. also if like u said only shows ppl that used the mic in a certain range show up you would still see the names which might be bad? as in known player X is a pk dude smth.

unless there can be a way to mute a specific person without having their name thatd be good
 

Slammington Unchained

Active member
May 28, 2020
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im just affraid that mute function/scan "area" will be used as a detect/saftey scan. also if like u said only shows ppl that used the mic in a certain range show up you would still see the names which might be bad? as in known player X is a pk dude smth.

unless there can be a way to mute a specific person without having their name thatd be good
How about no mutes at all? In real life if some short skinny spergmaster screeches at you, there is no button you can press to shut him up. Why should MO be any different?
 

finegamingconnoisseur

Well-known member
May 29, 2020
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How about no mutes at all? In real life if some short skinny spergmaster screeches at you, there is no button you can press to shut him up. Why should MO be any different?
I read @Nenju 's post from the perspective of, let's say someone walking through a dense city with lots of buildings or a thick jungle, they could use the scan function to 'see' other players hidden from view on the other side of a nearby building, trees, bushes, etc.

Which could ruin the concept of being able to only see and hear players who are visible on one's screen or if they move or make a sound with their character. Scanning for nearby voip kind of gives the player a 360 degree radar to detect the presence of other players.
 
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Amadman

Well-known member
May 28, 2020
936
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A padded room.
I read @Nenju 's post from the perspective of, let's say someone walking through a dense city with lots of buildings or a thick jungle, they could use the scan function to 'see' other players hidden from view on the other side of a nearby building, trees, bushes, etc.

Which could ruin the concept of being able to only see and hear players who are visible on one's screen or if they move or make a sound with their character. Scanning for nearby voip kind of gives the player a 360 degree radar to detect the presence of other players.

If it only shows people that you can currently hear on Voip then you would already know they was near you from the sound. If a player was trying to be sneaky and did not want to be noticed/identified then they would probably want to stay quite to not stick out.

If on the other hand someone did want to cause a scene and make a bunch of racket then someone should be able to easily ignore/mute them.

A possible solution though would be to use question marks for names of speaking players you have not recently targeted.
 

PatWins

Well-known member
May 28, 2020
234
374
63
There is always one it seems :(

The worst part is trying to figure out and target which idiot is doing it.

What they need is some type of ui that gives easy accessible information on everyone that is talking in the area. And then allow you to easily mute them individually from there.
Agreed big time. A proximity list with mute buttons would be ideal.
 

PatWins

Well-known member
May 28, 2020
234
374
63
I read @Nenju 's post from the perspective of, let's say someone walking through a dense city with lots of buildings or a thick jungle, they could use the scan function to 'see' other players hidden from view on the other side of a nearby building, trees, bushes, etc.

Which could ruin the concept of being able to only see and hear players who are visible on one's screen or if they move or make a sound with their character. Scanning for nearby voip kind of gives the player a 360 degree radar to detect the presence of other players.
Good point..