Updated Mumble Features?

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Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Updated Mumble Features?

Post by Smegburt_funkledink »

Last time these ideas were thrown about, it was possibly before there were Mumble Devs officially part of the PR team. It was certainly still when we were using 'force centre' and didn't have any Mumble automation. So I know these may be resuggestions from very old topics and may not even be possible (I was told years ago they might not be) but it's been a while since then.

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Suggestion 1 - Any player using radio buttons (Squad chat SM > SM, SL > SL, Sl > CO etc...) also transmits their voice locally.

Reason - It makes sense. It informs close by squad members that their SL is actually using their radio.

Pros - Squad members nearby can hear if their SL is talking on their radio. Nearby members of other squads will hear relevant chatter if they're near by. (Some people may see this as a con, maybe?)

Cons - More local chatter than before.

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Suggestion 2 - Any SL > SL radio comms also go direct to CO. Any SL > All Squads also go direct to CO.

Reason - CO should be in control of comms and also be aware of what is going on.

Pros - Pub games have more of a 'radio guy' kind of CO rather than an order giving CO in more organised/ tournament games. This will give the CO any info they're not already aware of and may help prevent overlapping information going in and out all the time. SL's may get less radio spam (All squad radio contact reports) (Co really should be the one dealing with the radio spam and deciding where else that info might need to go)

Cons - CO will get much more chatter (I actually see this as a pro but some may not)

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I did have more ideas but I'll leave this here for discussion first.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
Jagira
Posts: 101
Joined: 2014-06-30 08:05

Re: Updated Mumble Features?

Post by Jagira »

I like it
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Updated Mumble Features?

Post by sweedensniiperr »

Definitely YES on #1.

#2, not so sure. Do you mean only the allsquad radio, or do is the specific squad radio also included?(1-3 etc) If only the first I could go behind it.
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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Updated Mumble Features?

Post by Nightingale »

I am not entirely sure I understand your description of suggestion #2, but #1 is a fantastic idea! :grin:
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Updated Mumble Features?

Post by PatrickLA_CA »

He means that the commander should be able to hear if SQL1 is taking to SQL2 and also if SQL1 is talking to all SQLs.

I agree with both by the way.
In-game: Cobra-PR
Jamaican
Posts: 184
Joined: 2007-05-27 21:04

Post by Jamaican »

Agree with #1 , saves telling sqd members to quiet comms
Arduras
Posts: 54
Joined: 2015-02-14 01:01

Re: Updated Mumble Features?

Post by Arduras »

I'm definitely for #1. #2 as well if it only applies to "all squad chat."
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Updated Mumble Features?

Post by Pronck »

Number 1 is both good for immersion as good for the squad itself. It will know when the SL is having a talk with other squadleaders and there will be less of those moments "squadleader are you afk?" moments and such.
SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

Re: Updated Mumble Features?

Post by SIDEKILL3R »

My suggestion is that the return of local chat being heard by both teams but at a lower vol.
Arduras
Posts: 54
Joined: 2015-02-14 01:01

Re: Updated Mumble Features?

Post by Arduras »

SIDEKILL3R wrote:My suggestion is that the return of local chat being heard by both teams but at a lower vol.
I actually agree with this - local chat is supposed to represent people speaking, the only
reason I could see this not being implemented, is every war in this game the opposite sides
typically speak totally different languages. Not having the local chat broadcasted could
simulate that. The downside is nobody wants to use the commo-rose because it makes
audible noise to those nearby (including enemy) which often means seeking out some
mumble voice (out of several all screaming/whining at once) to revive them.

People constantly yelling ammo or medic or whatever in mumble when they could
easily Q-com what they wanted and they'd be marked on the map for those capable.
I wouldn't mind seeing the return of at least squad nameplates within like 50m to
facilitate use of the Q-Com for ammo and stuff from nearby team-mates.
[GER]Birnd
Posts: 63
Joined: 2012-07-07 07:25

Re: Updated Mumble Features?

Post by [GER]Birnd »

If both Teams hear local no one will use it anymore. No more joking with strangers or ur Buddys without spamming side.
My ingame name is [WGP]ARC*[GER]Birnd
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Updated Mumble Features?

Post by Frontliner »

SIDEKILL3R wrote:My suggestion is that the return of local chat being heard by both teams but at a lower vol.
pls no.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
IMI-GALIL.223
Posts: 110
Joined: 2009-08-23 16:43

Re: Updated Mumble Features?

Post by IMI-GALIL.223 »

My only suggestion is to add an in-game mute feature (If that's even possible). I just can't take the immaturity sometimes, and I hate alt+tabbing out.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Updated Mumble Features?

Post by Mineral »

You can make shortcuts for that ;)
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IMI-GALIL.223
Posts: 110
Joined: 2009-08-23 16:43

Re: Updated Mumble Features?

Post by IMI-GALIL.223 »

[R-DEV]Mineral wrote:You can make shortcuts for that ;)
To mute specific players? Do tell...
RarWinZip
Posts: 162
Joined: 2011-08-15 07:22

Re: Updated Mumble Features?

Post by RarWinZip »

Arduras wrote:I actually agree with this - local chat is supposed to represent people speaking, the only reason I could see this not being implemented, is every war in this game the opposite sides typically speak totally different languages.
This. That's why common local can't be implemented. Period... imho.
Iceman11
Posts: 28
Joined: 2014-10-19 18:46

Re: Updated Mumble Features?

Post by Iceman11 »

SIDEKILL3R wrote:My suggestion is that the return of local chat being heard by both teams but at a lower vol.
We would all like that.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Updated Mumble Features?

Post by Mineral »

Iceman11 wrote:We would all like that.
I wouldn't.

Maps are too small for it usually. It would make people stop using local.
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Updated Mumble Features?

Post by Psyrus »

IMI-GALIL.223 wrote:To mute specific players? Do tell...
You can have a mute-all button, but think about it, how on earth would you have a hot-key to block specific players, it's pretty much impossible :)
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: Updated Mumble Features?

Post by Mats391 »

[R-DEV]Psyrus wrote:You can have a mute-all button, but think about it, how on earth would you have a hot-key to block specific players, it's pretty much impossible :)
Press button, say name of player, player gets muted. :D
A mute interface for ingame wont be happening, it is just too much work. If someone is really spamming let the admins deal with it. Also Spooks AHK script for adjusting volumes helps a lot.
https://www.realitymod.com/forum/f27-pr ... ution.html
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