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The_Angry_Canadian

Why dont you use the ingame voice chat ?

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Because we always end up with someone screaming obscenities or spamming sound over the chat. Do not want.

There is allways the mute player option to use :P

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And why TS since Ventrilo is light-years better. :)

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And why TS since Ventrilo is light-years better. :)

Because TS is free? ;)

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I usually use vent to talk to community members, but when I need to talk to pubbies I use the in game VoIP. It's more convenient (and safe) than typing everything out at speed in an airplane/ helicopter. Or when I'm making fun of the leader, I just use the vehicle chat. :p

Because TS is free? ;)

Vent is free too. I imagine you have to pay for a Team speak server too.

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Vent is free too. I imagine you have to pay for a Team speak server too.

The free server version is limited to 8 users IIRC (unless you use some old version).

You can host the TS yourself on your gaming server, depends what kind of a contract you have though.

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I would love to use the in-game voice chat always, but it's unusable currently unfortunately. The voice keeps breaking up once in a while in the middle of a sentence/word and it makes communicating with it impossible. Another problem is the volume, which is currently tied with other volumes (effects and radio). VOIP should really have a separate volume slider in options.

However, I could live with the volume issue as long as the voice would be transmitted without breaking up / cutting off. If BIS can fix the problem with the voice cutting off, I will definitely use it.

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I think it's way easier to use Ventrilo or TeamSpeak, because it's more clear and if you have serious players they will take turns talking and can talk when needed. Alot of time you have different channels for different teams and even a dead channel. People usually bind a key to switch to that certain channel. But overall playing with other players, randoms usually, Voice isn't that bad.

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I think it's way easier to use Ventrilo or TeamSpeak, because it's more clear and if you have serious players they will take turns talking and can talk when needed. Alot of time you have different channels for different teams and even a dead channel. People usually bind a key to switch to that certain channel. But overall playing with other players, randoms usually, Voice isn't that bad.

My main problem with Teamspeak or ventrillo is not the fact that people dont take turn. If you have 15 guys, 3 of which are in the air, and the rest separated on the ground in different squads, soon, everyone needs to talk, even if they take turns. Then you switch channels and you are screwed because you need to switch between 3 or 4 channels to talk to everyone.

I haven't experienced server crashes due to the in game voice and it works flawlessly on my 2 man server :rolleyes: . I guess some issues appear when more people try to use it ?

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I haven't experienced server crashes due to the in game voice and it works flawlessly on my 2 man server :rolleyes: . I guess some issues appear when more people try to use it ?

That's about right. The crashes seem to manifest themselves on servers with more than ten players connected.

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i disable it for several reasons it could crash, it is sometimes very annoying , and i think it will slow down the server a bit when every one want to talk or scream.

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I keep it enabled on our server even though everyone is encouraged to join vent.

Screamers get kicked.

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Yeah, we keep it on our server too. I think Vent is more clearer but still sometimes things like direct chat are fun on like stealth missions.

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I don't use it for the sole reason it's sooo quiet. I refuse to turn up the "radio" slider in "audio options" for the extremely annoying talking in the game. I don't want anybody screaming in my ear "three, TARGET, thatAPCat... TWO O'CLOCK".

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We have tried it on our servers, in conjuntion with MAP_ReducedVoice addon , and haven't had any instances of it hanging the server. The issue we have is the inconsistant comms between users. One will be really clear, while the next person is very choppy.

We had a theory that it might have be due to the individuals client being unable to cope, but experimented with them tuning their system down if it was related to a priority mechanism, that sacrificed comms to help maintain other aspects of the game. Didn't seem to alter their comms clarity.

So at this stage we have disabled them for simplicity, but would love to enable them as it improves the flexibility immensely.

Has anyone else had similar issues? Or more importantly a solution!

Cheers.

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