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Dynamic Proximity Voice-Chat!

Of course players would love proximity voice-chat, and I think there’s a lot that can be done with it.

If you do decide to add proximity voice chat, you could add walkie-talkies/radios, with limited range that could be increased by building an antenna of some sort! That could also mean radio interferences by for example levianthans, just for the fun of it. I think having that kind of system would encourage players who decide to use the in-game voice chat to build outposts!
Radio filters on players voices could be cool, maybe with the option to disable them. Obviously microphone settings and volume settings.

I realize that this game isn’t gonna be co-op focused, but I decided to throw the idea in anyway.

a year ago
45

i agree and would LOVE to see some sound physics implemented as a performance wise, light way to deepen and enhance immersion with your friends. that with a menu for adjusting your mic and that’d make the game Way better already!

8 months ago
10

yes but i think the stuff like the radio should be auto included in vehicales and maybe something like a reciver that you can only hear other people through the sea glide without any other upgrade and also i want com’s (the radio/walkie talkie/any way of remote communication in game) to be able to be damaged but make this feature optional for people to play how they prefer

6 months ago
6

As another option, an in-game text chat device (or even a PDA function) with a decent signal range could suffice. I know that proximity VOIP can be a pretty complex undertaking for a game, but I also know that having some form of native comms within the game can be really important to enabling / enhancing co-op activity.

If VOIP turns out to be too time / resource intensive, the ability to use the PDA to text in-game might be a really easy alternative (though better for PC players, rather than console players). I’ve also seen some games allow players to write phrases in advance and store them for later use via in-game UI (or even mappable hotkeys on the peripherals).

3 months ago
6
S

I hope if It DOES have Proximity chat, it’s like Lethal Company in the sense that there could be an echo or something in canyons.

2 months ago
5

why is this being reaserched???

2 months ago

YES

2 months ago

^^research is like being conducted on how to implement it, as they’ve never done the feature before and it’s likely a complex undertaking in an open world game such as this if there’s no co-op tethering

2 months ago
6
U

I don’t think we need to be confined to realistic physics for radio waves traveling through water in a sci-fi game that already runs electricity through magic saltwater tubes to power your base. If that hasn’t already broken immersion, I don’t think being able to talk to your friends is going to either. Its the future, there’s already communications over long distences under water as seen by the communincations between colonists/PDA/NoA. It can be hand-waved away with a fun article in the PDA if necessary, but I don’t think anyone is going to think too much about the in-universe explanation for a commonly expected feature in a online multiplayer game.

2 months ago
1

I really like the physics based proxy chat, but adding an option to turn it off would be good. Or config it for the players needs, because this system can have stuff that some players like while others dont.
For example, latency. Or the need for placed structures like antennas. Some players don’t like the hustle so they will just use discord instead.

The most important config for this would be the filters. I think these should be client side. I personally would be okay heading my friend get muffled but my friends won’t like it.

There can also be functionality tied to this proxy chat. Like hearing our friends starting to drown, or get hungry. Or even the creatures attacking. This would bring immersion and functionality as well. And it can be turned off client side if not needed. I would love it personally.

2 months ago
P

I love this concept.And it overall doesn’t have to be super complex. Just have two channels, a local proximity that broadcasts that is processed client side, and only allows a feed to play if the distance between the broadcaster is < x and a global feed that requires either a unit like a walkie that uses battery (but doesn’t require hand usage) or enclosed spaces such as the tadpole or base. default to local and require global to be a keybinding.

Things like noise cancellation due to walls and such are likely overcomplex for a system like that so not needed, but they could have a third channel which is based off interiers, so like anyone on a vehicle could easily hear anyone else in the vehicle, and bases could have the same system.

a month ago
Merged Proximity Voice Chat - With Radio#11812
a month ago
Merged Voice chat radio#8716
a month ago
Merged Chat proximity#10046
a month ago
Merged proximity radio#903
a month ago
Merged VOIP#3014
a month ago