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originally posted in: Bungie ADs are lying to me & you
9/4/2014 7:17:26 PM
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And no one here can say that prox chat is not possible on consoles. [i]Halo 3[/i]
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  • And no one here can say that you understand the fundamental differences between lobby games like halo or cod and server intensive persistent online worlds like wow or gw 1. Just look at wows in-game chat system, if it's still even there and it's also not proximity chat, last time I checked. Perhaps the finer points of packets should be elaborated upon, but I neither have the patience nor inclination to do so.

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  • Halo 2 had big team battle which is 8v8. The world may be bigger in destiny but max is 16 in open world. In beta I never saw more than 6 people at once

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  • 16 per instance. Each instance is still connected together. Halo, you were hosting or joining a hosted match. You're not hosting anything in Destiny, you're logging into a single server that houses everyone. So you may only see 16 people in your instance, for balancing and optimization. There may be anywhere between 4 - 12 instances in that single space, all with 16 people. That's 64 to 192 people at any given time.

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  • Which is still insanely less than your basic mmo

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  • The locations in Destiny aren't that big or as big as other games. They are sectioned off like Borderlands so in theory it would be possible. But then again I know nothing about the subject.

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  • The finer points of packets? What a wan*er

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  • [quote]The finer points of packets? What a wan*er[/quote] I knew I smelled a shit post stirring, didn't expect the whole POS to rise with it! Now if you're a clever turd, you should be able to explain the issues tied to VoIP when it's used on a DX chassis instead of a telephony Internet DT chassis. Go on? Explain.

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  • Edited by tritonxl: 9/5/2014 3:25:57 AM
    #Google

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  • You really are a special one aren't you? How'd you score on your last autism test?

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  • Better than you did! How's it feel being 30 points lower than clinically retarded?

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  • Edited by Cazeres: 9/5/2014 2:39:56 AM
    Wow! So much anger and hate, and such desire to prove yourself. You sure everything's OK at home? I think you need to talk to someone.

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  • No no no, I just like bugging try hard troll tards online!

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  • Oh come on now, you had neither the patience nor the inclination before, now it's your hobby?

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  • Hrm? No, it's my field of work.

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  • Your field of work was evident in your first post, but we digress from the topic at hand.

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  • While yes there is a large difference in it, there should be a more fluid way of transitioning to talk. With it being an active time game, having to open the menu to get it set up can mean certain death. It should allow you to look at a person and hit a directional button to instantly invite or some other method of quick selecting. While proxy chat would put too much strain due to much larger packet transfers, they could set up ways to do it. Most people probably wouldn't want the feature most the time once they see what it would do to them, but there could be the option to have it on to hear anyone in a 5m radious of you. A small enough range would keep it from constantly running high packets. I really don't care about having a proxy feature, and personally think it is better without, but I would like a way to fluently find people to party up with. Even some sort of party finder feature would be acceptable.

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  • Easy invite FTW, that's a feature the works best.

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  • Would cut the issues of high packet transfers that would be caused by proxy chat and still allow people to easily team up. Of course for it to truly work best, it would need the ability to form larger parties in the exploration zones, and just cut the main party to 3 when going in to an instanced zone. Should work fine having up to 4-6 3 man teams in a party with chat in the exploration zone. I think they would be able to support that. Walk in to an instanced zone like the underground areas and just separate the fireteam from the large group to smoothly transition to the instance. Could have it set up in the large group too where people can switch fireteams and get set up with people they want to from the menu if they want to stay together, or have a different button to leave or switch teams or something. There is a lot that can be done with it, and I will not be surprised if they enhance the system later on, but I think for a start it is alright as it is. Most people already have found a group of players to run with before the game release, so there shouldn't be much issue at the start.

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  • The only problem you will come into is using voice services over public DX networks. The quality will take a huge dump in areas that suffer from saturation (reckless and uncontrolled peer sharing on a node... *looks around at some of you*). This comes down to accessible bandwidth and open frequencies for use. This treads into full on VoIP like territory as each instance where people interact internationally, at random on a single instanced server that could house 10k + people hourly... The amount of address dialing ad-hoc for random proximity connections would be a nightmare to perfect. If the service could somehow tie into a DT chassis network which is wholly private could mitigate it, but I doubt the consoles, let alone a DX bound modem could tap into. Plus most DT chassis cap out at 40mbps. Tl;dr The real problem isn't the fact that it can't be done, it's that you won't have a quality communication path for a quality game. Instead you will have the forums in flames over old gen proximity chat problems in a next gen age. Plus, what mmo, let alone pseudo mmo would truly want a nonstop proximity chat? That's more of a mess than anyone realizes. A better invite system that's tied to in game commands that have ease of access is the superior option.

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  • Yes, proxy is all around a bad idea for something of this sort. The only way it would be possible is on a tiny range scale such as 5m, otherwise there would just be far too much data trying to stream through at once, causing not only the chat itself to come through choppy but would likely start to affect the smooth play of the game itself. Using xbox party chat is entirely different as it is routing through a completely separate location. It utilizes the microsoft servers rather than the game's servers which splits the load on incoming and outgoing data allowing the transition to not have any conflicts. Most the people that want the proxy chat do not fully understand what they are asking for. I think if they did even put it in, people would be asking for it to be removed or turn it off if there was an option. The other thing is that it wouldn't only effect the people using it on the broader scale of things, it would be a noticeable change to everyone playing. In short, proxy is just a bad idea, stick with party chat. Easy invite system would be the one change fix all to this issue.

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  • Doesn't DayZ have something like proximity chat? How does that work?

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  • Edited by Khârn the Betrayer: 9/4/2014 11:43:22 PM
    Doesn't dayZ still have a choose the server options? Haven't played since it was an arma add on. The biggest difference people are missing here is that Destiny is one server with heavy Instancing. More like guild wars one than any current shooter. If someone could look into planet side 2 and tell me if there is an in-game proximity chat system, it would be the closest example to pull.

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  • I don't really know, I've never played :/

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