Universe Wide Chat... Why Is It Not A Thing?

For me the game is about immersion. I don't even want to be able to see updated Galnet posts 40,000LY from the bubble, yet alone hear from people in my friends list. :)
 
Indeed it would - and it would need to be around an implementation that was integrated into the ship HUD (unless players want to move to a different game view to communicate) - assuming that every player owns a second screen is not a realistic option in this case.

If channels were able to be created at will, how would they be assigned volunteer moderators? (if there were any that were prepared to moderate that particular channel, of course)

Also, moderation of chat would impact on some players playing the game - the volunteer moderators would need to be watching the chat....

Having seen how many Moderators it takes to moderate a live-stream chat (with c.2,000 viewers - not all participants in the chat) and the speed at which the comments rattle past, I don't envy the job of those who would volunteer to moderate an in-game text chat channel.


Chat would be the same window as is currently used for comms - just more options to choose channel

ED / Volunteer moderation would only apply to public channels/chats, private/clan chats/channel would not be moderated - and are private (but logs would be kept by ED).

As stated - sector/clan/private/career/help chats/channels would be multiple individual chat areas - players in "public" chats will be muted/kicked if they do not follow the rules of public chats/EULA - I have seen this work with 50,000 people on one shard, and 5-10,000 people in individual instances, covered by only 5 global channels...

People playing a game do not type as much as LIVE STREAMING, where people are only "viewing" a game - whose ONLY input is to make comments, as the 2,000 viewers you give as an example - methinks the moderator is talking about apples, when the customer is talking about oranges....
 
I don't think moderation would really be required. We have no specific moderation now.

One way to reduce costs (somewhat), keep things consistent and translatable would be to have a set number of things that can be transmitted. Not so much like the Captain Blood example. More of a template thing. Almost like social media share buttons now but without writing comments.

An example would be... you happen across a conflict zone. There is some little button somewhere that allows you to 'share' that information. Your in-game commander blurts out over the channel, "Conflict reported near Delta A 3 between Zaphod's Purple Crew and We Like The Colour Purple Too Inc."

I think this would end up being fairly restrictive, though, and it's not exactly 'chat'.

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Come on FD, auto voice comms within 10km range. Imagine the chatter around stations :)

Oh, please no!

Approaching station... listening to the hustle and bustle of commerce and...

"Are you playing that stupid game again?!"
"It's not a stupid game. It's a simulator."
"Whatever. The kids need to get in the bath and they aren't listening to me."
"And..."
"So get off your......"
 
I don't think moderation would really be required. We have no specific moderation now.

One way to reduce costs (somewhat), keep things consistent and translatable would be to have a set number of things that can be transmitted. Not so much like the Captain Blood example. More of a template thing. Almost like social media share buttons now but without writing comments.

An example would be... you happen across a conflict zone. There is some little button somewhere that allows you to 'share' that information. Your in-game commander blurts out over the channel, "Conflict reported near Delta A 3 between Zaphod's Purple Crew and We Like The Colour Purple Too Inc."

I think this would end up being fairly restrictive, though, and it's not exactly 'chat'.

- - - - - Additional Content Posted / Auto Merge - - - - -



Oh, please no!

Approaching station... listening to the hustle and bustle of commerce and...

"Are you playing that stupid game again?!"
"It's not a stupid game. It's a simulator."
"Whatever. The kids need to get in the bath and they aren't listening to me."
"And..."
"So get off your......"


HAHAhaha ...!!
 
I do not want either global voice or global text in-game. I don't want it near stations, and I don't want it for 2-3 ly around stations (unless the appropriate gap is maintained, which might be interesting for FD server storage!).
IF this is something that FD agree to, I will hope they have the decency to provide an off switch, so that those of us that don't want it are not required to have it.
 
Well I for one would benefit massively from a global chat, or maybe even some kind of player created chat rooms since my amount of socialising would increase no end if I could actually talk to people. Currently the only sign you have of there being other people at all is the occasional beam laser to the face following an interdiciton. There should be lots of blabber with people asking to form wings and do stuff together, roleplaying their factions or just generally talking utter crap for all I care, it would bring some much needed life to this game.
 
How would people feel about a messaging system with delayed transit? Ability to broadcast a simple message rather than continuous chat. With different channels, of course. And artificially delayed to allow for distance from transmitter to recipient.
 
An IRC chat style add-on would be welcomed - it was used very well by Blizzard for their Diablo series games and remains a key element for myself wanting to log back in - the game is grindy, but being able to talk to like minded people en-masse meant the grind was pleasurable.

If you limit communication to text and relay via an FD server the overhead would be very small; easily stored (for legal reasons); and live moderation is not required - you can simply "squelch" people (ignore them) or report them for FD to review and take action.

I also agree with others' sentiment in that whilst this game is a hybrid MMO with plenty of players it does tend to get lonely at times.

Part of a game's longevity is down to building up a good community - not everyone visits the forums, and enabling people to "find each other" is important to ensure ED remains healthy.

Spam can easily be stopped - either /ignore the user or leave the channel.

<shrug> Get's my vote.
 
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How would people feel about a messaging system with delayed transit? Ability to broadcast a simple message rather than continuous chat. With different channels, of course. And artificially delayed to allow for distance from transmitter to recipient.

Delay? No, thanks. They should provide us normal, standard, usable custom and global chat channels. Otherwise, they shouldn't bother with it at all. Trying to come up with something "original" for this rather trivial feature that works fine for pretty much all online games can only end with some awkward, unneccesarily complicated solution which -at the end- probably won't be used.

So, I'd say: either make it right, or don't make it at all. At least in-game chat comms are no rocket science.
 
ED would feel more alive if we had a global chat for friends, and a regional chat for other players nearby.
 
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ED would feel more alive if we had a global chat for friends, and a regional chat for other players nearby.

Also language-specific (German, French, Russian, Spanish, Italian...) and subject-specific (CG, trade, mining, bounty hunting...) channels. It would be best to leave it to players to open and moderate their own channels as they see fit, though.
 
If limited to populated space (aka broadcasted by stations) so not available in systems without stations,

If can be turned off by people (no brainer actually),

If the frequency with which people can send messages is limited with x/minute and then you are silenced for a while,

The messages has a character limit,

Global and system channels are separate,

There is no logical reason not to have these implemented in game. It does nothing negative to immersion other than semantics (according to me of course, not that everyone has to agree).
 
Yes We Can...!!

Yes Indeedy...

Add the Chat Module to the Exhisting COMMS Panel.
Make it so that it would be Invisible(Off) to CMDR's in Cockpit, unless/until said CMDR activated the Chat Tab and/or Enabled Notifications and Alerts.

FDev would retain Kick/Ban authority.
But FDev could enlist CMDR Mderators to handle the Day to Day operations...
Cleaning up the "Little Spills" helping to ensure CMD's et Large remain Civil.
With our Wide Demographic, we should have a Ton of Responsible Minded CMDR's available for Moderators.
Who Knows there might be a Good Number of CMDR's that would be happy to assume a Role in Guiding such a Potentially Important and Impactful Facet of our Beloved Game Universe.

Spam... I used to Love Spam as a Child, Crispy Fried and Crunchy...
Spam is the State Food (UnOfficial?) of Hawaii...!
But I Digress...

:D

In closing I'd say:
A number of CMDR's have voiced concerns about Spam, Abuse and the Potentialy Intrusive Nature of a Modular (Or Any) Comms Package. These Concerns are Valid, all we need do is look around the Gaming World to see these Concers Realized...

I believe that with Proper Design, Implementation, and Self Management with FDev Oversight, these Issues can be Overcome...

Please Support a Comms Center for Elite Dangerous.
I Truly Beleve It Wll Make A Great Game Even Better!

Happy Hunting/Mining/Trading/Exploring... What Ever Floats Yer Boat!

:D

-gus
 
I agree a perfect Player Comms System would be expensive - but what players are generally suggesting is a cheaper, more segmented (topic/area related - not global) TEXT communication/chat system - that incorporates player / volunteer moderation. I agree stored text logs for this would be needed, and overall moderation would still need to be carried out by ED - especially where people are suspected of illegal EULA infractions. For non-legal infractions like SPAM, all you need to do is clearly define the rolls of volunteer moderators, so that they simply "mute" spammers for a selected period of time, e.g. longer times for trying to sell in-game currency etc. If players that feel there is a community to protect then they doubly LOVE to be given the MUTE-GUN, which is also why volunteer selection needs to be done on a one to one basis, and training is current..

Languages would be an issue granted, but i would bet there are other mmorpgs that have a model that could be copied e.g. where specific language channels are implemented and moderated by the community.

Obviously a business case would have to be made - I don't audit Frontier's finances, but I am sure some short-term compromise could be made, and based on it's progress - further improvements could be carried out. Currently Player to player communications are a weak point in ED's concept, there is no arguing this, and even something as simple as a player operated text bulletin board in-game would be an improvement.

As with any product process that starts successfully, i am sure Frontier/ED have defined their goals and and have a robust road-map. However status-quo (not the band) is the enemy of any product on any free-market - and I would hope some ED budget has been allocated to monitor/register current processes and customer satisfaction - with the aim of continuous improvement. It is my frequent experience that millions (billions globally) of earth credits are lost in customer dissatisfaction and damage-control on many earth commodities due to production activities having process priority, and circumventing quality gates and processes - albeit usually with good intentions to both employer and customer....


WE WANT TO TALK TO EACH OTHER...!![/U
The ED COMMUNITY can help Frontiers make this happen - but the community has been muted in-game....


Incorrect, I prefer the current lone wolf play style without the chat/ text.
Please do not write as if you speak for all of us, you do not.

With respect to the issue, as long as it does not add any load to the current bandwidth in game and I can turn it off fine.

Waste of time and resources in my estimation but obviously others see differently. See what I did there...
 
Incorrect, I prefer the current lone wolf play style without the chat/ text.
Please do not write as if you speak for all of us, you do not.

With respect to the issue, as long as it does not add any load to the current bandwidth in game and I can turn it off fine.

Waste of time and resources in my estimation but obviously others see differently. See what I did there...


Play in solo mode then
 
I don't think moderation would really be required. We have no specific moderation now.

One way to reduce costs (somewhat), keep things consistent and translatable would be to have a set number of things that can be transmitted. Not so much like the Captain Blood example. More of a template thing. Almost like social media share buttons now but without writing comments.

An example would be... you happen across a conflict zone. There is some little button somewhere that allows you to 'share' that information. Your in-game commander blurts out over the channel, "Conflict reported near Delta A 3 between Zaphod's Purple Crew and We Like The Colour Purple Too Inc."

I think this would end up being fairly restrictive, though, and it's not exactly 'chat'.

- - - - - Additional Content Posted / Auto Merge - - - - -



Oh, please no!

Approaching station... listening to the hustle and bustle of commerce and...

"Are you playing that stupid game again?!"
"It's not a stupid game. It's a simulator."
"Whatever. The kids need to get in the bath and they aren't listening to me."
"And..."
"So get off your......"

Divorce seems like your only option commander. :)
 

Deleted member 38366

D
Given the troubles of the existing Chat System when you are within the same instance - I could only imagine the issues with a Global chat.
Tons of wasted bandwidth would try to ooze through the already limited P2P network...

If anything, I could envision such a thing on a dedicated Comms board in Stations/Outposts.
I'd see abolutely no use in it, though.

If I wanted to chat to total strangers, I can open a random IRC channel. Or return to old, dark times : join some AOL chatroom :D

PS.
Just imagine such a Board where 1000 CMDRs are typing at the same time.
Nothing but random chaos woud ensue.
By the time you'd have written your line to i.e. respond to a request you might have picked up - that Chat might have filled 4 more Pages already.
Proven by history of established Chat Utilities... It doesn't work on a large scale. At all. Just becomes a mess.
(just check the Chat segment of common busy livestreams... it's essentially the same... too many Users and its usability as a communication utility drastically diminishes very quickly)
 
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Just imagine such a Board where 1000 CMDRs are typing at the same time.
Nothing but random chaos woud ensue.
By the time you'd have written your line to i.e. respond to a request you might have picked up - that Chat might have filled 4 more Pages already.
Proven by history of established Chat Utilities... It doesn't work on a large scale. At all. Just becomes a mess.
(just check the Chat segment of common busy livestreams... it's essentially the same... too many Users and its usability as a communication utility drastically diminishes very quickly)

That's why online games tend to allow players to open and moderate their own channels focused on specific subject, allowing people to gather around their common interests. Usually, it's easy as two mouse clicks. Global chat can be indeed pretty crowded place in massively popular games, but it's not necessarily that chaotic even there; let alone ED which, I suppose, doesn't have more than 20.000 players logged in any given time.

Regarding the bandwith: IRC or IRC-like server would take minuscule amount, as being shown before in this and possibly other similar threads.
 
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