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Are you talking about the characters' voice commands or people talking on mics?
Oh no wonder. I always thought people were ignoring me whenever I asked for help. I think this is a terrible idea. You have players running around for half an hour not knowing what to do or where to go, and dead players can't communicate with live players, and now there's a proximity for chat? This does not improve the gameplay at all. This is a perfect example of how trying to be more realistic makes the game less fun. I understand you don't want the dead players helping the live players but the alternative is worse -- players endlessly searching around because someone dropped a key or lever in some obscure area and died and there's no way to tell the others. Dead players can't communicate with them. They can't communicate with each other. And guess what? Everyone just quits the game out of frustration.
Nobody ever picks up those walkie talkies. I doubt people will even if they find out what it's for. Our inventories are limited as it is. I was starting to believe this game had an awful player community because people rarely talked with each other. People expect a co-op game to have lots of communication. This "feature" is ten times worse than the two headshot requirement I ranted about in another thread. I'd much rather you keep that than severely cripple our communication.
Seriously, please consider doing away with the proximity and dead/live chat. It doesn't add anything to the gameplay except frustration and confusion.
If you're looking for a alltalk game, go to a game like Left 4 Dead or something. This game is going for a realistic gameplay direction and walkie talkies is one of them. Honestly, I find walkie talkies more fun over alltalk.
This game is specifically built to challenge players and instill a sense of hopelessness and desperation.
If they were going for maximum 'fun', they would've built the game into a L4D-type situation, where there are ammo dumps and med packs for everyone, and would've made objectives that consist primarily of fighting your way through zombies to an endgame objective with no other input needed.
At any rate, checking the controls will yield the key for 'Compass', which highlights the current objective and provides a directional indicator for the item's location.
There are also alltalk servers where communication is not limited either by proximity or death.
How is it fun not being able to communicate with others? When there's one person left alive who doesn't know what they're doing and they just run around in circles forever and nobody can talk to him, how is that fun? If the game is going for realism then why do you need two headshots to kill a zombie? Why do you have respawning zombies?
I'm not looking for a L4D clone. I like the style of this game. I don't want ammo piles and plentiful health. I just don't think the chat restrictions work from a practical point of view. Am I out of range? Did they not see my text or hear me? Are they ignoring me? Do they not speak english? It's confusing and causes people to constantly repeat themselves. I don't think it's a good gameplay mechanic.
The player base is small enough without having to filter for alltalk servers. It would be better if the default was alltalk and walkie talkies were an option. Or let us vote to disable it in-game. Thanks for the tip about the directional indicator. Never knew about that. Unfortunately if you have a player in the game who doesn't know about it there's no way to let them know because you're dead and your chat is muted.
The audible range is about the same talking range is in real life, which is about 21 feet. Usually if your team is further than this, they're either leaving you behind or getting themselves killed, neither of which are important to you if you're doing an objective map. Between the compass and shove keys and knowledge of how to safely melee, it really doesn't matter what those far-away people are doing because you can keep up/survive regardless.
If you want to keep people alive you should be close to them in the first place. The other night I was playing with some people who were rallying behind this speedrunning veteran and they didn't even know it was possible to escape as a group instead of with only one person.
I had to tell the speedrunner to slow the hell down and the rest of the people to stick together, and the only people who didn't make it were the people who wandered off on their own even though we had an organized group. The speedrunner actually died that time because he didn't let me accompany him and insisted on continuing to go alone. We got through losing only three people, two of which were stragglers.
If they aren't reading your text (which is not limited by proximity in any way) and aren't listening to you even if you're within range, they probably are ignoring you outright or don't understand you.
This problem would be the same with alltalk except now you would have a bunch of BRs/trolls flooding the chat and blocking out VOIP anyway. This happens occasionally on alltalk servers.
The player base (of non-infinite ammo server players) is actually quite small, usually limited to a handful of 'regular' servers and perhaps eight ephemeral locally-hosted servers under the generic 'NMRIH Server' tag.
Of the servers I regularly frequent, two of them run alltalk, one of them runs alltalk without deathchat, and one of them runs full realistic talk with partitioned death/live player chat and positional audio.
Hmm this contradicts what one of the devs said earlier:
I've been able to text-chat across the map to coordinate gun store runs in Chinatown. I'm not saying that text-chat doesn't have a proximity as well, but if it does, it's longer than the audible range of VOIP in my experience.
At any rate all of my other points apply. You have to stick together anyway unless you know what you're doing and can organize away teams for supply runs in certain areas, and if you know where the supply caches are, chances are high that you probably already know what you're doing.
So stick together and fight together. It's a simple guideline to surviving the zombie apocalypse and one that everyone can follow even if they can't understand you at all; they will understand you forming a group and will join your group for safety (which is kind of the point of making a group in the first place).
It's not like implementing alltalk will magically make people pay attention to your VOIP if they were ignoring it before, and if you did in fact organize an away team, it'll actually make things harder on you, because now you have chatter from two separate groups coming in all at once.
The Walkie-Talkie was implemented so that certain experienced survivors could lead teams and coordinate with other team leaders; that's why walkie-talkies only work between two people holding walkie-talkies.
I disagree. Ask yourself what a walkee talkee is used for in real life. To hear someone when they are too far to hear you through shouting, etc. Nearly anyone can define what a walkee talkee is in real life. In NMRiH, what is a walkee Talkee? It's a thing that lets you hear someone when you are too far to hear them via shouting, etc.
I am not sure what is so baffeling about the implimentation of the walkee talkees but I would argue that implimenting a real world device to perform it's real world function is not a terrible idea.
As would someone wandering around in an unfamiliar city in real life without guidence or assistance.
Unless if you see ghosts in your day to day life, this would be similar to real life.
It's been there since 2011 in NMRiH. It's been implimented in Real Life since before monkey cave people.
It only poses an issue when you are rushing through and not trying to communicate as a team. As a lack of communication would hinder progress with a team in real life.
Sounds like a perfect example of why some games aren't for everyone. Or at least why servers that ease the difficulty of the game with All_talk enabled are a neccessary evil.
I will admit that this does happen a bit. Many people don't know that they can simply hit "C" and see the current objective and even have it tell them what direction their objective is in. And again, yes you cannot communicate with the dead, unless you have a show on basic cable between 11am-3:30pm during week days.
I'm on the edge of my seat.
There's actually a lot of aspects to this. Some people leave the instant they die, regardless of if they know there would be a wait or not. Some leave because they think there will be a wait, not knowing that they are mere seconds from a respawn point in some levels and some leave because of the reason you mentioned.
Regardless, there is a reason you all start together, and though some players will always want to lone wolf it, we've seen great examples from people like Chippants and Pugman where you can beat even the hardest levels with good communication and teamwork.
If no one wants to do that, then they are definitely going to die, and rightfully so.
Honestly. No. I know I've answered this post with infinitely more sarcasm than any other posts in the past but I have this thing against people finding something difficult and then trying to push for it to be dumbed down for everyone else to fit their abilities (or lack there of). That's what Bush's "No child left behind" law was for and look what good it did! People don't even know what Walkee Talkees do!
This is No More Room in Hell. If you are so truly turned off by a real world limitation that you don't wish to adapt with, then you DO get left behind, nibbled on, killed, reanimated, and killed again...all while not being allowed to talk to the world of the living!
On a side note,I actually love walkie talkies and find them pretty fun,but alltalk servers also do not hurt really,meh,sometimes I don't even care if there is alltalk or not.
In my opinion,respawning is probably a required mechanic for a game like ours (or even probably any zombie game or a game that has NPC's on it),this should have been self-explanatory for you in the beginning.
The magic of making your own game is you kind of can. I'm sure yours is way more polished and realistic so who are we to talk I suppose?
What this is, is two totally different issues. One is a legit reason on why something has been implimented in the game and how it pertains to real life. The second is an element of the game that continues to evolve and be improved with each update. The game is always being improved so what we will do is take note of your concern in terms of the headshots, and address it as we go.
Just sayin though, I actually know someone personally who has been shot in the head with a .22 and lived and have heard of numerous cases where people have survived headshots with .22 or even higher caliber bullets. It's not unheard of. But alas, we will look into that.