From my experience I can tell that in theory all those nice encounters via VOIP seem nice. And if they happen, they are.
But if a game is tagged with "Sandbox PvP" chances are that the tone on the server gets rough pretty quickly. I think the Dev's are aware of that problem hence the Dev run Groups.
I see the idea of VOIP through two different hats.
As a streamer I would not stream a second of any MMO that has VOIP which is either opt-out or global or proximity only or whatever. If I am not in control of what is happening in my stream I have a problem. Twitch's TOS are strict and DMCA strikes are a common thing by now. If some dude is blasting copyrighted music while I am close I would hit alt+F4 one time and never start that game again. The troll potential is insane. What if someone wants my channel to be banned and waits for the time I take a break and leave the game running.
You have to be in control of VOIP which is one point. Implementing VOIP in general is easy. You can use the Steam VOIP or Vivox. But you have to code all the game logic that it's safe to use.
As a Roleplayer VOIP is absolutely neccessary. But here comes the catch. If you want to develop for Roleplayers you have to make sure every system is troll safe OR let people host dedicated private servers where they can curate players and set their own ruleset. But this some extra Dev time on top of that for the VOIP. It's a harsh truth but I think Vexus is right.
It seems to me that they focus on PvP first. And adding VOIP to a Sandbox PvP game does no good. Big groups use Discord or TS3 anyway because they don't want to have some spies lurking around. And strangers count as spies.
It is more important to keep players that are not into Hardcore PvP and that alone is the biggest challenge this type of genre has to overcome. Because if they leave, and they will if this turns out toxic, you don't need VOIP anyway.
Would I wish for VOIP? Yes!
Is it a good idea for EA? Maybe not.
But if a game is tagged with "Sandbox PvP" chances are that the tone on the server gets rough pretty quickly. I think the Dev's are aware of that problem hence the Dev run Groups.
I see the idea of VOIP through two different hats.
As a streamer I would not stream a second of any MMO that has VOIP which is either opt-out or global or proximity only or whatever. If I am not in control of what is happening in my stream I have a problem. Twitch's TOS are strict and DMCA strikes are a common thing by now. If some dude is blasting copyrighted music while I am close I would hit alt+F4 one time and never start that game again. The troll potential is insane. What if someone wants my channel to be banned and waits for the time I take a break and leave the game running.
You have to be in control of VOIP which is one point. Implementing VOIP in general is easy. You can use the Steam VOIP or Vivox. But you have to code all the game logic that it's safe to use.
As a Roleplayer VOIP is absolutely neccessary. But here comes the catch. If you want to develop for Roleplayers you have to make sure every system is troll safe OR let people host dedicated private servers where they can curate players and set their own ruleset. But this some extra Dev time on top of that for the VOIP. It's a harsh truth but I think Vexus is right.
It seems to me that they focus on PvP first. And adding VOIP to a Sandbox PvP game does no good. Big groups use Discord or TS3 anyway because they don't want to have some spies lurking around. And strangers count as spies.
It is more important to keep players that are not into Hardcore PvP and that alone is the biggest challenge this type of genre has to overcome. Because if they leave, and they will if this turns out toxic, you don't need VOIP anyway.
Would I wish for VOIP? Yes!
Is it a good idea for EA? Maybe not.