1.4 Creating the Custom channels channel and configuring it.1.3 Creating the General chat channel and setting its permissions.1.2 Setting permission for the whole server.When I looked in to online gaming a couple of years ago I was stunned to see that everyone had moved to Discord, I didn't see the advantage of "upgrading" to something with a web client, but I suppose there's less friction to using a web client, even if mumble is a very easy install on Windows. We regularly run in to audio problems in Meet/Hangouts where audio does not work properly. Probably the biggest thing for me, is that there was never, ever an audio glitch where the computer was not able to send/receive audio. Certified users had a big yellow C next to their name. Used private key auth to verify you were you no other user could sign in and impersonate you. Lots of in-game plugins, such as positional audio in game (Battlefield: Bad Company 2, you could hear your teammates talking as they came up the stairs behind you, etc)ĥ. Probably runs great on a google micro-f1 (Free forever) instanceĤ. Very low resource requrements, even for hundreds of users. this worked great, I set it up in about 10 minutes with little experience at the time, and the mumble server ran for years without issue until someone dictionary attacked the password.Ģ. I forget, probably 150MB memory usage with no restriction on quality (users can transmit CD quality audio). We used Mumble in the community before I came along, we ran Mumble, after I came along, I took over the server and hosted it on a 1 core, 512mb memory linux server. I used to run a gaming server(s) for about four years, we peaked at about 3500 registered users, with 200 concurrent users. Being able to manage this level of communication without it being a hopeless clusterfuck is a defining feature of effective organizations of players. This is all a difficult communication problem, but it's doubly difficult because decisions need to propagate up and down your communication hierarchy in seconds. Mumble is also flexible enough that you don't need to strictly adhere to a hierarchy, you can have your lower-level players also be able to communicated laterally to groups of specialists who are handling specific support tasks. The exact setup everyone uses varies, but at minimum you can have a room for higher-level voice chat among team leads, while each lowest-level team is isolated to their own channel and can focus on the tasks given to them by their team lead. I usually had the two side buttons on my mouse set to push-to-talk, one that for talking up the hierarchy, one for talking downward. You can set up overlapping rooms where team leads hear their team member's voice chatter and their superior's voice chatter, and have the option of communicating in either direction. This is invaluable when you need to coordinate dozens or hundreds of players in real time. The hierarchy can be set up to affect what people hear, and where they can speak. Nowadays I use my Mumble server for cooperative remote work, a job which it works perfectly for. Mumble's use case is exclusively on the team voice chats but it lacks any direct support for anything else which is likely why we never used it, even after I provided a server for free. Each combination above solved those problems, each with its own unique benefits and drawbacks. They wanted persistent chat for text and images, put up announcements to guide new players, have votes/elections, and use team voice chats during play sessions. The needs of the community didn't really change. In the beginning it was all Skype, then we switched to Ventrilo and PhpBB, then many went to FB for text, then to Teamspeak for voice, then to Slack for text again, and now Discord for both text and voice. Therefore what I have seen is people leaving both Slack and Ventrilo in order to put it all on Discord.Īs someone who managed a gaming guild since 2005, I have seen many iterations. Discord merged the voice channels of Teamspeak/Ventrilo with the text chat system of Slack.
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