Forums » Suggestions
Can we have soon a guild command to ban 'player account' plz?
All the MMORPG have already fixed this problem.
I hope VO will fix it too.
(e.g of problems)
A same player could rule many guilds in different nations at same time.
A same player could bring a troubles in many guilds by rerolling a new characters...
All the MMORPG have already fixed this problem.
I hope VO will fix it too.
(e.g of problems)
A same player could rule many guilds in different nations at same time.
A same player could bring a troubles in many guilds by rerolling a new characters...
how does banning an account (as opposed to a character) fixes that?
besides, if a character is being an ass, it may not necessarily be true to the player behind that character.
it's a pain but i think we have to live with it.
there are some people behind characters that have annoyed me seriously recently (just as well as characters themselves) but i'm not going to become paranoid and impose a ban on every suspect.
besides, if a character is being an ass, it may not necessarily be true to the player behind that character.
it's a pain but i think we have to live with it.
there are some people behind characters that have annoyed me seriously recently (just as well as characters themselves) but i'm not going to become paranoid and impose a ban on every suspect.
First order of business, ban Ayn! So for this!
As usual, Ayn has lost one of the two neurons he needs to create a spark. This is one of the dumber ideas I've ever heard.
First, it's ineffective: if I want to infiltrate a guild, I'm coming in. If not via my account, via a temporary one. While that may be an extreme approach, one would like to think that only extreme behavior could result in a player--rather than a character--ban due to in game events.
Second, this isn't how an RP game works: players don't exist as such, except as Dev-Guide rule enforcement occurs. You only deal with characters inside VO, and they do not have a common tie to eachother at the account level. If you feel your guild is compromised, try security. And if a player rules multiple major guilds in different nations at once (which is already the case, FYI), this is not a problem. It's called motivation (and maybe lack of a life, but eh;).
First, it's ineffective: if I want to infiltrate a guild, I'm coming in. If not via my account, via a temporary one. While that may be an extreme approach, one would like to think that only extreme behavior could result in a player--rather than a character--ban due to in game events.
Second, this isn't how an RP game works: players don't exist as such, except as Dev-Guide rule enforcement occurs. You only deal with characters inside VO, and they do not have a common tie to eachother at the account level. If you feel your guild is compromised, try security. And if a player rules multiple major guilds in different nations at once (which is already the case, FYI), this is not a problem. It's called motivation (and maybe lack of a life, but eh;).
I think it's a good idea. If a guild bans a player for a legitimate reason, and the player retaliates by making an alternate character and works hard with that alt to join the guild just to screw them, then a guild can avoid that if they were able to ban all characters in a specific account. If the player wants to go to the trouble of paying for a new account to harass the guild, well, that just means more income for Guild Software, which is something we all want, seeing as we're all good Capitalists and all.
No extra income for Guild Software: take your usual account off pay for a month, add a new one for a month. Fuck the target guild during that time then, switch back to your normal account.
A guild is inherently an in-game, in-character construct: if it has a problem with a memeber, they expel that member. If they worry about infiltration by other characters driven by vengance for wrongs done by the guild to 'friends', then they must resort to in-game, in-character defenses: screening and counter-intel.
A guild is inherently an in-game, in-character construct: if it has a problem with a memeber, they expel that member. If they worry about infiltration by other characters driven by vengance for wrongs done by the guild to 'friends', then they must resort to in-game, in-character defenses: screening and counter-intel.
That's a good point Lecter. If a good way to prevent such abuses is thought of in the future (since if the player base gets huge, as we hope it will, this could end up being a real problem like it isn't now), then that's cool. It's not important now.
I've thought about this a teeny bit, but my thinking goes along the lines:
" The /id command:
the /id command will broadcast an x digit hash code based upon your account name; it will broadcast the same hash across all characters created by that account, and the actual account name will not be deduceable from that hash. The use of this command is completely voluntary, but refusal to do so may cause suspicion.
usage: '/id <character-name>': broadcast your ID hash to the player <character-name> "
" The /id command:
the /id command will broadcast an x digit hash code based upon your account name; it will broadcast the same hash across all characters created by that account, and the actual account name will not be deduceable from that hash. The use of this command is completely voluntary, but refusal to do so may cause suspicion.
usage: '/id <character-name>': broadcast your ID hash to the player <character-name> "
hmm.. remember that thread earlier about the EVE hijacking? The guiding hand social club? If you haven't read it google it.
One of the main arguments that people made for this gigantic piece of work was that it was "not outside game mechanics." That's true, but unfortunately there is no ingame mechanism for fighting off possible thieves, no possibilty of forming an intelligence agency to look up criminal records, character records, etc.
I have two ideas on how such an ingame anti-spy/thief/saboteur mechanism would work. Perhaps players could find information on other players and their past accounts in the bars (planned for VO), or through mission trees, where a player would choose a target to investigate and then be required to do several missions before recieving the information.
Banning an entire account seems a little excessive, and adding a espionage/counter-espionage part to the game would give people more "stuff to do".
Tamion
One of the main arguments that people made for this gigantic piece of work was that it was "not outside game mechanics." That's true, but unfortunately there is no ingame mechanism for fighting off possible thieves, no possibilty of forming an intelligence agency to look up criminal records, character records, etc.
I have two ideas on how such an ingame anti-spy/thief/saboteur mechanism would work. Perhaps players could find information on other players and their past accounts in the bars (planned for VO), or through mission trees, where a player would choose a target to investigate and then be required to do several missions before recieving the information.
Banning an entire account seems a little excessive, and adding a espionage/counter-espionage part to the game would give people more "stuff to do".
Tamion
Dear Dr lecter how many MMORPG pvp have you played before?
you have no idea how that could be a big problem when a player can create a character in each nation with the same account while there is no 'ban player account' guild command.
at this moment the small community is preventing you from all the trouble that you could have.
if i am pointing to this problem it's because i already noted the problem in game.
but as usually everything i suggest... (is a bad idea for you).
Check all the MMORPG games around. they finally understood the problem and fixed it. (guild command 'ban player account' or 1 account = 1 nation)
you have no idea how that could be a big problem when a player can create a character in each nation with the same account while there is no 'ban player account' guild command.
at this moment the small community is preventing you from all the trouble that you could have.
if i am pointing to this problem it's because i already noted the problem in game.
but as usually everything i suggest... (is a bad idea for you).
Check all the MMORPG games around. they finally understood the problem and fixed it. (guild command 'ban player account' or 1 account = 1 nation)
Ayn said (pre-edit): but as usually everything i suggest is a bad idea for you.
If you strike out the 'for you' text, Ayn, you'd have finally uttered a correct statement.
But since I have no idea, why don't you explain and justify this terrible looming threat in more concrete terms than "A BIG PROBLEM!!111! OMGBQQWTF!111!". Why is it a problem, specifically?
If you strike out the 'for you' text, Ayn, you'd have finally uttered a correct statement.
But since I have no idea, why don't you explain and justify this terrible looming threat in more concrete terms than "A BIG PROBLEM!!111! OMGBQQWTF!111!". Why is it a problem, specifically?
e.g. if you are annoying a guild community they should have opportunity to keep you outside. only a ban player account can work. expelling command has a limit. it doesn't work against a hardcore players.
a hardcore player can be very clever & sly
specially in a PvP game. don't underestimate them.
a hardcore player can be very clever & sly
specially in a PvP game. don't underestimate them.
In before LOCK!
(Try #2)
On topic : What a silly idea. Might as well put everyone's alts on the webpage for all to see.
More on topic : Also, this suggestion is the last redoubt of somenoe who is taking this game a wee bit too seriously.
(Try #2)
On topic : What a silly idea. Might as well put everyone's alts on the webpage for all to see.
More on topic : Also, this suggestion is the last redoubt of somenoe who is taking this game a wee bit too seriously.
hehe
you are referring to the apparence instead of the true personality.
you are an american lobotomized.
you are referring to the apparence instead of the true personality.
you are an american lobotomized.
/me makes a note to ask BableFish to improve the French-->English functionality, so Ayn's ranting are less painful to decypher
And he's referring to the fact that player personalities are irrelevant to the in-game world, excepting Dev-Guide intervention for EULA style breaches. Take Arolte as an example. Had he merely remained annoying, rather than doing whatever it was that got him banned and deleted (if that is indeed the case), and wanted to create Etlo-Ra, the Serco warrior who attacked everyone, why do guilds get to (1) prevent him from joining based solely on the player behind the character and (2) thus have a built in way of alt-detecting that is unavailable to the community at large? You say it is because they could be annoyed. But since /guild expel "Arolte2" is easy to type, there's not much to worry about. You've just deprived them of a built up harassment character with little or no effort and little risk to the guild. They screw up, you kick them, it's over.
Now, if it's more like a problem of them weasling in and abusing guild funds or information... that's where you have to pick and choose whom you trust. Nobody should be helping guilds excude certain accounts. What would be next, IP logging and banning from guilds based on that?
And he's referring to the fact that player personalities are irrelevant to the in-game world, excepting Dev-Guide intervention for EULA style breaches. Take Arolte as an example. Had he merely remained annoying, rather than doing whatever it was that got him banned and deleted (if that is indeed the case), and wanted to create Etlo-Ra, the Serco warrior who attacked everyone, why do guilds get to (1) prevent him from joining based solely on the player behind the character and (2) thus have a built in way of alt-detecting that is unavailable to the community at large? You say it is because they could be annoyed. But since /guild expel "Arolte2" is easy to type, there's not much to worry about. You've just deprived them of a built up harassment character with little or no effort and little risk to the guild. They screw up, you kick them, it's over.
Now, if it's more like a problem of them weasling in and abusing guild funds or information... that's where you have to pick and choose whom you trust. Nobody should be helping guilds excude certain accounts. What would be next, IP logging and banning from guilds based on that?
you are talking about only 1 player
just imagine 10 or 20 of them trying to get into your community guild
they will try to steal informations, items, moneys,(bring trouble as possible)...
expel 1 character and they will recreate a new one and they will act cool until they get back into your guild...
like i said
at this moment the small community is preventing you from all the trouble that you could have.
just imagine 10 or 20 of them trying to get into your community guild
they will try to steal informations, items, moneys,(bring trouble as possible)...
expel 1 character and they will recreate a new one and they will act cool until they get back into your guild...
like i said
at this moment the small community is preventing you from all the trouble that you could have.
Then you concede there's absolutely no call for this feature for the foreseeable future?
Before the 2.0 or just after it?
not necessary at all. Ayn, you argue that there is no mechanism that guilds can use to prevent such abuse, and that's utter bullshit. No player can get into a guild in the first place without being invited, and you can always expel what you invite. The guild always has the power to remove an annoying character from the guild, or not to invite them in the first place. If they fail at that, then tough - expel them, and hope you do better the next time.
The only thing adding such an ability would do is reduce spying/espionage where the infiltrating character does not WANT to be noticed, in which case you're taking away an important element of gameplay.
The only thing adding such an ability would do is reduce spying/espionage where the infiltrating character does not WANT to be noticed, in which case you're taking away an important element of gameplay.
I said foreseeable... 2.0 itself is anything but.