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Oldfag | Sun 15-Jan-17 09:50 AM |
Member since 12th Jan 2017
49 posts
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#66370, "Likes"
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I really don't like criticism without constructive ideas to replace what is "wrong". I've posted previous topics in a destructive way for what I'm sorry, I didn't mean to be an ass.
So, here I have an offer how to reward RP (and other activities) and exclude our partially exclude imms from that process.
Id you have played LoL, the world most popular esport game, you should have noticed that after the game you may: a) report any player for bad behavior, our b) like player for good behavior. You may like player for: being good enemy; being useful; being helpful; being friendly.
So, let's make a command "like rp, pk, friendly, leader". Those likes work similar to immexp, and you may receive only one like from one player.
Also there could be command "dislike ooc, beg, toxic". Beg - reporting for asking to like.
You may think it could provoke cheating, that a couple of players may like each other. Yes, some players may have such agreement, but it's difficult to cooperate with 10+ preyers. So likes could also have milestones, such as 20,40,60,100 and etc (numbers are just for reference).
What wknd that give to the game? First, players would feel that they are affecting the game. Second, they would have a natural feedback from the game ecosystem, not just few imms, and it would be way more fair and objective. And it would simulate players to be better in 100% of times. Also, it would simulate players to buy PBFs, if likes and dislikes would be seen only there.
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I actually think this is good,
Kstatida,
17-Jan-17 05:56 AM, #11
RE: I didn't think about it under such angle,
wln,
17-Jan-17 06:13 AM, #12
Worry not, I know all your accounts,
Kstatida,
17-Jan-17 06:15 AM, #13
So you rip me for saying almost this exact idea in resp...,
KoeKhaos,
15-Jan-17 11:17 AM, #4
RE: So you rip me for saying almost this exact idea in ...,
Oldfag,
15-Jan-17 11:11 PM, #5
RE: Likes,
Isildur,
15-Jan-17 10:46 AM, #3
RE: Likes,
Oldfag,
15-Jan-17 11:16 PM, #6
RE: Likes,
Isildur,
17-Jan-17 12:48 AM, #9
RE: Likes,
Oldfag,
17-Jan-17 02:45 AM, #10
RE: Likes,
Isildur,
17-Jan-17 09:10 AM, #14
The current problem is...,
wln,
17-Jan-17 09:30 AM, #15
But you did mean to be an ass. ,
Lhydia,
15-Jan-17 09:56 AM, #1
Dislike Jalim toxic NT,
Oldfag,
15-Jan-17 10:25 AM, #2
+1 nt,
jalbrin,
16-Jan-17 12:19 AM, #7
Pot, meet kettle.,
Murphy,
16-Jan-17 12:39 AM, #8
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Kstatida | Tue 17-Jan-17 05:56 AM |
Member since 12th Feb 2015
2214 posts
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#66578, "I actually think this is good"
In response to Reply #0
Edited on Tue 17-Jan-17 05:56 AM
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Not the actual design, but as a decision making support infrastructure for imms. Many cool characters go below the radars because staff is scarce. This helps to address that issue.
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wln | Tue 17-Jan-17 06:12 AM |
Member since 11th Jun 2016
134 posts
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#66580, "RE: I didn't think about it under such angle"
In response to Reply #11
Edited on Tue 17-Jan-17 06:13 AM
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But if played would just like other characters, without giving any exp, and staff cloud see those likes (and dislikes), perhaps it could simulate them to snoop/reward those characters more often.
P.S. I've recovered my prev account, wln = oldfag, but sometimes forum keep switching me from one to another (even when ib an trying to login as wln).
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Kstatida | Tue 17-Jan-17 06:15 AM |
Member since 12th Feb 2015
2214 posts
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#66581, "Worry not, I know all your accounts"
In response to Reply #12
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And your characters. And your whereabouts.
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KoeKhaos | Sun 15-Jan-17 11:17 AM |
Member since 04th Mar 2003
400 posts
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#66378, "So you rip me for saying almost this exact idea in resp..."
In response to Reply #0
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Then tout it here as a good idea? This is very contradictory and confusing.
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Oldfag | Sun 15-Jan-17 11:11 PM |
Member since 12th Jan 2017
49 posts
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#66433, "RE: So you rip me for saying almost this exact idea in ..."
In response to Reply #4
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You have offered a direct rewards, which I didn't like. Liking for certain activities is a bit different story, though I admit it's partially crosses with your idea. At the beginning I didn't see how it could be balanced and protected from cheating, but likes and dislikes can be (while direct exp giving us way more difficult to balance).
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Oldfag | Sun 15-Jan-17 11:16 PM |
Member since 12th Jan 2017
49 posts
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#66434, "RE: Likes"
In response to Reply #3
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It's really easy to balance and protect against cheating. How many ooc friends do you have, five? Okay, let it be ten. Ifv all of them would like you, it still wouldn't be enough. And remember, playerbase is sensitive to such things and you would receive more dislikes for such cheating.
Everything else it's easy to counter too. Someone have killed you? You can't dislike him for some time (enough for you to calm down). And etc.
Likes world give a powerful motivation to play, interact and play with a good behavior.
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Oldfag | Tue 17-Jan-17 02:45 AM |
Member since 12th Jan 2017
49 posts
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#66540, "RE: Likes"
In response to Reply #9
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Yes, but it's easy to counter too via unique IP + characters age and if they did interact recently (you can't like or dislike someone without interaction). If there world be the main user profile that I've suggested a years ago it wouldn't be the problem at all.
>So I just wait out the cool-down period and dislike him then.
Most likely you wouldn't do it. Or you could have a global limit of dislikes and this would be a valuable resource.
Easy to abuse -it works in other places, beginning from games to some mass media, with votes and downvotes.
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Isildur | Tue 17-Jan-17 09:10 AM |
Member since 04th Mar 2003
5969 posts
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#66584, "RE: Likes"
In response to Reply #10
Edited on Tue 17-Jan-17 09:10 AM
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IP restrictions can be circumvented. It's why the staff has such problems banning people. They get on proxy servers and come back.
Tracking the entire list of characters every character has interacted with is hard.
Easy to abuse -it works in other places, beginning from games to some mass media, with votes and downvotes.
Other mod systems are also frequently abused. Amazon and Yelp reviews, for instance.
I have some ideas about how to make a mod system "resistant" to abuse, but it's almost impossible to prevent entirely. Here's how I would go about it:
1. Tie mod points to "effort invested". You get one "mod point" at level 47, then another every 100 hours played starting at 300 hours. You only get the hours-related ones if you're at least level 47.
2. You need a minimum amount of role exp to get any points at all.
3. Staff can, at their discretion, "mod ban" you if they notice you acting like a jerk or if they suspect abuse. You don't get an echo when you're mod banned; your mods are just ignored and any past mods are removed.
4. You don't get your points back when someone you mod'd deletes.
5. You can only mod a given character once. When you do, you're able to leave a short comment. Only high level staff can see these comments
6. All your mods vanish when you delete.
7. A character is automatically "mod banned" if he has ever connected from an address that some other character has connected from more recently. In other words, you don't get to participate in the mod system if you play more than one character at a time.
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wln | Tue 17-Jan-17 09:30 AM |
Member since 11th Jun 2016
134 posts
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#66586, "The current problem is..."
In response to Reply #14
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...with lack if ONE main user account that works be valuable. If users works have their main account, and characters would be created under that account, things would go sooooooo easier. Tracking alts, global scores, etc etc. And those likes would be not an issue at all.
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Oldfag | Sun 15-Jan-17 10:25 AM |
Member since 12th Jan 2017
49 posts
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#66372, "Dislike Jalim toxic NT"
In response to Reply #1
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jalbrin | Mon 16-Jan-17 12:19 AM |
Member since 20th Apr 2009
211 posts
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#66436, "+1 nt"
In response to Reply #1
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Murphy | Mon 16-Jan-17 12:39 AM |
Member since 30th Dec 2010
1639 posts
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#66437, "Pot, meet kettle."
In response to Reply #1
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