What This Is: A frank discussion on the penalties and consequences of script checking. What they are or should be.
There has been a flurry of conversation in discord as we're watching yet another long-time and prominent member sell-off and leave. They were hit with a scripting penalty, and they're now looking at -14,000 TDPs. With that kind of setback, and the feelings that usually accompany a penalty, no one is questioning their decision (pro or against scripting of any kind). They can question the actions that led up to the penalty, but it's kind of expected that they won't stay. That alone is telling, and in a dwindling community with fewer and fewer returnees and true noobs, I think it's time to ask what our goal is and determine if the punishments are meeting that goal.
What This Isn't: Literally anything else.
This isn't about changing the policy around AFK scripting. This isn't about making it an accepted practice or even normalizing AFK scripting in official spaces. This isn't about who is or isn't hit, harassment via reports, player perspectives, personal feelings on AFK'ing, arguing about whether you do or don't AFK, arguing about the fairness of script checks, TDPs, FTPs, systems some players run to make them "immune" to script checks, GMs who are/aren't interested in player opinions, old GM statements on script checks, MTX, problem players, or well... any of the other squares on DR drama bingo. This is just the one square. Punishment for AFK scripting. All the other dead horses which should stay dead. Please don't use it to troll or derail an otherwise potentially useful conversation.
TL;DR: Your most dedicated players are the ones punished the hardest. A "10% rank penalty" isn't really a "10% penalty" and it scales disproportionately to the players who have more ranks (ranging between 9%-70% loss). This is due to ranks not being gained linearly, including penalties and bonuses from mentals/skillset placement. The more dedicated and invested the player, the more they are penalized. Many (most?) of these players are driven away, which leaves holes in the community and further reduces the opportunity for non-scripting interaction. It's a self-feeding cycle, and the punishments only encourage more of the thing they're trying to curtail.
Okay, digging into the data. Let's start with the groundwork.
How Experience Works: Adding these here in case anyone is currently unaware.
- Experience requirements are not linear for either ranks or circles. https://elanthipedia.play.net/Experience
- The amount of bits needed to go from 1500 - 1750 ranks is slightly more than the amount of bits required to go from 1 - 750 ranks.
- Stats matter. At 120 intel/wisdom, you see a 30% gain in xp. 33% with 120 disc as well.
- A secondary skill will convert bits to ranks 20-25% slower than a primary skill.
- A tertiary skill will convert bits to ranks 30-43% slower than a primary skill.
- This does not take into account "dead zones" or inefficient training where you wait on one skill to catch up (ie; shield). It also doesn't take into account uber-optimized scripts where you may hunt in two entirely different hunting areas, or use alts to buff/heal and thus increasing bit gain while your required skills are training inefficiently or requiring additional movement time to keep them moving. It also doesn't take into account skills that are incredibly difficult and time-consuming to lock (crafting) or require secondary and limited resources to do so effectively (lockpicking, empathy).
How Penalties Work:
- A "hit", as used below, is a character associated with your billing info or IP address being picked up for AFK scripting.
- Two hits within 12 months of time results in a 10% loss of raw ranks (ranging from 10-17% of bits).
- Three hits within 12 months of time results in a 25% loss of raw ranks (ranging from 25-40% of bits).
- Four hits within 12 months of time results in a 50% loss of raw ranks (ranging from 50-70% of bits).
- Multiple characters being picked up in the same room at the same time will compound the "hits". Each character counts as a hit for each other character. So three characters, a first time hit for each, would result in a 25% - 40% loss for each character picked up at the same time.
- You lose the TDPs on the ranks that are taken, but you retain the stats helping you recover (estimated to be about 10% faster on the high end relative to the value of the bits lost)
---
But what does this actually mean?
For sake of argument, let's assume you can earn 150 bits an hour by constantly moving a primary skill. That's almost a full rank an hour for a level 1, and would give you 1750 ranks in 12,536 hours of constant drain (4179 hours of REXP drain, or just over 2 years of 6/hour day shifts). Outside of REXP, that's 4.28 years of 8 hour days to reach 1750, or 2.86 years of 12 hour drains.
Going with this number, we'll let secondary skills gain 112.5 bits per hour and tertiary skills gaining 85.5 bits an hour. Due to the size of the data, I'm rounding to the nearest hour for readability.
Note the forumala used to calculate the bit loss is as follows:
- r = original rank
- n = new rank post penalty (90%,75%,50% of r based on a 10%,25%, and 50% loss)
- l = lost ranks (r-n)
- Lost bits = [ r * (r+399)/2] - [l * (l+399)/2])
- Actual penalty = total bits for r / lost bits
- Lost hours = actual penalty / {150,112.5,85.5}
Primary Skills:150 bits/hour
Ranks | Total Bits | Total Hours | 10% penalty (ranks) | 10% penalty (bits) | % penalty (actual) | 10% penalty (hours) | 25% penalty (ranks) | 25% penalty (bits) | % penalty (actual) | 25% penalty (hours) | 50% penalty (ranks) | 50% penalty (bits) | % penalty (actual) | 50% penalty (hours) |
1 | 200 | 1 | 0 | 20 | 9.98% | 0 | 0 | 50 | 24.95% | 0 | 1 | 100 | 49.94% | 1 |
25 | 5300 | 35 | 3 | 558 | 10.53% | 4 | 6 | 1384 | 26.11% | 9 | 13 | 2728 | 51.47% | 18 |
50 | 11225 | 75 | 5 | 1235 | 11.00% | 8 | 13 | 3041 | 27.09% | 20 | 25 | 5925 | 52.78% | 40 |
75 | 18050 | 120 | 8 | 2031 | 11.25% | 14 | 19 | 4971 | 27.54% | 33 | 38 | 9591 | 53.13% | 64 |
100 | 24950 | 166 | 10 | 2945 | 11.80% | 20 | 25 | 7175 | 28.76% | 48 | 50 | 13725 | 55.01% | 92 |
150 | 41175 | 275 | 15 | 5130 | 12.46% | 34 | 38 | 12403 | 30.12% | 83 | 75 | 23400 | 56.83% | 156 |
200 | 59900 | 399 | 20 | 7790 | 13.01% | 52 | 50 | 18725 | 31.26% | 125 | 100 | 34950 | 58.35% | 233 |
250 | 81125 | 541 | 25 | 10925 | 13.47% | 73 | 63 | 26141 | 32.22% | 174 | 125 | 48375 | 59.63% | 323 |
300 | 104850 | 699 | 30 | 14535 | 13.86% | 97 | 75 | 34650 | 33.05% | 231 | 150 | 63675 | 60.73% | 425 |
400 | 159800 | 1065 | 40 | 23180 | 14.51% | 155 | 100 | 54950 | 34.39% | 366 | 200 | 99900 | 62.52% | 666 |
500 | 224750 | 1498 | 50 | 33725 | 15.01% | 225 | 125 | 79625 | 35.43% | 531 | 250 | 143625 | 63.90% | 958 |
750 | 430875 | 2873 | 75 | 68400 | 15.87% | 456 | 188 | 160453 | 37.24% | 1070 | 375 | 285750 | 66.32% | 1905 |
1,000 | 699500 | 4663 | 100 | 114950 | 16.43% | 766 | 250 | 268625 | 38.40% | 1791 | 500 | 474750 | 67.87% | 3165 |
1,250 | 1030625 | 6871 | 125 | 173375 | 16.82% | 1156 | 313 | 404141 | 39.21% | 2694 | 625 | 710625 | 68.95% | 4738 |
1,500 | 1424250 | 9495 | 150 | 243675 | 17.11% | 1625 | 375 | 567000 | 39.81% | 3780 | 750 | 993375 | 69.75% | 6623 |
1,750 | 1880375 | 12536 | 175 | 325850 | 17.33% | 2172 | 438 | 757203 | 40.27% | 5048 | 875 | 1323000 | 70.36% | 8820 |
Secondary Skills: 113 bits / hour
Ranks | Total Bits | Total Hours | 10% penalty (ranks) | 10% penalty (bits) | % penalty (actual) | 10% penalty (hours) | 25% penalty (ranks) | 25% penalty (bits) | % penalty (actual) | 25% penalty (hours) | 50% penalty (ranks) | 50% penalty (bits) | % penalty (actual) | 50% penalty (hours) |
1 | 200 | 2 | 0 | 20 | 9.98% | 0 | 0 | 50 | 24.95% | 0 | 1 | 100 | 49.94% | 1 |
25 | 5300 | 47 | 3 | 558 | 10.53% | 5 | 6 | 1384 | 26.11% | 12 | 13 | 2728 | 51.47% | 24 |
50 | 11225 | 100 | 5 | 1235 | 11.00% | 11 | 13 | 3041 | 27.09% | 27 | 25 | 5925 | 52.78% | 53 |
75 | 18050 | 160 | 8 | 2031 | 11.25% | 18 | 19 | 4971 | 27.54% | 44 | 38 | 9591 | 53.13% | 85 |
100 | 24950 | 222 | 10 | 2945 | 11.80% | 26 | 25 | 7175 | 28.76% | 64 | 50 | 13725 | 55.01% | 122 |
150 | 41175 | 366 | 15 | 5130 | 12.46% | 46 | 38 | 12403 | 30.12% | 110 | 75 | 23400 | 56.83% | 208 |
200 | 59900 | 532 | 20 | 7790 | 13.01% | 69 | 50 | 18725 | 31.26% | 166 | 100 | 34950 | 58.35% | 311 |
250 | 81125 | 721 | 25 | 10925 | 13.47% | 97 | 63 | 26141 | 32.22% | 232 | 125 | 48375 | 59.63% | 430 |
300 | 104850 | 932 | 30 | 14535 | 13.86% | 129 | 75 | 34650 | 33.05% | 308 | 150 | 63675 | 60.73% | 566 |
400 | 159800 | 1420 | 40 | 23180 | 14.51% | 206 | 100 | 54950 | 34.39% | 488 | 200 | 99900 | 62.52% | 888 |
500 | 224750 | 1998 | 50 | 33725 | 15.01% | 300 | 125 | 79625 | 35.43% | 708 | 250 | 143625 | 63.90% | 1277 |
750 | 430875 | 3830 | 75 | 68400 | 15.87% | 608 | 188 | 160453 | 37.24% | 1426 | 375 | 285750 | 66.32% | 2540 |
1,000 | 699500 | 6218 | 100 | 114950 | 16.43% | 1022 | 250 | 268625 | 38.40% | 2388 | 500 | 474750 | 67.87% | 4220 |
1,250 | 1030625 | 9161 | 125 | 173375 | 16.82% | 1541 | 313 | 404141 | 39.21% | 3592 | 625 | 710625 | 68.95% | 6317 |
1,500 | 1424250 | 12660 | 150 | 243675 | 17.11% | 2166 | 375 | 567000 | 39.81% | 5040 | 750 | 993375 | 69.75% | 8830 |
1,750 | 1880375 | 16714 | 175 | 325850 | 17.33% | 2896 | 438 | 757203 | 40.27% | 6731 | 875 | 1323000 | 70.36% | 11760 |
Tertiary Skills: 86 bits/ hour
Ranks | Total Bits | Total Hours | 10% penalty (ranks) | 10% penalty (bits) | % penalty (actual) | 10% penalty (hours) | 25% penalty (ranks) | 25% penalty (bits) | % penalty (actual) | 25% penalty (hours) | 50% penalty (ranks) | 50% penalty (bits) | % penalty (actual) | 50% penalty (hours) |
1 | 200 | 2 | 0 | 20 | 9.98% | 0 | 0 | 50 | 24.95% | 1 | 1 | 100 | 49.94% | 1 |
25 | 5300 | 62 | 3 | 558 | 10.53% | 7 | 6 | 1384 | 26.11% | 16 | 13 | 2728 | 51.47% | 32 |
50 | 11225 | 131 | 5 | 1235 | 11.00% | 14 | 13 | 3041 | 27.09% | 36 | 25 | 5925 | 52.78% | 69 |
75 | 18050 | 211 | 8 | 2031 | 11.25% | 24 | 19 | 4971 | 27.54% | 58 | 38 | 9591 | 53.13% | 112 |
100 | 24950 | 292 | 10 | 2945 | 11.80% | 34 | 25 | 7175 | 28.76% | 84 | 50 | 13725 | 55.01% | 161 |
150 | 41175 | 482 | 15 | 5130 | 12.46% | 60 | 38 | 12403 | 30.12% | 145 | 75 | 23400 | 56.83% | 274 |
200 | 59900 | 701 | 20 | 7790 | 13.01% | 91 | 50 | 18725 | 31.26% | 219 | 100 | 34950 | 58.35% | 409 |
250 | 81125 | 949 | 25 | 10925 | 13.47% | 128 | 63 | 26141 | 32.22% | 306 | 125 | 48375 | 59.63% | 566 |
300 | 104850 | 1226 | 30 | 14535 | 13.86% | 170 | 75 | 34650 | 33.05% | 405 | 150 | 63675 | 60.73% | 745 |
400 | 159800 | 1869 | 40 | 23180 | 14.51% | 271 | 100 | 54950 | 34.39% | 643 | 200 | 99900 | 62.52% | 1168 |
500 | 224750 | 2629 | 50 | 33725 | 15.01% | 394 | 125 | 79625 | 35.43% | 931 | 250 | 143625 | 63.90% | 1680 |
750 | 430875 | 5039 | 75 | 68400 | 15.87% | 800 | 188 | 160453 | 37.24% | 1877 | 375 | 285750 | 66.32% | 3342 |
1,000 | 699500 | 8181 | 100 | 114950 | 16.43% | 1344 | 250 | 268625 | 38.40% | 3142 | 500 | 474750 | 67.87% | 5553 |
1,250 | 1030625 | 12054 | 125 | 173375 | 16.82% | 2028 | 313 | 404141 | 39.21% | 4727 | 625 | 710625 | 68.95% | 8311 |
1,500 | 1424250 | 16658 | 150 | 243675 | 17.11% | 2850 | 375 | 567000 | 39.81% | 6632 | 750 | 993375 | 69.75% | 11618 |
1,750 | 1880375 | 21993 | 175 | 325850 | 17.33% | 3811 | 438 | 757203 | 40.27% | 8856 | 875 | 1323000 | 70.36% | 15474 |
Okay, so what?
So the current penalty is really a 10-70% penalty of the time put into this character. At 1750 ranks, after a warning, a player has to ask themselves. Do they want to risk losing thousands of effective hours of work (because let's not kid ourselves here) multiplied across multiple skills, or do they just want to unsub for a year or more and play a different game. I think the latter looks far more attractive than intended.
What are the other options?
In every case, stop taking away skills. Slower gain is better than a feeling of loss, especially when you're reminded of that loss every time you login. This game is about progression. This game is about the grind, and seeing - TDPs and remembering where skills were is the opposite of fun. In the case on discord, there are various feelings about WHY the person was scripting and SHOULD they script; however, no one seemed to be shocked in anyway that the person was planning on leaving and taking their subs with them. Negative thousands (tens of thousands) TDPs worth of skills and basically feeling the need to script more (like a gambling addict in the hole) to recover them would drive any sane person away. The game has lost a lot of good players this way.
1. In-game consequences. Disturbing the peace charges. Necromancy charges (is that "zombie" a risen?) Non-exp penalties.
2. Throttle xp gain. If you want a behavior, encourage that behavior. Throttle down experience gain outside of REXP. Maybe just scripters under a penalty. Maybe everyone (with a throttle up on REXP). Teach the scripters to only train a certain number of hours a day.
3. Lockouts. Rampant offenders can be given lockouts. A few days to weeks. This can be an escalating number.
4. Remove access to certain features of the game for a set amount of time. Alterations. Raffles. Auctions, etc.. Maybe some of the easier to use hunting areas.
The XP Penalty ABSOLUTELY Has To Stay, For Reasons
Then make it more sane. Make it something the player, with reasonable play time (2-3 hours a day with REXP), could recover from in a month. As it stands, with 1750 ranks in a primary skillset, working 40 hours a week, it would take you over a year to recover from a 10% penalty at 1750, closer to 13 months with legally mandated breaks and holidays, because, again, high-level training is work you're paying to do. That's nuts. That's almost $11,000 worth of time if they instead quit and find a job paying $5/hr, or just quit after the first warning (assuming they can - see multiboxing penalties above).
Mechanics should encourage desired gameplay. Penalties should encourage corrected game play. It's counter-productive to have penalties encouraging players to leave, especially so heavily dependent on keeping existing players. A game like this lives or dies on critical mass, and chasing out decades-old players by wiping away a decade of work they put into building a character hurts everyone. It hurts them, it hurts the community, and it hurts the future of the game.