A case for changing AFK scripting penalties 09/15/2019 10:21 AM CDT
First off, I want to keep this focused.

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.
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Re: A case for changing AFK scripting penalties 09/15/2019 02:46 PM CDT
Where is up the thumbs up or upvote feature? :D

Well stated, well supported, and I agree completely.
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Re: A case for changing AFK scripting penalties 09/15/2019 03:19 PM CDT
At the end of the day, nobody forces anybody to AFK script.

You have to be caught twice within twelve months' time to start seeing any serious penalties. As you mentioned, things escalate further in the case of multibox scripting, but that's even more reason to pay attention if you've got more than one character running (or cut down the number of characters logged in scripting away). The way I see it, if you care enough to not want to eat these penalties, don't AFK script. Or, at least, if you were caught once already, then don't keep doing it. It seems simple and reasonable enough.

It can be sad when people leave DR for any reason. But this isn't a matter of people getting dinged for no reason, or out of the blue. The penalty shouldn't have come as a surprise. These people already got warned and, for whatever reason, decided to continue AFK scripting anyway in spite of it. Thus, I think the penalty of XP/TDP loss fits the crime. You lose what you gained by continuously and unapologetically breaking policy. Additionally, if people aren't willing to stop AFK scripting even with their TDPs and stats on the line, I don't really see how a less severe penalty would curb that behavior, either.

That being said, I think that throttling XP gain (and wealth gain!) is a good idea in general, not just for scripters. I don't think it should replace the current penalty, though.
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Re: A case for changing AFK scripting penalties 09/15/2019 04:48 PM CDT


> The way I see it, if you care enough to not want to eat these penalties, don't AFK script. Or, at least, if you were caught once already, then don't keep doing it. It seems simple and reasonable enough.

Okay, but what's the goal? From a game design perspective, what behavior are you trying to shape and how is it being shaped with these policies as they stand?

> These people already got warned and, for whatever reason, decided to continue AFK scripting anyway in spite of it. Thus, I think the penalty of XP/TDP loss fits the crime.

For the sake of argument, let's assume it's wrong and no one should be AFK. Let's hand-wave all of that as it's not the point. What is the point is the penalty and the intent of this penalty. Is it intended that these penalties be used to chase out certain players deemed unacceptable or damaging to the game environment? Is it meant as a deterrent? Is it meant to ensure enough resources to go around? Is it to equalize the player base's general rankings? Is it to artificially extend the subscription times? Is it to "reform" players in a way that they play how the game designers want them to play? Is it punitive? Is it restorative? All or none and some others I'm not listing?

We don't know, but what we can see is the impact the penalties have on the game world as it stands.

> You lose what you gained...

Is this the intent? If so, I'm not sure we can say it. It's not like the system is capable of determining which ranks were gained when you were ATK and which were not. Since ranks are stripped across the board, I'd argue it's very likely you're going to take away some legitimately gained ranks as well as those gained via AFK means. That annoys players, and they leave. Even the scripter who spends 80% of their time AFK in the corner will now leave a small hole that their 20% filled.

> Additionally, if people aren't willing to stop AFK scripting even with their TDPs and stats on the line, I don't really see how a less severe penalty would curb that behavior, either.

Again, it goes to intent. I agree with you that if the penalty is meant to be a deterrent then it probably isn't meeting that purpose and should be rethought. Either way, the game isn't getting any younger. Pushing out long-term players is really just going to create more of a financial burden on the rest of us while simultaneously making us feel like there are fewer and fewer interactions to be had. It's a self-feeding cycle in a very bad way.
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Re: A case for changing AFK scripting penalties 09/15/2019 07:58 PM CDT
Just personal opinion here so take it with a grain of salt.

I don't think the current model of punishment deters the behavior it is punishing and to the OP's point it is driving people to quit. I'm not going to debate AFK scripting, i don't like it but i know it's happening. I think the approach of taking benefits away from scripters would be a much more effective punishment. What i mean is this, restrict their ability to travel IG, fine them in-game coins, kick them out of REXP for X weeks/months, disable offline drain (already happens i think), restrict the ability to hand things off to others, like items/coins. Make it more and more inconvenient.

With each subsequent offense, make the restrictions last longer and longer. Maybe cut off their access to the vault and the bank at one point for a period of time. I'm a proponent of using the carrot approach rather than the stick to drive the desired behavior. I'm sure there are other service like things which could be removed as well.

The other thing that could be done is to remove XP like we do now along with the STAT drop but make it so it lasts a month or something and then it's reverted back to the original with other offenses taking longer and longer to reset.

Ultimately, i'm not sure i care enough what happens but i don't think the current system is having the intended benefits.

Damian, a voice from the distant and long-forgotten past.
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Re: A case for changing AFK scripting penalties 09/16/2019 12:59 AM CDT
> 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.

I like how you don't even list "play DR but stop AFK scripting" as an option. I think that probably says a lot.

More seriously, though, you said that you didn't want to argue about making AFK scripting legal, so I'll take you at your word on that. It seems like what you're really saying here is, "The penalties are draconian, but for whatever reason our AFK scripting population refuses to follow the rules no matter how bad the penalties are. With our game population the size that it is, can we really afford to lose them?"

And I think that's a reasonable question, actually. I don't think I can answer that, really, because of the people who refuse to follow the rules, there are some people who I think only detract from the game, there are others who, even if I don't like them, I see no reason to chase off. And we don't get to choose who quits and who doesn't.

So, what would reasonable penalties look like? I think an AFK scripting penalty should have 2 goals - 1) prevent or disincentivize future AFK scripting and to 2) somewhat equalize their skills so they don't just get to just keep benefit from breaking the rules, which, frankly, might have been going on a long time.

1) I think is pretty easy in the context of this discussion. The thrust of your argument is that the penalty is too harsh, yet people cannot stop themselves and break the rules anyway. Ok, so we can't rely on deterrents - we actually have to stop them from gaining experience because they cannot stop themselves. I would suggest that capping their experience gain at 4 hours per day (and taking away REXP) for increasing amounts of time based on offenses would be a reasonable punishment. The people simply would not be able to gain the benefits of 24/7 AFK scripting.

2) If 1 were put into place, the next thing we should look at is how to stop breaking the rules from being a good bargain anyway. For example, if I can reasonably go a year AFK scripting 24/7 and get only 90 days of 4 hours of experience per day, it's still a better bargain to just accept the punishment and do the scripting. The real problem is that it's so hard to catch AFK scripters with modern scripting methods. This is why the existing penalties are so high - we KNOW they've probably been getting a year or more of 24/7 experience, so the penalties need to approximate that. If the skill penalties are going to go down, then the ease of catching people needs to go up. But this is also difficult because we don't want to make people paranoid about looking away from the game for a second. We don't want to penalize bathroom breaks.

I would suggest an entirely new method of script checking. Script checks would always use the same text, be highlighted yellow, easy to trap for, and be SUPER OBVIOUS to the player of what they are. Once a script check has been initiated, the player has X number of minutes to have a conversation with the GM and convince them that a real human is responding. Disconnecting would not be a valid excuse here, since the script check would be obvious and we don't want people to just log when it happens. I could see one warning given for discos, but frankly, that's going to be a rare occurrence. The understanding should also be there that your uptime over time will influence how often you are checked. If you've been going 24/7 for 3 months straight, you should get used to checks every few hours.

Could this be defeated by phone alerts to people and remote logins? Sure. But I don't think people are going to wake up or stop what they're doing every few hours to have a brief conversation with a GM. This would make it easier to catch constant AFK scripting and make people who don't AFK script less paranoid about being busted for a lapse.




- Saragos
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Re: A case for changing AFK scripting penalties 09/16/2019 08:24 PM CDT
>>1) I think is pretty easy in the context of this discussion. The thrust of your argument is that the penalty is too harsh, yet people cannot stop themselves and break the rules anyway. Ok, so we can't rely on deterrents - we actually have to stop them from gaining experience because they cannot stop themselves. I would suggest that capping their experience gain at 4 hours per day (and taking away REXP) for increasing amounts of time based on offenses would be a reasonable punishment. The people simply would not be able to gain the benefits of 24/7 AFK scripting.

>>2) If 1 were put into place, the next thing we should look at is how to stop breaking the rules from being a good bargain anyway. For example, if I can reasonably go a year AFK scripting 24/7 and get only 90 days of 4 hours of experience per day, it's still a better bargain to just accept the punishment and do the scripting. The real problem is that it's so hard to catch AFK scripters with modern scripting methods. This is why the existing penalties are so high - we KNOW they've probably been getting a year or more of 24/7 experience, so the penalties need to approximate that. If the skill penalties are going to go down, then the ease of catching people needs to go up. But this is also difficult because we don't want to make people paranoid about looking away from the game for a second. We don't want to penalize bathroom breaks.

>>I would suggest an entirely new method of script checking. Script checks would always use the same text, be highlighted yellow, easy to trap for, and be SUPER OBVIOUS to the player of what they are. Once a script check has been initiated, the player has X number of minutes to have a conversation with the GM and convince them that a real human is responding. Disconnecting would not be a valid excuse here, since the script check would be obvious and we don't want people to just log when it happens. I could see one warning given for discos, but frankly, that's going to be a rare occurrence. The understanding should also be there that your uptime over time will influence how often you are checked. If you've been going 24/7 for 3 months straight, you should get used to checks every few hours.

I like the ideas, i do think however that you may have too much of a GM time sink in the entirely new method of policing. That could generate a lot of conversations per night and GM labor is not what it used to be already. Not sure what the right answer is but it's an interesting conversation.

Damian, a voice from the distant and long-forgotten past.
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Re: A case for changing AFK scripting penalties 12/03/2019 01:43 PM CST
Totally agree with the OP: the current penalty scales more and more aggressively toward longer-term players.

Having something that is bit based vs rank based would balance this out. The option of having the penalty be a reduction in the absorption of future bits would also be a reasonable alternative. For the latter option, the penalty could even get removed after X amount of time or X amount of bits (or both?).

>>Thus, I think the penalty of XP/TDP loss fits the crime.

I don't think there is anyone really disputing the concept of XP/TDP loss being appropriate. The issue is that the penalty grows dramatically the more ranks you have. It's not just the difference between someone with 100 ranks losing 10 ranks and someone with 1750 ranks losing 175 ranks, but that the number of bits to go back to 100 from 80 and from 1575 to 1750 are a massively different. Factor in the time investment itself, and things get even worse.

If the penalty is so aggressive that it generally drives people to quit, it's essentially showing that being dinged by it means the game is essentially banning you without having to actively stop taking your money. As the OP stated, if this isn't the intended outcome, then the penalties themselves need to be reassessed. I think it's worth acknowledging that banning a player for X amount of time as a result of more overly aggressive actions that can proactively disrupt the game environment in more direct/immediate ways, like PvP without consent, excessive cursing (hell, cursing at all), general harassment, etc generally requires players to just not play for a bit, while AFK penalties require players to play even more. That seems weird.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: A case for changing AFK scripting penalties 12/03/2019 05:27 PM CST


i 2nd this!
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Re: A case for changing AFK scripting penalties 12/05/2019 07:39 PM CST
I have supported changing the penalties as well, because of that exact reason. I do like your suggestion of it being bits-based instead of rank-based. I've never liked that 1 flat policy is more punishing as you put more time in the game. Especially, when, like you said, the difference in ranks isn't just bits, but time as well. Losing 10 ranks at 100 may take a day or so to get back to 100, but at 1750, earning those 175 ranks will take a lot more time. I would guess months, but i don't know how much rank you can earn per day at those ranks. Also it varies if the skill is primary, secondary, or tertiary.

Now the other problem, preventing rank progression is nice, but doesn't work once you hit 1750 in enough skills. So removing a number of bits that would theoretically take X time to regain, would be a great way to go about it. It is easier to just say 10% ranks + 1 stat X # of violations, but I think you are correct, it depends on the intent. If the intent is to punish, but not to cause people to quit, removing it based on their ranks is more appropriate than a flat penalty that increases over time.
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Re: A case for changing AFK scripting penalties 12/05/2019 08:27 PM CST


> Losing 10 ranks at 100 may take a day or so to get back to 100, but at 1750, earning those 175 ranks will take a lot more time. I would guess months, but i don't know how much rank you can earn per day at those ranks.

175 ranks shaved off the top is about the same amount of time as it took you to get 632 ranks in that skill. For a barbarian, that's basically wiping out the first 111 circles. For a paladin, that's the first 141. It's 133 for a moon mage.

If while trying to regain those ranks you get hit again or you were hit for the first time with two accounts in one room, you've now lost 437.5 ranks off the top. That's 757,959 bits. That's just under 1048 ranks, or enough for any guild to have hit 150+.

> but doesn't work once you hit 1750 in enough skills.

It would still hurt, because no one in prime or plat should 1750 ranks in a lot of tert skills. It someone in TF, what? 9 years of 24/7 scripting to get the first tert skill to 1750? If someone has that in prime then their character has spent at least 12 hours scripting in game for the last 18 years.

> If the intent is to punish, but not to cause people to quit

People would still quit.
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Re: A case for changing AFK scripting penalties 12/05/2019 11:40 PM CST
>It would still hurt, because no one in prime or plat should 1750 ranks in a lot of tert skills. It someone in TF, what? 9 years of 24/7 scripting to get the first tert skill to 1750? If someone has that in prime then their character has spent at least 12 hours scripting in game for the last 18 years.

What i mean is, those skills that hit 1750, aren't going to move forward, so preventing future bits/exp is kind of pointless (for those skills). I would still like that as a penalty in general, because it's not pointless.

After doing some math in my head, taking a number of bits away according to ranks is the best way to go, but the complicated part is making sure the impact is the same. The impact is likely to be much greater on lower ranked, number-wise, but time-wise it isn't that big of a deal compared to long-term players. Like losing 2 weeks and have only played 1 month, including the 1 warning, you are likely to be upset, but that's not much to people who have played for years. However, an impact of like 10% is still fairly hefty, so my thinking is, remove a number of bits, with a cap on the ranks, which is mainly to benefit lower levels. like first penalty, assuming 2 weeks of bits, to a max of 10% of your ranks. lower ranked people will likely hit that 10%, making the impact not feel as great. second penalty could get ramped up to 4 months, to make a bigger impact, but cap at 20% of ranks. still a huge chunk, as someone who started with 100 ranks, lost 10%, then lost 20%, that's 28 ranks total lost. playing for a month and having 100 ranks isn't accurate, but makes percentages easier to understand. The cap could be removed at higher penalties, which is likely to forfeit a character with much less time, compared to people whom have spent years playing, even though the penalty will likely be huge for them. It is likely people would quit by then.

>People would still quit.

People are more likely to quit, if they lose too much, and currently they are penalized more heavily for sticking around longer. Long-term players keep the game alive, even though they shouldn't be the most important. When it comes to player base, you want people to join, and enjoy it enough to stick around for a long time. And mistakes happen, so 1 penalty should be all it takes to make your point, including the 1 warning.
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Re: A case for changing AFK scripting penalties 12/06/2019 01:57 PM CST


> What i mean is, those skills that hit 1750, aren't going to move forward, so preventing future bits/exp is kind of pointless (for those skills). I would still like that as a penalty in general, because it's not pointless.

What I'm saying is that there will always be skills you want to move. No one will have everything capped. No one could have everything capped. So a future penalty is never pointless.
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Re: A case for changing AFK scripting penalties 12/06/2019 06:13 PM CST


I just know that as a HLC a 10% penalty would be devastating. 20 years of playing off and on, it would be enough to finally break me away from the game. I'm not saying it like it's a threat, but that's basically how i think i would feel. I'm not ok with peeps scripting 24/7, but everyone is scripting to some extend and with the way people multi-task now adays it's understandable. I think it would be better to nuke learning speed for long and longer lengths of time. Or the bits/exp suggestion, anything aside from a blanket 10% penalty across the board. That's a lazy solution to a complicated dynamic occurring in the game.
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Re: A case for changing AFK scripting penalties 12/08/2019 07:00 PM CST


That's what i mean in the last sentence. It is worded poorly, but i mean that even if it is pointless for capped skills, it can still be used on other skills. It's a good suggestion.
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