Re: What do the players want? 03/01/2018 11:43 PM CST
>>Squirrelyb: Enforcement of the current scripting policy will, in my opinion, drive people away from the game.

Simply put, I would quit and never look back if they legalized AFK scripting. I understand that a lot of players want a game they can automate in the background while doing other things, but personally, I have no interest in playing a multiplayer role-playing game that is primarily populated by bots. As one GM put it:

>>DragonRealms is first and foremost a role-playing game. Removal of the rule would result in the prime instance of the game turning into The Fallen, with combat and language restriction, destroying the role-playing aspects within a matter of days if not minutes.

>>Having discussed this with people, both in the game and at billing (why people come back and keep playing), the primary reason is the role-playing environment. Far from being "ridiculous" the rule is essential in keeping DragonRealms operating. Without that environment, people do not stay and they do not return.

The prevalence of unresponsive bots is a common complaint among new and returning players, so while legalizing AFK scripting may appeal to a certain segment of our existing player-base, I am not sure that it would be good for retaining new players -- something we all agree DragonRealms must do to remain viable.

Players who want to AFK script for extended periods of should be aggressively encouraged to move to TF. To facilitate this, I would:
• Allow free one-way character transfers from Prime to TF (including inventory if possible)
• For scripting violations that would incur rank loss (2+ violations within a year), give the player the choice between taking the penalty in Prime or moving the character to TF with no penalty and no fee.
• Include a TF subscription with every Premium or standard subscription (or even better, make TF freemium)
• If technically feasible, allow players to log into Prime and TF at the same time (same account). Letting TF run in the background while actively playing in Prime should be permitted.

In Prime, I would also limit the number of free characters that can be logged in by the same player at the same time. Simultaneously scripting 20 alts ought to be against the rules regardless of how elaborate your trigger system is to alert you of potential script checks.



Mr. Gorbachev, tear down this wall rank!

Paladin new player guide: https://elanthipedia.play.net/mediawiki/index.php/Paladin_new_player_guide

armor and shields: https://elanthipedia.play.net/mediawiki/index.php/Armor_and_shield_player_guide
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Re: What do the players want? 03/02/2018 05:31 AM CST
Whether they legalize afk scripting or not, it's here to stay and I'm not sure why pretending it's not is helping anyone at all. This is more or less a parallel situation to prohibiting narcotics, except it's harder to see what the downside is now. People are already unresponsive to other players much of the time as it is and letting GMs focus their attention on development rather than enforcement kind of seems like a no-brainer.

More to the point, someone has already afk'd from 1-200 in Prime. I sincerely doubt that's the only success story.

Consider this scenario: someone says they're going to afk script out of game to several GMs. In game, a GM could script test them, know for certain that the responses were automatic, and per policy couldn't do anything about it. So having the prohibition at all seems kind of silly from that perspective, right?

This fundamentally comes down to time/effort/cost expenditure/advantage equations and the "I'll quit" comments are a thinly-veiled attempt to extort the outcome you desire. Whether it's because you feel you have an advantage isn't really material, because at the very least you're objecting to the possibility of someone else having those advantages over you.

The number of genuinely new players coming to this game isn't significant, statistically or otherwise. Arguing that they're unlikely to stay because of "bots" is facetious at best. We all know that the game's adjustments to try to make afk scripting more difficult make major systems far less accessible to actual new players. That and syntax puzzles are going to be enough to drive them off without the 16 afk bodies in the Empaths' Guild making much of an impression.

For what it's worth, writing triggers that alert you to script checks is silly from an effort standpoint. Just write them to respond without your input. Or do what most people have been doing for years now: squelch everything with regex so the only things you see are people talking to you, hits done to you, creature death messaging, and anything else irregular.
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Re: What do the players want? 03/02/2018 08:20 AM CST


>Or do what most people have been doing for years now: squelch everything with regex so the only things you see are people talking to you, hits done to you, creature death messaging, and anything else irregular.

In a game where scroll requires people playing have to effectively learn how to ignore 95+% of what the game returns to them, when convo and thought windows are separate anyway, and atmo automatically sent to a window that is probably minimized and hidden, I feel like there's a disconnect between what the game is giving us and how it's played, before you even get to the question of 'what do you like about dr?'.

DR is a lot like watching the combat log of any other MMO - most of it is irrelevant and meaningless without an addon parser, and as it stands,

>We all know that the game's adjustments to try to make afk scripting more difficult make major systems far less accessible to actual new players.

This is a confirmed issue with a number of newer players, who simply don't know what's going on because of the scroll or how to parse things. So, why after almost 20 years, is the game still spamming us with so much filler messaging, and subsequently, why are script checks thus in the form of 'slowly generating spam through said filler messaging until you notice'?
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Re: What do the players want? 03/02/2018 11:08 AM CST
>>it's harder to see what the downside [of scripting] is now

Prime's economy is on fire heavily due to the amount of scripting/multi-boxing. The way the game scales out is also a reflection on the long-term effects of heavy scripting. Anytime people post "a few months ago hunting area X was empty but now it's swarmed with folks help us please," that's because people flew through lower ranks, often due to heavy [and often afk] scripting.



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: What do the players want? 03/02/2018 11:16 AM CST


> Prime's economy is on fire heavily due to the amount of scripting/multi-boxing.

Prime's economy is on fire heavily due to the amount of scripting/multi-boxing for the last 10 years. I think you missed that point. Plat isn't consumed in player -> player transactions, so even if you were able to stop this 100% then the damage is already done. Those closing in plat cap will still be at plat cap. Those with only a few thousand will never catch up.

> that's because people flew through lower ranks

"Flew" as in took several months to years of 24/7 scripting does funnel people to an end game, but that's not bad in itself. If everyone is funneled to that end game then you can focus development on it to make it more interesting. That's basically how GS3 works. It moves from a skill focus to a gear-focused game, but that in itself is a decent catchup mechanic. When you get the flying sword of doom, it doesn't matter if you had the flying dagger of doom or the paper cutter. You're now at parity with everyone else.
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Re: What do the players want? 03/02/2018 11:23 AM CST
>>Prime's economy is on fire heavily due to the amount of scripting/multi-boxing for the last 10 years.

Correct. That doesn't mean it's a good idea to have it go on another 10 years, though.

>>the damage is already done

I'm not big of defeatism, so the "well, the damage is done so no stoping things now" doesn't really sell for me.

>>"Flew" as in took several months to years of 24/7 scripting does funnel people to an end game, but that's not bad in itself.

Sure it is. Not only does it top-load the game with people who reached the "end" states way too fast, it actively harms those who take the game slower, because there's less of a drive to fill out all the middle parts of the game (since people barely take the time to enjoy the view as they fly on by scripting).



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: What do the players want? 03/02/2018 12:00 PM CST
I'm going to throw my own hat in the ring as somebody else who would rather not see afk scripting legalized. I agree with Isharon's suggestions regarding TF. Meanwhile, I don't think it's asking too much to be at least baseline-responsive to the game environment in Prime. It's entirely possible to care about numbers and play in a script-heavy style while still being aware and responsive. I have friends with HLCs who very much are in the "like to train as efficiently as possible" camp and none of them were "forced" to afk script to get where they are. Acknowledging that there is a problem with the experience system is fine, but it's not good enough justification on its own, especially considering the problems that long-term, mass afk scripting pose to the game.

>>I'm not big of defeatism, so the "well, the damage is done so no stoping things now" doesn't really sell for me.

This is how I feel as well.
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Re: What do the players want? 03/02/2018 12:01 PM CST


> Correct. That doesn't mean it's a good idea to have it go on another 10 years, though.
> I'm not big of defeatism, so the "well, the damage is done so no stoping things now" doesn't really sell for me.

I kind of disagree. You have to have a bigger drain if you shut off the faucet. Failing to do so just cements the current state. I think inflation is the easier and more natural response, but if the GMs want to create a sink then awesome. Let those with the chips cash out and then start over.

In reality, I don't think anything will change. The current state is to make plat less and less important as they shift to untradable event currencies for the really good stuff.

> Sure it is. Not only does it top-load the game with people who reached the "end" states way too fast, it actively harms those who take the game slower, because there's less of a drive to fill out all the middle parts of the game (since people barely take the time to enjoy the view as they fly on by scripting).

If you enjoy the grind, then that is the reward. If you don't, then why should you grind for years to be able to play the game in the way you want? I worry that the long-term players forget that this is supposed to be fun not an unpaid job.

> because there's less of a drive to fill out all the middle parts of the game

I want to address this specifically. Development has always been slow in this game, but it's very obvious development resources are highly constrained right now, especially for the actual game rather than the MT events. Giving them the option to make a new system that affects everyone would be better than developing a system targeting mid-tier players. They can only do that if they have a narrow range to target.
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Re: What do the players want? 03/02/2018 01:20 PM CST
>>You have to have a bigger drain if you shut off the faucet.

Given the cost of some alterations in Prime, let alone limited-edition festival items that offer unique features/aspects/scripts/etc, I think that is what they're doing.

>>If you don't, then why should you grind for years to be able to play the game in the way you want? I worry that the long-term players forget that this is supposed to be fun not an unpaid job.

If the grind is boring, fix the grind. Don't allow people to break the system through policy apathy, because that only makes the plurality of players who do support the policy suffer, especially because it kicks the can down the road to fix all the parts of the game that are boring. I'm a big proponent of speeding up how skill gain works, as well as reducing the "gaps" in hunting new mobs, creating new items, etc. Encouraging GMs to have an attitude of "just develop end game content and let people afk script" doesn't resolve the "the game is boring until X" problem, since it places the onus on just avoiding major chunks of the game at best, and suffering through the boring parts because you don't want to cheat at worst.



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: What do the players want? 03/02/2018 03:15 PM CST


> Given the cost of some alterations in Prime, let alone limited-edition festival items that offer unique features/aspects/scripts/etc, I think that is what they're doing.

Maybe, but I you're going to need a bigger drain than that. With minimal effort, it's possible to farm that in a week. 5000 platinum once a year for a dozen people isn't going to cut it.

> If the grind is boring, fix the grind.

We're in agreement on this, but scripting is going to be the status quo because it does just that. I think it's a great idea to develop a game that's more engaging than typing .hunt. I don't know if it's possible considering the medium, but narrowing the ranges at least makes it doable. Likewise, flex works, and dailies could work too. Reward the account number more than the time doing rote commands, especially if the gains are locked to that character in a non-powercreep kind of way. Again, I'm not sure if that's possible.

You also have the problem of incentives. Hiders and outfits could have been stealth feats. Instead, they're monetized on top of the sub.

> Encouraging GMs to have an attitude of "just develop end game content and let people afk script" doesn't resolve the "the game is boring until X"

It kind of does if you greatly reduce the time it takes to get to X.
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Re: What do the players want? 03/02/2018 04:12 PM CST
>>Maybe, but I you're going to need a bigger drain than that. With minimal effort, it's possible to farm that in a week. 5000 platinum once a year for a dozen people isn't going to cut it.

I'm still not sold on the "there's no point it won't change anything" view. I don't believe "it won't do ENOUGH" means it shouldn't be done.

>>We're in agreement on this, but scripting is going to be the status quo because it does just that.

IMO, the issue isn't scripting, it's excessive scripting from people scripting AFK. There's no difference between me typing attack manually 1000 times or a script doing it when I play for 1-4 hours a few days a week, but a script running 24/7 throws the game's progression expectations out of whack.

>>Reward the account number more than the time doing rote commands, especially if the gains are locked to that character in a non-powercreep kind of way. Again, I'm not sure if that's possible.

Anything tied to text output is going to be scriptable. In the long run, all commands are rote commands. That doesn't mean we shouldn't encourage people to do more unique things via dailies/etc to keep things interesting, but those things will still be scripted. But, once again, I don't see the issue being scripting actions, but afk scripting actions which vastly bloats how fast things can be accomplished since no one is actually playing 24/7/365.

>>It kind of does if you greatly reduce the time it takes to get to X.

While the game does need to come to terms with how many hours it should take to reach "end game", and most likely that does mean exp rates should go up, that still won't address AFK scripting. If a character's lifespan toward end-state should be 1 year, where the average player plays 2-3 hours a night 4-5 times a week (or whatever), but people are afk scripting 24/7, that'll still cause issues with game bloat and specific points being overpopulated and other various problems.



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: What do the players want? 03/02/2018 04:24 PM CST
>> Players who want to AFK script for extended periods of should be aggressively encouraged to move to TF.

This isn't a solution. Want to buy something on the trader tables? Too bad. If you don't get it yourself, you're probably out of luck. Maybe the tiny playerbase would help you, but why stop their scripts to bother? Maybe if there were a shared shard for trader tables, but there's already too much plat in circulation even without TF bots.

The bottom line is you're still putting players in permanent time out, and now they're likely going to have to spin up multiple accounts to be self sufficient (even more reason not to help you, because now you've exponentially increased the work required). Who would want to pay more and work more for the same outcome? Oh, and now you're pvp open forever, too. Good luck?

Prime's population isn't even all that helpful, so I don't see why an even smaller playerbase that's mostly AFK is going to be a better option. I keep hearing people calling for moving scripters to TF, but nobody's calling for moving RPers to plat. My guess is that you don't want to pay more to be in a smaller community, which is exactly the problem with TF.

>> Prime's economy is on fire heavily due to the amount of scripting/multi-boxing.

I think this is more due to the fact that plat has been devalued in favor of MT event items.

>> DR is a lot like watching the combat log of any other MMO

The amount of work required to overhaul systems makes the change unlikely. Of course, there are quick solutions. We could increase XP gain, or decrease cap, but of course that still doesn't stop bots.

Well thought out regex gags just means you can bot in peace with a black wasteland of a screen until something pops up that requires your attention. With the amount of scroll, you've pretty much got to gag things just to see the bot checks anyway. Intricate regex means more obfuscation in afk checks which probably hurts the legit player more than the bot, tbh. Solomon's bot checks come to mind here, and those definitely drove folks away when they were "caught" while ATK.

>>IMO, the issue isn't scripting, it's excessive scripting from people scripting AFK. There's no difference between me typing attack manually 1000 times or a script doing it when I play for 1-4 hours a few days a week, but a script running 24/7 throws the game's progression expectations out of whack.

My problem with this is "excessive" is a subjective statement. The policy is black and white, scripting is ok, but you must be responsive. The hours is a consideration too. Once you start passing 1k ranks, 1-4 hours a few days a week means maybe 1 rank a week. People like progression, and imo that's not meaningful progression. Again, we could increase the xp gain, but it still doesn't solve regex ninjas.
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Re: What do the players want? 03/02/2018 04:40 PM CST
>>Brhodes: I keep hearing people calling for moving scripters to TF, but nobody's calling for moving RPers to plat. My guess is that you don't want to pay more to be in a smaller community, which is exactly the problem with TF.

Prime is still considered to be primarily a role-playing game. It is an intermediate point between TF (AFK scripting and OOC allowed, no moderation) and Plat (RP enforced with extra moderation).

That being said, I would strongly consider moving to Plat under the same conditions I proposed for TF: no additional cost to standard subscribers (it currently costs $50/month per account) and the ability to transfer my character and inventory.



Mr. Gorbachev, tear down this wall rank!

Paladin new player guide: https://elanthipedia.play.net/mediawiki/index.php/Paladin_new_player_guide

armor and shields: https://elanthipedia.play.net/mediawiki/index.php/Armor_and_shield_player_guide
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Re: What do the players want? 03/02/2018 04:43 PM CST
>>I keep hearing people calling for moving scripters to TF, but nobody's calling for moving RPers to plat.

I'm hearing people calling to move afk scripters to TF, which to me is notably different than people who do things through scripts.

You don't hear people telling RPers to go to Plat to RP (beyond that not being the best idea for various reasons), because there's a difference between breaking policy and wanting to do what the game offers. Now, if people were posting going "I want more GM attention and events that are more close-knit and tailored to the needs of a very select group of players," then maybe you'd get people saying go to Plat (currently a bad idea, but at least that's what Plat is marketed as).

>>I think this is more due to the fact that plat has been devalued in favor of MT event items.

Prime's economy was garbage well before current MT events came out. Nothing being sold as end-game loot for MT events would have seen the light of day as non-paid-quest-end rewards.

>>My problem with this is "excessive" is a subjective statement.

I disagree. There are a certain number of hours humanly expected to be put into a game. If you're able to afk train 24/7/365, that's excessive.



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: What do the players want? 03/02/2018 05:52 PM CST

> I'm still not sold on the "there's no point it won't change anything" view.

Extremist strawmen aside, we're just going to have to disagree on this. It ultimately doesn't matter as neither of us can see the numbers, so we're just arm-chairing until their published.

> Anything tied to text output is going to be scriptable.

My point is that there are things you could do to minimize the need to script. Imagine a world where the hourly drain cycle didn't exist. Instead it was a 24 hr drain cycle. Once you're locked in everything then you're no longer incentived to script that day. You can instead just play.

> While the game does need to come to terms with how many hours it should take to reach "end game",

100% agreed.

> If a character's lifespan toward end-state should be 1 year, where the average player plays 2-3 hours a night 4-5 times a week (or whatever)

Sounds about right.

> but people are afk scripting 24/7, that'll still cause issues with game bloat and specific points being overpopulated and other various problems.

Not necessarily. You could rescale several low-end hunting zones to accommodate high-end play. You could even scale them with boss mobs assuming capped skills, a full party, and decent gear.
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Re: What do the players want? 03/02/2018 10:08 PM CST


>Brhodes: I keep hearing people calling for moving scripters to TF, but nobody's calling for moving RPers to plat. My guess is that you don't want to pay more to be in a smaller community, which is exactly the problem with TF.

I think this point is valid insofar as it underlines that everyone is keen to point the finger at other players who aren't playing the game the way they do as being the problem population that should leave. There should be a middle ground solution somewhere between 'botrealms' and 'permabans for doing something other than larping'.

>My point is that there are things you could do to minimize the need to script. Imagine a world where the hourly drain cycle didn't exist. Instead it was a 24 hr drain cycle. Once you're locked in everything then you're no longer incentived to script that day. You can instead just play.

Many, many solutions for how to mitigate the need to script have been proposed. They were all shouted down by players who want the grind or to be able to enjoy the benefits of having spent so long grinding. The flipside of this, of course, is that telling players to just get better at PvP or to constantly put together your own story lines, is also not a good solution.
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Re: What do the players want? 03/03/2018 09:06 AM CST
>>I disagree. There are a certain number of hours humanly expected to be put into a game. If you're able to afk train 24/7/365, that's excessive.

That's what I mean, that's your subjective analysis of what's excessive. Someone else with high demands from family/job might call 8 hours a day excessive. The policy is black and white, you must be responsive at all times. If someone's eating dinner or watching tv while they play, they're probably going to fail a script check. I'd imagine a lot of folks turn on the game when they get home, do whatever they're gonna do for the evening, then turn it off when they go to bed. Those people are probably going to fail a script check, and they should with the current policy because they're not checking the game every 5 minutes.

>>You don't hear people telling RPers to go to Plat to RP (beyond that not being the best idea for various reasons), because there's a difference between breaking policy and wanting to do what the game offers.

This entire thread is about changing the policy to match what the players want. My point, and I'll admit my comparison is apples to oranges to an extent, is that moving players to TF is an even worse penalization than the current policy, because you're basically exiling them forever and they have to pay more money to boot. It's still going to make people quit.

>>I think this point is valid insofar as it underlines that everyone is keen to point the finger at other players who aren't playing the game the way they do as being the problem population that should leave.

This is a really valid statement. We're quick to tell others how they're supposed to enjoy the game, instead of asking people how they want to enjoy the game. That was the point of the thread, and is why we're calling the current policy into question. There are a few posters here that have thrown their hat in on why they disagree with the policy, then went quiet. I'm seeing the same posters over and over again in favor of the current policy. We need to consider everyone, here, and what's best for the game in the long run. As OP mentioned, this topic has always been a hotbed for argument. This topic keeps coming up, and I just think it's important that we give them an objective evaluation of the policy in regards to the game's climate. People are probably hesitant to even speak up in fear that they'd be lambasted by the community.
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Re: What do the players want? 03/03/2018 11:31 AM CST
Chiming in to say that there are several of us on staff who are reading this thread. (And we're very glad that you're having a conversation even when you disagree, instead of turning it into a thread that needs to stop!)

We don't give names, we don't even really give numbers, but I wanted to give you a tiny bit of feedback on what we're seeing when we do end up warning someone for inattentive benefit gain.

If we have issued 25 warnings for scripting in the last 2 weeks, 2 of those players have noticed their status change and responded within an hour. In the rest of the cases, the player's script keeps trying to run for much longer. The longest lapse we've had in the last 2 weeks between the warning and the logout or indication that the player noticed their change in status was over 50 hours. Longer than 2 full days. There have been several others who spent over 24 hours with their scripts grinding away in the cell.

I really do feel sympathy for folks when there's an emergency that pulls them away from the screen. I've read several responses in this thread from folks whose scripts teach them well but require the occasional input to keep running. I know that my not-great scripts, even the one that just kept me logged in by typing "look" over and over only needed me to smack the ESC key to stop. There are probably other possible solutions that will enable people to grind the numbers to their hearts content while remaining responsive, too.

Iocanthe
Doing stuff
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Re: What do the players want? 03/03/2018 11:50 AM CST
>If we have issued 25 warnings for scripting in the last 2 weeks, 2 of those players have noticed their status change and responded within an hour. In the rest of the cases, the player's script keeps trying to run for much longer. The longest lapse we've had in the last 2 weeks between the warning and the logout or indication that the player noticed their change in status was over 50 hours. Longer than 2 full days. There have been several others who spent over 24 hours with their scripts grinding away in the cell.

This does change my view some if 25 is an actual number. I knew a lot of people were afk scripting that egregiously, but I did not think enforcement was that strong. That's good to know.
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Re: What do the players want? 03/03/2018 02:11 PM CST
Almost every month, we end up with at least one test a day, and some days, multiple tests. MANY people pass, which is actually what we hope for every time. Some people pass because our test was too similar to one already in a scripter's database, and their script triggered a response that got them off the hook, for now. (It isn't that hard to see when this happens, and we'll check them again with a different style of test later.) The number 25 was random but easy to set up a ratio for a peek at what we're noticing behind the scenes.

But yes, we are testing, and we're delighted when we get responses - and when we don't get responses, some of what we're seeing is kinda depressing!

Iocanthe
Doing stuff
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Re: What do the players want? 03/03/2018 06:42 PM CST
I know that when I play Odoi at the market tables in Ratha, I'm often AFK, so to speak, in that I'm playing other games like spider solitaire while watching out of the corner bottom of my eye for scroll moving on my stormfront screen. Sitting at market table when no one comes in for hours can get boring, so I keep myself busy with other games while still trying to keep an out for if someone comes in to view my wares. Periodically I do a "look" just make sure I don't get logged out for in-action. Sometimes I do crafts, but since I usually am carrying too much merchandise on me when I'm at the tables anyway, I generally avoid doing crafts at the tables. I don't know what checks the system does for checking me on this, but I hope that it is sympathetic to my situation.




Just play. Have fun. Enjoy the game. Michael Jordan
Read more at: https://www.brainyquote.com/topics/game
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Re: What do the players want? 03/03/2018 08:11 PM CST
I remember back in the late 90s and early 2000s when the Cleric's and empath's guilds in the crossing were buzzing with life at most hours of the day. The Crate in Riverhaven was equally as busy and likewise the Green in Ratha. But lets face it those days are long gone. The oppurtunity to Roleplay or even just chat while you run your training scripts are long gone.

Policy needs to change to suit the times and playerbase. Now I am not calling for full on Fallen type scripting in Prime but there are too fewer player in DR these days to be so set in our ways that we cant modify policy a little. The Changes could be as simple as if you get caught AFK scripting GMs will put you in a cell and no further action is taken. Or maybe you have to fail a certain number of Script checks before you go into the cell.But surely with the declining numbers in DR we need to make some changes.
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Re: What do the players want? 03/04/2018 01:45 PM CST
I'm so glad this has turned into a good conversation. I just had a couple more things to say but this will be my last post on this topic.

>>DR-PERSIDA - ... DR isn't really a game where anyone should want to quickly get to the end ...
>>VIEW (in the 2017 scripting thread) - ... Took 6 months to hit 150 during a circle race in TF. That's over 4,000 hours of play time ...

I don't think we're in danger of people getting to the end quickly, especially when you consider that 150 isn't anywhere close to cap (especially for tert skills). At 1000 ranks, you're ~1/3 of the way to 1750. T12 crafting recipes require 1500 ranks without and 900-1200 with the techniques, and that's not even factoring in low workability materials. The user VIEW also mentioned that the milestones are very spread out. I spent well over a year in wyverns. I'm sure I'll spend longer in later hunting areas. Even if/when someone starts capping combat, there's still crafting and other non-combat skills, and alts.

Persida is right that the next thing on the hunting ladder won't be much different, but at least there's eventually some kind of progression. We could change things like this by decreasing the time required to get big, but the fact that it takes so long in the first place (as well as the lack of an end-game) means Simu wants us to stay subbed as long as possible, and of course they do. The lack of an end game also makes dragging the finish line further away make sense. To me, the policy is another attempt at pushing that goal further away.

I'm really trying to see the downside of changing policy, but I'm having trouble. TEVESHSZAT mentioned overcrowding in hunting areas, but I think crowding in a game with a low population is more of a sign of a problem with the game world than the players and their actions. More players is a good thing, but still overcrowding would easily be remedied by either/or:
a) more hunting rooms (and crafting stations, for that matter)
b) the long requested revisions of special attacks that deem many hunting areas unhuntable

TEVESHSZAT also mentioned that bots hurt the economy, but I have trouble accepting that. Even if the economy was hurting before microtrans started, future microtrans events will heavily devalue plat regardless of bots. Lyneya talked about the profit goals required from events, and generating increasing profits with a much smaller population. That means more paid events and keeping people subbed. That's fine. I actually like the paid events.

The point is, the economy isn't the best on prime, but it's better than the other shards. TF's economy isn't bad because of botting, it's because of the low demand due to the small population. Saturating the market, if anything, will make things more accessible for newer players and combat the crazy markups in the trader tables by forcing people to be more competitive with pricing. While we're at it, we could probably use more trader stalls, too.

But I digress. I beg to differ that bots hurt the economy. With drastically reduced rare harvesting rates, it's going to take a great deal of time to generate the materials needed for good gear, as well as to craft those materials into something worth using, and finally make good use of said gear. It's likely that the miner, crafter, and consumer here are actually 3 different people, given the time requirements for each. The keep players subbed mentality is likely the reason for reducing material drop rates and gating good recipes behind incredibly high skill requirements. I get that they don't want players to have the best gear right out the gate, but with microtrans that's going to happen anyway.

It all goes back to the numbers game in the end. Sure, people are going to roleplay, and yes the game was originally intended as a roleplaying game, but I think we're kidding ourselves if we think that's the only thing people want out of the game. I also don't think that people who don't regularly roleplay aren't active in the community in other ways. We should strive to be as inclusive as possible. If someone's not messing up your game experience, why target them with this outdated policy?
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Re: What do the players want? 03/04/2018 05:27 PM CST
>>I'm really trying to see the downside of changing policy, but I'm having trouble.

AFK scripting definitely breaks immersion for those who enjoy RP in DR. Seeing bots walk back and forth through ball rooms with zero reaction, or enter a room and listen to a class, only to leave it five seconds later and return in a minute to do the same, or watch empaths braid vines while characters bleed out in front of them are certainly reminders that people are botting their way to greater numbers, and could care less about the other players around them. Of course, there are plenty of other things that break immersion that have nothing to do with AFK scripting, but AFK scripters aren't helping.

High numbers of unresponsive AFK scripters are detrimental to retaining new players as well. Most new players, or even ones returning from a long hiatus – who are almost never returning so they can AFK script, but almost always so they can find old friends, make new ones, or RP an interesting character – are looking to make connections with people. Some will seek out mentors or go to the Elanthipedia, but a lot simply ask the people they see around them, usually at the empath's guild or near their own guildhall. If those people don't react, the perception is that the game is dead, or that the community is cold, or otherwise so boring that everything must be scripted, since that's all they see.

I'm sure there are issues for those who enjoy competitive PvP too, or for people who have played a long time and followed policy, or for people who might enjoy finding a niche in the game's economy without AFK scripting, but I can't really speak to those.

Ideally, some changes to the separate DR servers would be a good solution. If The Fallen were the same price as Prime, included in Prime, allowed transfers from Prime, and/or allowed a binary PvP stance (Open/Closed) with some stipulations – these would probably go far in making the communities of DR happier. Making a Platinum-like RP server the same price (or nearly the same price) as Prime would be a great solution too. I think I'd jump over there immediately, if the price were more reasonable.

It seems to me that the current policy is actually a good balance for most of Prime's players. The policy is that AFK scripting comes with consequences, though empirical evidence suggests that the policy is not strictly enforced. It seems that if one is AFK scripting in a non-disruptive way, they're most likely gaining every advantage for doing so with a very small likelihood that a GM will, out of the blue, script check them. If, on the other hand, one has a serious reputation for AFK scripting, has bots constantly running through the most public areas, has been reported for other policy violations or harassment, that person may find themself facing (just) consequences for making the game less enjoyable for others.

I also suspect that at least some of the people who are very invested in having the AFK scripting policy for Prime changed, instead of moving to The Fallen (especially if they were to allow changes in PvP stances and reduced the price), are people who are selling characters and resources, many of whose buyers are probably returning players looking for good RP and not wanting to start from circle 1, or people like me who are invested but not playing a HLC. While I have nothing against this personally, it is frustrating to have some of these AFK scripting advocates say that changing the Prime policy will make Simu more money, when Simu could easily offer the resources being exploited by AFK scripters (e.g. higher ranked characters, rare metals, crafted equipment, plats) in the Simu store and generate revenue that could then be put toward development, hiring staff, or pleasing the corporate overlords. There is little difference to me whether a player buys a character from someone who botted that character to 150th circle, or whether someone pays for a token at the Simu store that boosts their circle to 150, sets their skill ranks to min reqs for that circle and awards them a corresponding amount of TDPs, in terms of pay-to-win jealousy. I'd just rather see the money go to people who are trying to make the game more fun and immersive.

>>I also don't think that people who don't regularly roleplay aren't active in the community in other ways. We should strive to be as inclusive as possible. If someone's not messing up your game experience, why target them with this outdated policy?

I agree. If you're training somewhere where there's not a lot of people waiting on you to hunt or craft, if you're not at your keyboard 100% of the time, I don't think you should have to worry too much – and even if you do get caught, how bad are the consequences really? It's hard to imagine that one of the most long standing policies of Prime would lead to a lot of rage quitting from people that just won't take getting a slap on the wrist for AFK scripting.

What people like me are asking is that you follow your own advice here, and just be responsive to the game environment when you're running scripts in Prime.
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Re: What do the players want? 03/04/2018 05:32 PM CST

>>AFK scripting...

Just saying, a lot of assumptions in that post spouted as fact.
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Re: What do the players want? 03/04/2018 06:26 PM CST
>>Once you're locked in everything then you're no longer incentived to script that day. You can instead just play.

That might work for exp gain, but scripting for money will still happen.

>>If someone's eating dinner or watching tv while they play, they're probably going to fail a script check.

I script while at the keyboard. I might be watching Netflix in one window while seeing text fly by in Genie on another, but I'm at the keyboard. If they're in another room eating dinner, yes they can (and should!) fail a script check.

>>I'd imagine a lot of folks turn on the game when they get home, do whatever they're gonna do for the evening, then turn it off when they go to bed. Those people are probably going to fail a script check, and they should with the current policy because they're not checking the game every 5 minutes.

I don't agree that "a lot" of folks do it, but otherwise I agree that some people "set it and forget it". This is the incorrect way to script in the game. Some level of attention is necessary.

>>moving players to TF is an even worse penalization than the current policy, because you're basically exiling them forever and they have to pay more money to boot.

AFAIK, this is already something that was done to players in the past. "You're banned from Prime for breaking policy but you can always go to TF if you want" is a thing.

>>Just saying, a lot of assumptions in that post spouted as fact.

If you are claiming that "you script but you're not AFK," then those points being made aren't about you. As someone who scripts a lot, I've never taken "afk scripting is bad for various reasons" personally, because (1) I agree and (2) it isn't a threat to me.



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: What do the players want? 03/04/2018 07:00 PM CST


>>If you are claiming that "you script but you're not AFK,"

I was specifically referencing the post before mine, and I should have quoted a bit more to make that clear. The sweeping generalizations that people only return to DR to roleplay, won't stick around because of a large population including scripters. They might benefit from reading the other thread going on about how people play DR, and why, because a large number of their assumptions are far off the mark.

Again, I don't want to retract from the valid comments and such that have been shared, but a lot of this conversation is just reverting into people dictating how others should enjoy a game they pay money to play.
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Re: What do the players want? 03/04/2018 07:04 PM CST


>I might be watching Netflix in one window while seeing text fly by in Genie on another, but I'm at the keyboard.

I was checked in the not too distant past, and I've seen logs of people who were checked, and I can definitely say that even at their spammiest, some script checks could quite reasonably be lost in general scroll. I think I was actually quite lucky to have noticed my check, which wasn't particularly spammy or noticeable, and checking back at my logs, I didn't respond until about 6 or so messages into the thing, which was almost 1m after the check started. In the last few days, I know of someone who was sent an RP hook by a GM, missed it in the combat scroll, and then got a script check as a result, which they passed only when the script check became quite spammy.

There's sort of a culture of 'don't talk about this', as people feel it'll either bring script checks down on them or that it's nothing but talk of 'how to avoid script checks', but I think this sort of conversation should be had with players and staff. We need to figure out a way to incentivize people to play, despite the game mechanics being an enormous grind, and we need to figure out a way to prevent people from 24/7'ing botfarms, despite the game being easily multiboxed (and indeed, historically multiboxed by people). Checks are not going out to the low scroll environment of people RPing having a drink with peers at an inn, and frankly, that activity isn't what most people spend most of their time IG doing.

To that end, as recently said by a redname, script checks that are easily regex'able are probably not good script checks, just like a half a dozen lines of random text over the course of a handful of minutes is probably also not a good script check, as it is SUPER easy to miss even if you're staring at your screen. This game produces a ton of scroll - short of whitelisting every single message I should expect and squelching all of it, I don't really envision an easy to catch any checks if I'm hunting, let alone hunting with people. That I'm discussing ways to make it easier for me to notice script checks, to me, suggests that there's an issue that starts before even getting to AFK, because I'm sitting here, ATK, somewhat worried that I will miss any future checks.

So, how this ties into 'what the players want'? I want some recognition about 'how the game is played', and for me anyway, how even when I'm ATK with the game window visible, the Story Window is not a great place to get a hold of me in a lot of situations.
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Re: What do the players want? 03/04/2018 07:41 PM CST
>>I was checked in the not too distant past, and I've seen logs of people who were checked, and I can definitely say that even at their spammiest, some script checks could quite reasonably be lost in general scroll.

I've had checks that - initially - were lost in things like combat scroll, but the end checks are a lot more spammy/blatant/aggressive.

>>I didn't respond until about 6 or so messages into the thing, which was almost 1m after the check started.

AFAIK, script checks are way longer than 1 minute. So you responded at one of the more "early" stages of a check.

>>There's sort of a culture of 'don't talk about this', as people feel it'll either bring script checks down on them

I haven't personally found this to be the case. I've both pushed for a less explicit need for endless grinding and openly endorsed the fact that I personally script (just not AFK), and haven't felt overly "watched" as a result. I probably got two or three checks (Prime and Plat combined) in the last few years, and most were even on the Plat side.



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: What do the players want? **NUDGE and POST REMOVED** 03/05/2018 02:54 PM CST
Please refrain from insinuating that the GMs are being unethical.

It's fine to post to ask for more of something, or less of something, or for something to change. It's not fine to post to say that you think that the GMs are blatantly breaking the rules they are required to abide by in order to be GMs. If you think that is occurring, the correct place to sent that information is to dr-feedback@simutronics.com, not the forums, so that any situation can be investigated and handled as appropriate.

-Persida
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Re: What do the players want? 03/07/2018 08:32 PM CST
>>how bad are the consequences really?
>>I probably got two or three checks (Prime and Plat combined) in the last few years

I see now that the people advocating the policy don't see how draconian it is. There used to be a stipulation that script checks "fell off" after a year, but as far as I can tell that's no longer in effect. From POLICY 16:
- Second offense: In addition to the above penalties, 10% off all skills 1 point off all stats (along with the corresponding number of TDPs) will be subtracted from the violating character.
- Third and subsequent offenses: On the third violation, the EXP Loss penalty escalates to 25% along with 2 points off all stats (and the appropriate number of TDPs). Any further violations will result in the the penalty (i.e., 40% + 3 points off all stats, 55% +4 points on stats, 70% +5, 85% +6) up to, and including, 100% skill loss together with an additional 7 points off each stat.

>>I don't agree that "a lot" of folks do it, but otherwise I agree that some people "set it and forget it". This is the incorrect way to script in the game.

As has been mentioned, a big part of the problem with the culture is people like to point fingers and say others are playing the game "wrong." If we truly want to bring people in, we need to stop pointing fingers and listen to what people want from DR. That's beside the point though, so I'll give you an example of why the policy doesn't work even with how it's been prescribed to enjoy the game.

So let's say you're ATK, but chatting on lnet/discord/slack/reddit/gweth or watching Netflix, and you don't see the script check spam amidst the other spam on your other monitor. People said they're easy to miss, and I tend to agree. A few minutes go by, and you notice the scrolling stopped and you're in the infamous cell. No big deal, it was your first offense. Maybe 6 months later, the same thing happens. 10% of your total ranks could mean months, or years of progress depending on how much you're able to play given your work and family situation. Okay, you're stubborn, so you take the hit and move on. You're vigilant for another year, but get engrossed in a thread on the forums and you get hit with a 25% penalty. Now you're basically back to where you started the last time you got hit, or even further. Granted, you're quite unlucky here, but the fact of the matter is that the game in and of itself isn't very engaging when you're grinding out ranks. You'll be spending a lot of time grinding out ranks, too, if you ever want to be viable in pvp, crafting, or really much of anything the game offers. That horse has been beaten to death in this thread, though, so I'll move on.

People keep harping the roleplay aspect of the game but at some point you've got to accept that roleplay isn't the primary reason a lot of people play the game. Yes, that's what the game was originally intended for, but the point of the thread is to update policy in line with what players want with how the gaming climate has changed over the years.

4K hours (with a heavily refined and optimized script I'm sure) was quoted to get to 150, but you could easily have tens of thousands of hours of work put into a character. All it takes is that one time to lose a monumental amount of time. The policy is unforgiving, non-inclusive, and absolutely is making people rage quit. There's a post right now from less than a week ago of someone quitting and selling a HLC after being nabbed in a check.

People like to think it's only the 24/7 scripters that get checked, but it's absolutely not the case. Script checks aren't only happening between the hours of 2-4 am. People risk scripting while they're at work or doing a grocery run because the tedium in DR is real. They want to see some kind of progress, and the 2-3 hours they get between getting home from a long day of work just feels like you're spinning your wheels once you move past the initial rush. You've been in storm bulls for 8 months, abiding policy like you should. Meanwhile, pvp events like wyvern trials are happening, dominated by the big players you've got no hope of ever catching up to. I couldn't tell you how long I played before I was even able to participate in an invasion without immediately being stomped. If you ask me, new players be more discouraged by things like this than they would be seeing the same person indefinitely knitting.
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Re: What do the players want? 03/07/2018 10:50 PM CST


Don't forget if you multi-account and the accounts are linked somehow (email/billing not sure to be honest) if you get caught the mark applies to all your accounts as well.
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Re: What do the players want? 03/07/2018 10:54 PM CST
A post is hidden.

We are trying to read this thread for what it it. It is possible for this thread to continue to produce thoughtful content. If the content shifts away from its focus on what you want and continues to veer into critiques of staff, the thread will end up shut down, so please ponder before you post.

(As always, if you do have knowledge of anyone on staff behaving unethically, please do contact feedback with details so that we can investigate. Thank you.)

Questions or concerns about this post may be directed to DR-Helje@play.net, myself DR-Iocanthe@play.net or SGM Persida - DR-Persida@play.net

Iocanthe
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Re: What do the players want? 03/08/2018 05:06 AM CST
>>I see now that the people advocating the policy don't see how draconian it is. There used to be a stipulation that script checks "fell off" after a year, but as far as I can tell that's no longer in effect.

AFK warnings are still only counted within 365 days of each other. This has not changed.

Scripting policy is also not being suddenly enforced, or enforced in any way differently than it has been up to this point. I've never really understood why at least a chunk of players decided it wasn't being enforced anymore, other than some folks vastly misinterpreting a quote from one post by one GM made quite awhile ago and holding on to that interpretation of that post no matter what any other GM has said since then, but that perception has really tainted a lot of this discussion, and a lot of the wider player perception about the scripting policy as a whole.

Please know that exactly nothing has changed about our scripting policy or its enforcement since we did away with the escalating lockouts years ago. The penalties stated in POLICY and NEWS items are the only penalties involved. No character or account gets flagged as anything other than having failed the AFK check and gotten a warning for it, no additional scanning of that character or account occurs purely off of previously failing a check, no exclusions from anything in game happen.

Please continue this discussion of what players want to see done with regarding to how AFK scripting is handled with all of the above in mind. Scarmongering based off of rumors, misperceptions, and the potentially doctored logs that sometimes get shared between players is not a good basis for the community to form and share ideas that can alter policy going forward. I'd really like for us to be able to keep this thread open, but more importantly, I'd like to keep this thread honestly constructive and potentially useful in the staff review of policy. It's going to be really hard to take much into account if a lot of what is being said is being based off of significantly skewed premises to begin with :(

-Persida
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Re: What do the players want? 03/08/2018 06:11 AM CST
Persida, I wouldn't be too worried about those words. My (possible mis)apprehensions about the frequency and degree of afk scripting come purely from my own in-game experience, and I'm confident many (most?) people reach that conclusion by the same avenue. I'm not putting forth the effort to comb through logs from people QQing about failing a script check. I'm not giving much merit to rumors and heresy about the stringency of afk policy enforcement from habitual line-steppers.

It's simply a statement of fact that I've caught everyone I know, unilaterally, afk scripting for extended periods at some point, and that includes myself. I've caught people with blue names on these forums who pride themselves on 100% roleplay being unresponsive to the game environment (not just myself) for 30+ minutes. I've collaborated with friends who have opposite schedules of me to frequently watch players sit in the same room hunting for 48+ hours in a row, and I doubt all those hours are the result of a Monster-Energy-fueled-training bender.

This led to an impression that while the occasional bandito was caught, the game was mostly a lawless wasteland when it came to afk scripting. This discussion alone is changing my view: just seeing statistics of double digits of people getting slapped for policy violation challenges that belief. I think the big problem I had is bog-standard cognitive dissonance, like people complaining about how the cops in city XYZ are awful without understanding it's those thankless cops that handle all the drunken nonsense every 3 a.m. so I can sleep soundly.

The script police won't catch everyone but they are diligently on patrol. Good enough for me, and thanks.





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Re: What do the players want? 03/08/2018 06:34 AM CST
I think it's ok to simultaneously respect that people want different things from the game while also acknowledging that certain things they might want don't work for the game environment.








Mazrian
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Re: What do the players want? 03/08/2018 07:16 AM CST
>>People like to think it's only the 24/7 scripters that get checked, but it's absolutely not the case. Script checks aren't only happening between the hours of 2-4 am. People risk scripting while they're at work or doing a grocery run because the tedium in DR is real. They want to see some kind of progress, and the 2-3 hours they get between getting home from a long day of work just feels like you're spinning your wheels once you move past the initial rush. You've been in storm bulls for 8 months, abiding policy like you should. Meanwhile, pvp events like wyvern trials are happening, dominated by the big players you've got no hope of ever catching up to. I couldn't tell you how long I played before I was even able to participate in an invasion without immediately being stomped.

Keeping in mind what I posted above...

All these things are real problems for DR.

The skill gap is real and daunting. A player can sort of catch up but who wants to spend years playing catch-up just to get to the bottom of the top and still be behind the curve on anything related to PvP? There are non pvp things to do, of course, but that is still a big chunk of the game.

The EXP system punishes players for not automating. That's not hyperbolic! Training in DR is all about efficiency in entering the commands that generate exp - hitting the right timings on timed actions like HUNT or PERC, minimizing downtime in which your character isn't in RT or doing something else, doing the actions between the actions that train magic skills and performance and all the rest, etc. That can't be done efficiently without a script and it can't be done by hand (efficiently or not) for any length of time without getting carpel tunnel syndrome. One could choose not to care about efficiency but one has to actively choose not to care about it and that feels pretty bad when the people who do care are zooming ahead.

I don't think the solution to any of that is to let people AFK script. The social side of the game depends on people being around and paying attention, and without the social side a lot of people (even people who think they don't care about that much) are going to quit or not even start. As a Mentor I talk to (at least the few there are) new players and it's discouraging for them to arrive in DR and get set up and then not be able to find anyone to play with. People need to be paying attention.






Mazrian
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Re: What do the players want? 03/08/2018 07:47 AM CST


>>The social side of the game depends on people being around and paying attention, and without the social side a lot of people (even people who think they don't care about that much) are going to quit or not even start.

I get that, I really do, but not everyone plays the game to be outwardly social. This, however, a game with numbers attached to everything. As the player you responded to referenced, extended periods of doing absolutely everything you can with no progress is frustrating, and this is a game of years, not hours. The experience system was modified around scripting, then scripting methods modified around the experience system, until it became the monster it is today. While some people being unresponsive might be a bit of a drag, so is the feeling of never being able to be competitive. That frustration will absolutely take a toll on every aspect of your gameplay, and you see it frequently tint social interactions.

Also, nothing personal, but I feel like a player on the tier of Mazrian's character commenting that social interaction is more important than being able to be competitive is a bit biased. Like a 1% standing on his soapbox saying you don't need money to be happy in front of a soup kitchen. Love ya Maz, just the feel I got from your comments. If the experience system isn't going to change, policy needs to. Something needs to happen. After all, your train of thought focuses, again, on keeping those new players that come to the game only for RP, and not on keeping the competitive players or those that like to write scripts, optimize, etc. There is a whole thread that shows the diversity of the people playing the game, and why they play it. Stop ignoring the other half.
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Re: What do the players want? 03/08/2018 07:53 AM CST
>>The social side of the game depends on people being around and paying attention, and without the social side a lot of people (even people who think they don't care about that much) are going to quit or not even start.

I think it's important to keep in focus that removing afk players doesn't add social players. It's a choice between seeing people around who might not answer you every time or seeing empty towns, not a sudden uptick in socializing.
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Re: What do the players want? 03/08/2018 08:16 AM CST
>Don't forget if you multi-account and the accounts are linked somehow (email/billing not sure to be honest) if you get caught the mark applies to all your accounts as well.

Sorry, I missed this one in my debunking post. This is also not accurate. If you have hardlinked accounts (we can link by IP as well as billing and other information), AND that link was previously requested and noted in your logs before your bust (in-game staff can't see this info to link your accounts, only onsite can, so we have to request this information from them and it then gets added into the logs that in-game staff can see), then the busts between your linked accounts up to that point will be considered the same as if they were all on one account.

That does not mean that all characters on all of those accounts get the penalty applied to them when one gets busted for afk scripting. What it means is that the character that was busted for afking gets treated as though all of the busts on all of the linked accounts up to the point of that new bust were on the same account. So if the account that the character got busted on had no previous afk busts within 365 days, but one of the hardlinked accounts had two afk busts within the same 365 days, the character that just got busted would get the penalties of a 3rd afk bust within 365 days, instead of it being treated as a 1st bust.

If two hardlinked accounts are afking at the same time and both get busted, or one of the linked accounts gets busted for afking and the other is actively gaining benefits from that afking, that's when you'll see the penalties getting applied to more than one of the hardlinked accounts at the same time.

-Persida
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