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Messages - Alkirin

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Well, acknowledging the problem is a start.

Believe me, I know what you mean, though....so many problems involve something so simple; so it tends to be the most likely case when the problem is recourring.  I've no doubt that spam filtering accounts for well over the majority of the issue; but I'm trying to point to something else that seems to be stuck in the gears.

To figure out this kind of problem, though, we need feedback.  That was primarially why I asked for the other guy to post what email account he had that didn't work.  Unless someone feels like personally filtering through each and every obscure email service on the internets; the best solution is to simply document what is and isn't working - then try to discern a pattern in it.

In my own case, AIM failed.
However, from what I've heard so far, hotmail is guranteed to work.

I'm sure that compiling a list of what worked for the people here; and finding out what the people with issues are using will allow a more accurate filter for those who don't know how to email; and those who are hitting another problem entirely.

2
Complaint Department / Re: Death Penalty
« on: December 01, 2007, 12:08:48 am »
Heh, death is a bad thing, get used to it. Death should be avoided and we instituted non lethal duels to compensate some. Some day there may be a means to alleviate the penalty . . .

For now, know that death is not good, or fun, or a shortcut. Player should take less risks. The excessive realism argument is bunk, it just is. You don't get spared from death in the real world. Most games have some means in place to discourage death.

I agree no story can move without conflict, but if there is no risk involved death has no meaning and that is much worse for the game. How can you have conflict if death itself is meaningless?

It isn't an argument of excessive realism.  It is an argument of excessive, pointless, impractical means to solve a problem.  You're crushing a peanut with a sledgehammer when your bare hands would do it faster, easier, and leave the nut inside intact - then justifying yourself in stating that the peanut is still crushed, regardless of it still being edible.

Removal from the game for hours on end isn't neccessary to discourage death.  It discourages things beyond death - good things that lead to positive development.  You are going to create something stagnant with this, and for a roleplay community, that is certain death.  Anyone that has seen more than one come and go will tell you that much.  In practice, it is ALWAYS better to undercompensate, then scale upward.  Not vice-versa.

Just because you can do something, doesn't mean you should.  Going overboard rarely accomplishes much with something so relatively sensitive.

3
"Adjust spam control settings" is not the magical solution to every problem in verification email.

For one, there seems to be a legitimate issue that needs to be looked into; and secondly, some people deserve a little more credit than to be blown off with that kind of rehashed answer.

4
Complaint Department / Re: Death Penalty
« on: November 30, 2007, 02:14:06 pm »
I'm sure that this has been stated before; but there is a balance to be struck here...and from the sound of it, the balance has tipped a bit too far in one direction.

If the penalty for death is too severe or the toll not relatively easy to recover from, then you are going to discourage combat - in all forms; from PvP to exploring.  It is understood that the idea is to curb exploitation, but also understand the nature of the problem you are attempting to solve.  In principle, it is impossible.   No matter how ridiculously over the top you make a penalty for dying; someone will find some means to exploit it.  Continuing too far down the path will only result in a userbase that is unwilling to take any significant risk in anything.

There is no serious merit to roleplaying everyday life.  There is nothing unique or interesting or innovative in that.  If you want a story to be remotely interesting, there needs to be conflict.  Not all conflict ends in fighting, but it is going to seem odd when situations take a seriously odd turn toward the obscure and awkward when disputes that would otherwise come to blows don't because neither side wants to deal with an hour-long tedious respawn.

It isn't really roleplaying when you don't have others to interact with.  So ask the question:  What is the difference between this; and simply restricting access to playing a character outright for hours on end; only to have the character return under the tedium of being essentially crippled?

A bit much, in my opinion, toward an end that is accomplished via easier means.  It's sometimes nice to think that the system is great because no other game impliments it...but sometimes it is good to look back and ask why that is.

5
Certain email providers simply DO NOT work.  Depending on your email provider, you just aren't going to get the email for whatever reason.

I was waiting for days on my AIM email account; then re-registered on my hotmail and recieved the email in less than a minute.  If you are having problems with having a verification code sent to you and don't have the patience to wait on anyone; simply post the email provider that isn't working (for reference purposes) and try a different provider that should work.   

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