Author Topic: Will there be Idiot Control in PS?  (Read 5693 times)

Adeli

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« Reply #45 on: October 14, 2004, 10:32:17 am »
Just a side note: I don\'t think harvesters would affect realism, enhance it yes, detract no.

Think about it. The world is not a happy place where everyone co-exists peacefully. Greed runs rampant, and some people are just jerks.

Your objections are about the economy, rp and realism, if they rp being a harvesting jerk would that solve your problem? I think jerks stuffing the economy for every else is extremely realistic. But that\'s just my cynical opinion.

So I pose a question:
Do you want a realistic world, or do you want a happy, pleasant dream world?

You can\'t have both, that would be impossible. So decide. Wherever there are people, there will be jerks.

I like Red Jelly Beans!

RonHiler

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« Reply #46 on: October 14, 2004, 04:17:10 pm »
Quote
Originally posted by Adeli
Wherever there are people, there will be jerks.

Indeed.  That\'s why there are ignore lists.

However, your assessment of the damage a harvester does is naive.

Yes, they skew the economy.  Okay, perhaps a game can live with some people buying 10x the resources they really ought to have.  It\'s annoying and unfair, but not game breaking (probably, although I bet ya I could make an argument that it might be).

Worse, however, is their effect on the area around them.  Harvesters are territorial (they want NO competition for the resources in the area, it would slow down their harvesting).  Now suppose you have to do quest A, which involves killing Mob B, and Mob B happens to be in an area infested with harvesters.

Just ignore them and go kill Mob B, right?  No.  If Mob B drops any significant resources, you\'ll never get at it, the harvesters will be taking it down before you get within 100 meters (and even if Mob B does not drop resources or is instanced to you, it doesn\'t matter, you\'re still in their territory).  And even when you do get close, you\'ll be \"warned\" away from the area (the \"warning\" depends on the PvP system of the game in question).  Should you attempt to ignore or fight back (should the PvP system allow fighting back), you\'ll get ganged by the harvesters and repeatedly killed or harrassed until you leave.  So now your quest is broken.  You cannot complete it, and you never will.

Oh, and don\'t think you can reason with them.  They don\'t care about your quest.  They care only about collecting the resources Mob B drops so to sell them.  Depending on how the macro system works, they may not even be at the keyboard to hear your pleas.

Do you think I\'m making this up?  Not at all.  The scenario I just described is *common* in Lineage II, it personally happened to me a number of times, and judging by the player boards at the time, I wasn\'t the only one (could be fixed by now, I dunno, I stopped playing that game a long time ago, heh.  Maybe the devs finally acknowledged the problem and did some tweaking by now).

And that is only ONE example of how harvesters can directly affect your quality of play, I can come up with more if you like.

I think you underestimate the effect they have.  Most likely because you\'ve never actually had to deal with them having a direct effect on your quality of play.

Every game has harvesters (I think).  The trick is to mitigate their effect on the world.  In Lineage II they were awful because of how the macro system, quest system, and PvP system were set up.  In AC I hardly noticed them because they had little direct effect on my play (other than to skew the economy toward the high end, forcing the devs to concentrate thier updates on the high game, leaving casual players like me with the same old content month to month).  In SWG harvesting is practically ENCOURAGED, hehe (they have in-game machines for it and an in-game ebay system), I guess on the presumption that if everyone is doing it and it\'s part of the built in game mechanics then it\'s not an issue (an interesting approach, I\'m still unsure how it really panned out).

One way to completely qaush harvesters is to have no resources at all, which is the approach taken by City of Heroes (they sorta do have resources, but you\'re limited to a max of 8 or 12 of them total per character, not something a harvester can make money from).  I think there are NO harvesters in CoH :)  But that system wouldn\'t work for a fanstasy based MMORPG like PS.

Ron

Seytra

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« Reply #47 on: October 14, 2004, 08:25:14 pm »
Quote
Originally posted by Adeli
Just a side note: I don\'t think harvesters would affect realism, enhance it yes, detract no.

Think about it. The world is not a happy place where everyone co-exists peacefully. Greed runs rampant, and some people are just jerks.

Indeed, nobody will deny this. However, the problem is that they don\'t RP anything, they probably don\'t even know what RP is (nor would they care). The other problem is that they don\'t adhere to the game rules and game mechanics, just as cheaters. If they would sell the harvested stuff ingame, for ingame money, that\'d be perfectly OK with me. But that\'s not what they do, of course, because ingame money isn\'t going to do anything for you IRL.
Quote
Originally posted by Adeli
Your objections are about the economy, rp and realism, if they rp being a harvesting jerk would that solve your problem?

Yes, it absolutely would, but, as stated before, they don\'t.
Quote
Originally posted by Adeli
I think jerks stuffing the economy for every else is extremely realistic. But that\'s just my cynical opinion.

So I pose a question:
Do you want a realistic world, or do you want a happy, pleasant dream world?

You can\'t have both, that would be impossible. So decide. Wherever there are people, there will be jerks.

I want neither. A totally realistic world would be bothersome, frustrating and, on top of it, boring. After all, one plays games to not be encumbered by RL constraints and all the tedious things that accompany it.

An all-happy dream world would be boring for it\'s lack of conflict, which is what, by the nature of the human mind, is important. Conflict, however, doesn\'t need to escalate into anything more violent than a hot discussion, but that wouldn\'t be an option for an RPG, and also would be too unrealistic for my primitive mind. Therefore there sould and will be jerks, but they should be RP\'d jerks, not real ones. This is a great difference.
You can have highly entertaining RP with an RP\'d jerk, but you\'ll never get anything entertaining or even RP out of a real jerk, whether ingame or not.
« Last Edit: October 14, 2004, 08:26:14 pm by Seytra »

Shadowfalcon

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« Reply #48 on: October 18, 2004, 02:32:25 am »
I think I may have a few solutions. First off, prevent people from collecting large amounts or resources at a single time by limiting the amount of stuff they can carry. (e.g. by wieght and size, the way a lot of current RPGs do. This also makes the game more realistic.) Second, prevent people from collecting huge fortunes by limiting the number of coins they can carry at any given time. Since the currency in this game is in coins, this would also be realistic. I mean, a small leather pouch can only hold so many coins. This money could than be deposited into a more permanent stash somewhere, or better yet, into bank. If the devs implement a banking system into PS that would also be a good way to keep track of large transactions. Third, while this might not be very noob friendly, I think that weak and non sentient monsters should not give out money. I always thought it was funny when you killed a blob, or rat or spider, and it spawned 250 gold. ive never known anykind of creature to keep money on them.  (Well maybe the blob if it happened to crawl over a coin and soak it up.) In fact, these kinds of creatures should drop nothing, not even items. (I know, not very noob friendly.) But mobs of lesser creatures then could not be used to harvest off of.  Well those are my ideas for now, if you see any flaws in them, feel free to say so.

Seytra

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« Reply #49 on: October 18, 2004, 03:22:16 am »
Quote
Originally posted by Shadowfalcon
I think I may have a few solutions. First off, prevent people from collecting large amounts or resources at a single time by limiting the amount of stuff they can carry. (e.g. by wieght and size, the way a lot of current RPGs do. This also makes the game more realistic.) Second, prevent people from collecting huge fortunes by limiting the number of coins they can carry at any given time. Since the currency in this game is in coins, this would also be realistic. I mean, a small leather pouch can only hold so many coins. This money could than be deposited into a more permanent stash somewhere, or better yet, into bank.

I don\'t think that this would help much, since harvesters would then just create dummy accoutns that are used to only transport / keep items and money. Since the game is free, there\'s nothing stopping them, unfortunately. :( Also, there must be some form of secure storage (in fact, we\'re talking about carts and houses, so that\'ll solve any such limitations easily).
Quote
Originally posted by Shadowfalcon
If the devs implement a banking system into PS that would also be a good way to keep track of large transactions.

That would be true, however, they\'d most likely come up with a banking bot that keeps doing small transactions, of random value and at random times, maybe even doing some random movement in between each.
Quote
Originally posted by Shadowfalcon
Third, while this might not be very noob friendly, I think that weak and non sentient monsters should not give out money. I always thought it was funny when you killed a blob, or rat or spider, and it spawned 250 gold. ive never known anykind of creature to keep money on them.  (Well maybe the blob if it happened to crawl over a coin and soak it up.) In fact, these kinds of creatures should drop nothing, not even items. (I know, not very noob friendly.) But mobs of lesser creatures then could not be used to harvest off of.

Harvesters aren\'t going after the lower creatures anyway, they go after the ones that yield the highest effective value in the shortest time, which will be high-level MOBs.
The idea of having MOBs only drop things that they realisticly could drop, has been discussed already, and AFAIR was generally accepted. In fact, newbies will most likely not get any money or artificial items off any of their kills for a long time (i.e., until they kill their first somewhat sentient creature).

*sigh*

We could always impose level restrictions on items, but that would hurt realism. There still are some things that we can do for some items (like maluses for not having the appropriate (and realistic) properties, like strength), but that\'ll cover nowhere near everything.

The options we have collected thus far are, AFAIR,

1) lots of GMS, who actually care about the community and RP

2) sophisticated AI design and programming that will lessen harvesters tools to drive off players

3) databade mining (far future)

4) PS being less kill-intense, and having only very few public spawning points, and therefore being less harvestable in general, which IMO is, however, only likely to shift harvesting activities to other professions, as harvesters don\'t care whether they\'re fighting or mining.

@ Everyone: please add whatever I may have forgotten or what may have been posted on unrelated threads.
« Last Edit: October 18, 2004, 03:22:42 am by Seytra »

AgentZ

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« Reply #50 on: October 18, 2004, 03:36:02 am »
My biggest problem would be with solutions that hurt the community. Limiting spawn points hurts everybody. When I\'m looking to skill-up, I don\'t want to have to compete with not just harvesters, but every other player trying to skill up a weapon. Another problem with limiting money/items is that some players farm mobs for the game. When I want to buy a new sword, I don\'t go skill-up and hope to god something drops. I go out and fight monsters I know drop money/items of worth so I can sell. We have to keep these things in mind when we decide on courses of action. Nothing beats GMs and Players who pay attention and care about the game.
Kyrie, Ignis Divine, Eleison.
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Seytra

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« Reply #51 on: October 18, 2004, 03:52:02 am »
Quote
Originally posted by AgentZ
My biggest problem would be with solutions that hurt the community. Limiting spawn points hurts everybody.

Yes, there was a discussion about how to increase RP and decrease grinding and powerlevelling, and limiting public spawn points was one part of this. Instancing quests and randomising quests were others. After all, PS tries to be different, and a big part of this is to actually give back a meaning to the \"RP\" in MMORPG. Of course there will be some ways to increase skills, but they\'ll hopefully differ from the endless \"kill this, kill it again, kill some more\" scheme that dominates the MMORPG world ATM.

Zeraph

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« Reply #52 on: October 18, 2004, 04:00:46 am »
Well, for realism, monsters should drop whatever they re using, such as if a oger is carrying a sword to attack you it should drop a sword & a dead body, maybe a leather ogre shirt if it\'s waring a shirt, however the death or-ea may prevent you from getting it, blobs should drop \"blob goo\" & squirrels all squirrels should drop squirrel remains, it\'s not right for one to drop meat & another drop coins, maybe monsters have an attraction for money, like eat it as food or somthing...

Limiting what you can carry is a nice way of doing it. & realistic...

have to go...

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

AgentZ

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« Reply #53 on: October 18, 2004, 04:06:43 am »
Quote
Originally posted by Seytra
Yes, there was a discussion about how to increase RP and decrease grinding and powerlevelling, and limiting public spawn points was one part of this. Instancing quests and randomising quests were others. After all, PS tries to be different, and a big part of this is to actually give back a meaning to the \"RP\" in MMORPG. Of course there will be some ways to increase skills, but they\'ll hopefully differ from the endless \"kill this, kill it again, kill some more\" scheme that dominates the MMORPG world ATM.


And that\'s great, but without some sort of importance on skill, to me atleast, there\'s less to do. I enjoy killing monsters and skill-ups, and grinding can even be fun at some point. Looking back and seeing how much stronger your character is because of the work you put into it is rewarding. A change is nice, but I like to see some importance put onto killing creatures/team work. Besides, who wants to take a knight with low sword skills to a battle with a dragon? Skill-ups are necessary to stay current. That\'s my opinion atleast.
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Adeli

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« Reply #54 on: October 18, 2004, 05:48:32 am »
Ron, you missed my point.
I never claimed they weren\'t damaging, in fact I avoided that angle entirely.
I went for the angle that it\'s realistic, and it is...
 Seytra, I never said a real world...
I said realistic, as pedantic as it is, there is a difference.
To sum up, there is nothing we can do, bar rely on the power and righteousness of the GMs.
On another note...
Those harvesters, could just be the best rpers you\'d ever meet... You\'d be surprised how often someone will turn to harvesting when it suits them... no matter how RP orientated they are.
\"I just need 50 more spider silks for that robe... better go to spider forest and camp there until I get them...\" Things like that could tempt an RPer to harvest...

I like Red Jelly Beans!

AgentZ

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« Reply #55 on: October 18, 2004, 04:32:57 pm »
Adeli makes the exact point I\'ve been trying to make. If camping spawns for items to sell is harvesting, then by all means I\'m the worst of them all. Whenever anyone needed something in FFXI, they went out and killed the strongest monster they could solo continuously to collect on drops. Unless PS offers all items through easily completable quests, I can\'t see why many people won\'t turn to harvest some monsters for a limited amount of time to afford new gear.
« Last Edit: October 18, 2004, 04:33:58 pm by AgentZ »
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Seytra

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« Reply #56 on: October 18, 2004, 08:26:38 pm »
@ AgentZ: Of course there is satisfaction in getting better at things, I will not deny this. It is important to me, as well. However, it must not be the only thing that can be done, because otherwise we might just play this game:
http://www.progressquest.com
:D
In fact, the game \"ShadowFlare\" was like this, and it was just lame IMO, just like Diablo. The levelling aspect of the game IMO needs to be countered by other factors like RP and story, exploration and whatnot. I\'ll happily explore a vast area without killing a MOB every 2 metres. There need to be other things to do as well, like crafting and such, and plenty of these. I enjoy fighting, but I see it as a secondary activity. It surely is fun to occasionally toast some MOBs, but there are just as many times I only want to see some nice graphics, or to explore some well designed area, or to do totally useless things in-game.

@ Adeli:

There sure is a difference, but I don\'t think it is very important for the point. A perfectly realistic world would be an exact copy of the real world, and thus wouldn\'t be worth entering, because it\'d simply be too tedious to put up with it, even if you\'d be able to select where and as what you start out, which would, however, be unrealistic.
Therefore, I don\'t want a perfectly realistic world, either, because there are many unrealistic things that in essence make the game a game, like getting rid of tedious things and of repetitive, unwanted requirements and constraints. Also, the presence of GMs is a totally unrealistic thing, but it is highly important regardless of the world\'s realism.

@ Adeli / Agentz:
I seem to continously fail to express what I mean. :( While I don\'t particularly like the idea of harvesting to then sell the stuff, I totally acknowledge it\'s realism and also it\'s legitimacy. If anything, miners, farmers and hunters are doing it as their profession, and it\'s perfectly valid.
That is not the problem, because these harvest for ingame purposes, and they still RP. They RP someone who has the strong desire to get the money for the gear they want, ingame. Fine, I\'ll occasionally do the same, as long as it doesn\'t get too repetitive to be reasonable.
The fundamental difference between these and the harvesters that I actually classify as such is that the latter don\'t play the game because it\'s a game, they don\'t enjoy it and they don\'t care. Most likely, they have never said one single word in-character. They don\'t care about anything, and they don\'t harvest for ingame purposes. They don\'t want to buy new gear for their chars, unless it improves their harvesting ability. They live off the community, without giving anything back, thus they\'re parasites.
While the \"I need this to buy / make my new gear\" ppl. actually enjoy the game, will engage with others in some RP way, and also will participate in the game economy (whether by selling, giving away or whatever the \"harvested\" stuff), thus enriching the game world, the actual harvesters don\'t do anything like this. The only times at which they might speak (if they actually speak the laguage of the game community) is to tell the buyer the instructions on how to get the stuff, or to tell gamers off \"their\" harvesting grounds. They don\'t give back anything to the community. They do nothing but harvesting, because it\'s thir RL job to harvest the game.

To make it clear: harvesting is OK with me when it
- is done to get ingame results, like sales or items. This would be, at worst, powelevelling
- is done in socially acceptable ways, so that other ppl.\'s gaming experience will not be less enjoyable due to the harvesting activity. (like if someone comes along and asks you to let them kill that MOB for their quest, and you cooperate)

I also absolutely acknowledge that \"having fun\" is not an ingame thing (after all, the character getting beaten up will hardly classify this as \"fun\"), but it is something tha\'s being shared by various means (mostly by having fun with others, which will therefore also have fun).
Of course, some ppl. get fun out of griefing and other malicious activities, but these are universally seen as being \"bad\". Therefore, there is a distinct difference between \"ingame harvesting\" and actual harvesting.

RonHiler

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« Reply #57 on: October 18, 2004, 10:34:22 pm »
Basically, I agree completely with Seytra.

I think there is a confusion in terms here (which I find is not uncommon when talking about MMORPG systems, the terms so often are really very undefined, heh).

When I say \"harvesting\", what I\'m referring to is the practice of collecting resources to sell for RL money (generally through an auction service like E-bay).  I DON\'T mean collecting resources for sale in game (for in game currency) or for normal in game use.

You may say \"there\'s no difference between the two\", but I think there is.

To sell game resources in the outside world, you have to collect much more than any other player can reasonably get (otherwise you don\'t have a market, the players could get their own resources by themselves).  Further, to make a living doing this, you have to collect said resources quickly and efficiently so that you have enough turn around to pay the rent (I just looked it up, 1 million adena (the Lineage II currency) sells for about $20 on ebay, and LinII has about the slowest money collecting system I\'ve ever seen on an MMORPG, so you can do the math on how much a harvester needs to turn over to make a living harvesting in LinII, and the corresponding level of damage they are doing to the community).

This will very often involve using exploits/cheats, and certainly will involve exclusive access to as high drop/low risk area as can be found.  And THATS why the practice is damaging.  Anything that affects a harvesters ability to gather resources as fast as possible must be eliminated, and that especially includes interference/competition from other players.  A harvester will make any player who interfers with their income life miserable until that player stops interfering with them.  And that will mean greifing them in any way possible (including exploits) until they go away.

Now, contrast this with someone collecting resources for in game use.  In this case, there\'s generally no particular hurry to get resources, and certainly not at the level a harvester needs.  I myself am very often a resource collector (as I tend to favor the crafter professions in MMORPGs, which usually involves a good number of resources).  I don\'t need anywhere near the level of resources a harvester would need (by orders of magnitude!).  I can collect, using perfectly legal and ethical means, and if another player is in the area, it\'s no big deal, even if they are interfering with my collection process, I can move on and look somewhere else.

And that\'s the difference.  The game is *designed* for the latter, it is certainly not designed for the former.  One is normal game practice, the other is destructive and disruptive.

Ron
« Last Edit: October 18, 2004, 10:35:49 pm by RonHiler »

Adeli

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« Reply #58 on: October 19, 2004, 01:54:51 am »
Okay, we understand one another now... I was thinking of harvesting in a broad sense, not just for profit on ebay or something.
I agree those people are big jerks...

It\'s funny... I am to be a hunter, and thus am expected to harvest in a way... but I look more forward to being able to RP with friends and my guild.

I actually worry about how much I\'ll have to hunt to fulfill my role.

Upon realising what you meant exactly I agree with you both.

I like Red Jelly Beans!

leji

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« Reply #59 on: November 01, 2004, 06:40:03 pm »
Just a suggestion for ebayers :

If you cant track the people who sell, frigthen the ones who buy :
Imagine you say : if we get to know that you bought an item with real money we delete it from your char (or even ban the char) do you think most people will still take the risk to give away real money for nothing (at least I wouldnt).

And just a little question : wont there be any required skilled to use a weapon ? i mean, if my char is totally new will I be able to buy and use a 1337 sword ?
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