Poll

There are several ways the introduction could work, how do you feel it should display unknown players?

1. Invisible name/label
2. Label in a different color/Visible name
3. Name in brackets
4. No introduction system at all

Author Topic: Introductions for Players  (Read 17475 times)

Raa

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Re: Introductions for Players
« Reply #45 on: November 26, 2007, 11:07:35 pm »
Why would you even want to know the name of that dwarf silently hammering his swords over there? Why would you even want to know the name of that newbie who's killing rats? Why do you want to see that guild sign floating over everyone's heads? So you can use OOC info IC? Because you keep statistics on everyone?

PlaneShift's getting a bit paranoid.

No one should use OOC info IC, and that's why people try to refrain from doing it. There's not really much a need for this silly /introduce thing. People already have brains (we hope) and can differentiate between IC and OOC. If they're not using their brains wisely, then we teach them how.

Suno_Regin

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Re: Introductions for Players
« Reply #46 on: November 26, 2007, 11:16:17 pm »
Or rather, if they're not using their brain wisely, completely disregard them like I do. If they know my name and I've never met them in my life, nothing they say matters.

Miaua

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Re: Introductions for Players
« Reply #47 on: November 26, 2007, 11:42:18 pm »
But you have no idea how it's going to be, just that you have to introduce yourself. I've actually tried it out, and I think it works pretty nicely. On Laanx the experience will likely change, but I don't foresee any difficulties. At first you will have to re-introduce yourself to everyone you already know, but once you've done that it will be smooth sailing. Why would you even want to know the name of that dwarf silently hammering his swords over there? Why would you even want to know the name of that newbie who's killing rats? Why do you want to see that guild sign floating over everyone's heads? So you can use OOC info IC? Because you keep statistics on everyone?

And when you do want to know someone's name, because you need it, or because you would like to know him?

/introduce: Just one command, one button.

Also, I foresee some good usages for Blue Way wizards. By using divination they would automatically know everyone's name and public guild. In other words, the need of introducing would be disabled from them if they have 40 in Blue Way minimum. (an example)

This isn't about "name" at all I would say. Labels are the way, as was here already several times said, to recognize same avatars of each character.
I'm really not up to keep checking description, while following murderer for example. (of course, I doubt he will introduce, so I'll have to see description of every of the race, every time I loose him from sight.)
Additionally think about logs. There should be name, otherwise, you will completely ruin storywriting from logs.

I don't know. Still, invisible labels is against my taste.  Nice idea, but too much issues.
Keep current system, or put it in brackets [I think that there is already too much colors to confuse new players. But brackets, with the nice tutorial, knows everyone.]

Dajoji

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Re: Introductions for Players
« Reply #48 on: November 26, 2007, 11:53:36 pm »
No one should use OOC info IC, and that's why people try to refrain from doing it. There's not really much a need for this silly /introduce thing. People already have brains (we hope) and can differentiate between IC and OOC. If they're not using their brains wisely, then we teach them how.

Sorry to pop your bubble, Raa, but no. Unfortunately, tons of people don't know the difference between IC and OOC. Many of the /report logs show it. And as far as teaching someone how to use their brains wisely goes... well... easier said that done.

The thing is when people use OOC information like name and guild tags as IC and they walk up to you and call you by your name when they don't really know who you are, they are causing a disruption. Sometimes it's not a big deal but others it can really be a problem. And even though they can learn to avoid it, that will only happen after the mistake is made or witnessed. So it all comes to damage control versus prevention, and first is always more costly than the latter. With this feature those disruptions would simply not take place.

And as far as the limitations with other features invisible names would bring, well, we'll just have to find a way to make them work. Should that not be accomplished despite numerous tries, the devs will take the proper action, be it restore the visible name tags or something else. Freaking out in advance is futile. All that's been said about those potential problems with features like /report, /ignore, etc. will have to be considered to make them work under the new system, if they haven't already.


Velh Krome

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Re: Introductions for Players
« Reply #49 on: November 27, 2007, 12:21:31 am »
Miaua reproduces right one of the main points of why I chose the colored way.

However, reading
Quote
using their brain wisely
almost annoys me. Is it the way of this community to treat (still) ignorant newbies as brainless retards?
I met many newbies who understood at once when I explained to them the purpose of names and the thing about knowing it and to not know. To spread the picture of they wouldnt use their brain wisely is quite foolish and in my opinion ignorant itsself.
Remember that to run around PS the first few hours may be pretty much overwhelming, even may cause one to forget one or another detail gathered some minutes ago in the tutorial.

We all may know that since the tutorial was implemented the "quality" of the newbies increased significantly. My vote for colored labels may provide support for players but surely will not prevent players from misusing ooc-info. Nonetheless, to leave some responsibility up to the player should be granted.There can always be situations a potential solution to come now may limit rp, and nope, I dont like that. The more I tend to the other side, letting open chances to misuse ooc-knowledge, less restrictive, for the sake of granting all possible chances to realize a flawless roleplay.

neko kyouran

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Re: Introductions for Players
« Reply #50 on: November 27, 2007, 12:25:32 am »
I don't believe he was referring to just newer players.  I've met many an oldbie that misused the labels as well.

Raa

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Re: Introductions for Players
« Reply #51 on: November 27, 2007, 01:33:24 am »
I'M A SHE! A SHEEEE!  :o

Dajoji, what I'm saying is that most people don't incorporate OOC information to IC. If they do, though, then we can at least try and teach them, and if that doesn't work, /report them. This /introduce deal ain't going to make it better for us. More disruptions and issues will be caused by this implement, I bet.

Velh, read mah posty agin, pliz.

neko kyouran

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Re: Introductions for Players
« Reply #52 on: November 27, 2007, 01:38:01 am »
Don't worry Raa, my comment was to Velh Krome's comment he was making on Dajoji's comment.  :) 

Raa

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Re: Introductions for Players
« Reply #53 on: November 27, 2007, 01:46:01 am »
But he was referring to my post...? Velh, was that part below the first sentence to me?

Tuxide

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Re: Introductions for Players
« Reply #54 on: November 27, 2007, 02:20:17 am »
Question:  Assuming the introduction system was implemented with invisible labels, how would the /report and /ignore systems work when you don't know the name of the idiot?

Edit:  I suppose the name would still show up in the chat window ??? there is so much about this that is still unclear to me <_<
« Last Edit: November 27, 2007, 07:38:54 am by Tuxide »

Quin

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Re: Introductions for Players
« Reply #55 on: November 27, 2007, 02:37:53 am »
As it appears that invisible tags will be introduced with .021, I want to make clear that I'm good with trying it out and seeing what happens (that's the players/testers job, right?).  Who knows, maybe it will be a hit.  Eventhough I still currently fall on the other side of the fence (brackets/colors/stranger tags/ability to add your own tag to an unknown)

I guess my question is: why the invisible tags?
Though 40+% of those polled voted for invisible tags, the vast majority of those who gave a reason for their decision in the two main threads regarding this, were arguing for another option (99% of which I agreed with, and reiterating them all here would just be a waste of space). 
The only reason I could dig out of these two threads for this implementation was that the OOC use of names was interfering with some RPs.
To me this seems like inconveniencing the vast majority of players for the sake of a few griefers.

Again, I'm all up for trying new ideas, and seeing how this goes.  I'd just like to hear a more indepth arguement from the other side of the fence on why they prefer (decided to implement: for the Devs) invisible tags over some of the other suggestions.
« Last Edit: November 27, 2007, 05:15:03 am by Quin »
Quinidain Sherkhan : Enkidukai knife fighter and Starlight Hunter , living life one rat hide at a time

SerqFeht

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Re: Introductions for Players
« Reply #56 on: November 27, 2007, 07:31:37 am »
To me this seems like inconveniencing the vast majority of players for the sake of a few griefers.

Is typing /introduce such an inconvenience?

You can shortcut it if you want.

A lot of people are acting as if it was impossible to identify someone. Type the code and don't worry about it. It will take about 30 seconds at most to 'recognize' everyone at Harn's on a busy day. You're making a huge deal out of a few letters and a slashy thing.
Have you told a Daylo 'I hate you' yet today? Do it. You'll get teleported to another area!

bilbous

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Re: Introductions for Players
« Reply #57 on: November 27, 2007, 07:39:03 am »
You know we might be able to try it here on the forums before it gets implemented in game. just open up the forum to guest posts and let's see what happens. Only one rule: If you ever /introduce yourself you may never post as a guest again. It will be easy to break the rule but that is what we have the honor system for.
Oh wait, silly idea.

Can we ban using gender specific appellations for Kran such as Sir?
No no, that is :offtopic: (kind of similar though)

There are many reasons to not want to know someones name that you are dealing with and just as many where it is vital that they do not know yours. Not everyone has the luxury of always being on the up and up.

This really seems to be an idea that is designed to limit the player base more than it is. I can only hope that it will be embellished if it is found acceptable by the development team after some trial.

I'll say one thing, it is radically different than anything I have come across.

I am no-one of importance that I should bother others with my name....

Marqsaynt

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Re: Introductions for Players
« Reply #58 on: November 27, 2007, 07:41:47 am »
A lot of people are acting as if it was impossible to identify someone. Type the code and don't worry about it. It will take about 30 seconds at most to 'recognize' everyone at Harn's on a busy day. You're making a huge deal out of a few letters and a slashy thing.

It's the "slashy thing" that scares me...  :-\

Nah, actually I think once everyone is caught back up with the /introduce feature on who they already know, it could be a pretty cool thing to have. Just catching back up will be a bit of a hassle but, at least only a temporary one. :)

SerqFeht

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Re: Introductions for Players
« Reply #59 on: November 27, 2007, 07:53:10 am »
If anyone knows what the slashy thingie is called, I'll be happy to identify it, but until then, fear the slash.

//////////////////////////
Back on topic, I think that this will be really cool when implemented and the hassles of matching your buddy list to players is over. And hasn't 5 years of production on this game shown that we must experience hassles for the greater good in the end result?
Have you told a Daylo 'I hate you' yet today? Do it. You'll get teleported to another area!