Aeioun Plainsweed
Goblin Squad Member
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Not my favorite subject, but seeing some of the animosity-like behavior on these forums, I think it is current for some people including me. In an open world pvp sandbox game, how would this work. Being able to hide the chat and emotes of certain persons is something I would like to see. The purpose of an ignore list is in my opinion to decrease the amount of griefing(I'm sick of the word, but anyway...) in PFO.
If you have ideas and are not scared of the subject please bud in. :)
Bluddwolf
Goblin Squad Member
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Most MMOs have as part of their chat features the ability to ignore someone in chat channels with a simple:
/ignore + user name
or even easier a Right-Click and select "Ignore Member"
Since Global Chat is usually the culprit for Gold Farmer Spams and other useless chat, simply minimizing or removing Global Chat is another solution.
Keovar
Goblin Squad Member
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Since Global Chat is usually the culprit for Gold Farmer Spams and other useless chat, simply minimizing or removing Global Chat is another solution.
I certainly don't like most global chat, whether it's 'general' or 'trade' spam, though a 'help' channel might be a good thing to retain. If people abuse 'help' for things other than asking or answering questions, maybe there should be a 'report' feature? I guess there would need to be a warning on the channel to let you know its purpose and limits, and a warning on the report feature that says false reports will backfire on the one filing them.
For area chat, I think a 'say' channel to cover your local hex and a 'yell' channel to cover your local and adjacent hexes should be as far as normal chat extends. Companies would have their own channels, though many will likely be using TeamSpeak and such most of the time.
Without global channels (besides 'help') it probably wouldn't often be necessary to use /ignore, but it might be useful to have an option to auto-mute those who are hostile to you, lasting for the length of the flag and a while after, so you don't have to hear a lot of inane trash-talk unless you want to disable that option.
Bluddwolf
Goblin Squad Member
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@ Keovar
A Help Channel should be monitored by a GM at all times. The GM does not necessarily have to answer every question, they can leave a lot of that to players. What the GM can do is correct and wrong information and "hammer" those that would be abusive in that channel.
I'd like to see that PFO does not have a global chat at all. First, what are Global Chats used for? Yes, I know the obvious, but with localized markets spamming WTS / WTB requires the consumer to be in the same local area anyway.
Getting rid of Global, gets rid of a lot more negative chat than it creates by having global chat.
Shane Gifford
Goblin Squad Member
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I agree that global chat seems largely unnecessary here. The only real thing I see it being used for is off-topic chatter between settlements, trade request spams, or more likely smack talking.
I would also like a /ignore command to be in, especially because if someone's really trying to rile you in area/global and you disable that chat, they'll probably move to tells.
Proxima Sin
Goblin Squad Member
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1.) When I'm severing contact with a person I personally prefer the /ignore feature to block them from seeing me too, a two-way deal.
2.) Agree I don't see a good use for a /global channel either. Neither /trade as well because the economy is built around the idea of arbitrage, local markets with their own prices and the potential to transport items for profit, and a /trade channel circumvents that market mechanic.
3.) The channels I would want to see:
- /say - maybe to the hex I'm in at most, they're still pretty large in my understanding.
- /company - to your company mates wherever in the world they might be.
- /party - obviously
- /division - or whatever name, but for the large military formations under the overall leader when we have them. (see #5 for subdivisions of that huge group)
- /help or /guide - for assistance from other players, mainly for newbies but not limited by how old you account is like some channels in other games.
4.) I'm undecided if I'd want a /settlement channel. It's good as a gamer but straining realism. In the settlement we could just use the hex-wide /say channel after all and link back to eyes in settlement with /company if we venture farther.
5.) I think I like he idea of creating our own channels. Like /create talkingbeer establishes a chat channel called /talkingbeer and people can /join talkingbeer to dick around without bothering anyone that doesn't want to be a part of that conversation. This can also be used gamewise for smaller unit communication within a bigger group during pvp etc. like /archers or /aoe. Hmm need creative naming or a password option for it then.
Jazzlvraz
Goblin Squad Member
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...prefer the /ignore feature to block them from seeing me...
I can't remember which game it was, but someone coded their /ignore so that the ignored party got notified "Thus-and-so has added you to their Ignore list". Then began the insults in open chat and the grief/hunting by the "offended" of the "offender"; such a marvellous plan by those devs.
Harad Navar
Goblin Squad Member
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@ Keovar - A Help Channel should be monitored by a GM at all times. The GM does not necessarily have to answer every question, they can leave a lot of that to players. What the GM can do is correct and wrong information and "hammer" those that would be abusive in that channel.
How would this affect a Guide Program (as Hobs has suggested), or be affected by a Guide Program?
Hobs the Short
Goblin Squad Member
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Bluddwolf wrote:@ Keovar - A Help Channel should be monitored by a GM at all times. The GM does not necessarily have to answer every question, they can leave a lot of that to players. What the GM can do is correct and wrong information and "hammer" those that would be abusive in that channel.How would this affect a Guide Program (as Hobs has suggested), or be affected by a Guide Program?
I think a help/guide channel would be splendid, as long as it is kept clean of distracting chatter. Again, the Guide Program personnel are more likely to be spending time with those we help as opposed to answering questions on a channel. Many of the typical help channel questions can just as easily be answered by any knowledgeable player.
As for Guides in particular, a help channel could be a wonderful means by which Guides and their clients find one another. A question posted on the channel might easily lead to a more personal, one-on-one tutorial, if the client desired such.
Keovar
Goblin Squad Member
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@ Keovar ... A Help Channel should be monitored by a GM at all times. The GM does not necessarily have to answer every question, they can leave a lot of that to players. What the GM can do is correct and wrong information and "hammer" those that would be abusive in that channel.
It would be ideal to have them in, but I just wonder if they'll have the staff for it, so that's why I was suggesting a 'report' command. You'd access it via right-click on the message, get a confirmation box, and that would submit a support ticket including the clicked message and a few before and after for context. If it's goldseller spam GW could investigate the reported account, but if it's just someone using /help for random general chatter or the WTS messages of trade spam, they might get booted from the channel for a while. That's what I meant by abusing the channel, but if the non-help chatter was egregious trash-talk, RL criminal activity, breaking the TOS, they might get muted on all channels but /say, login suspension time, or whatever is appropriate.
1.) When I'm severing contact with a person I personally prefer the /ignore feature to block them from seeing me too, a two-way deal.
2.) Agree I don't see a good use for a /global channel either. Neither /trade as well because the economy is built around the idea of arbitrage, local markets with their own prices and the potential to transport items for profit, and a /trade channel circumvents that market mechanic.
3.) The channels I would want to see:
- /say - maybe to the hex I'm in at most, they're still pretty large in my understanding.
- /company - to your company mates wherever in the world they might be.
- /party - obviously
- /division - or whatever name, but for the large military formations under the overall leader when we have them. (see #5 for subdivisions of that huge group)
- /help or /guide - for assistance from other players, mainly for newbies but not limited by how old you account is like some channels in other games.
4.) I'm undecided if I'd want a /settlement channel. It's good as a gamer but straining realism. In the settlement we could just use the hex-wide /say channel after all and link back to eyes in settlement with /company if we venture farther.
5.) I think I like he idea of creating our own channels. Like /create talkingbeer establishes a chat channel called /talkingbeer and people can /join talkingbeer to dick around without bothering anyone that doesn't want to be a part of that conversation. This can also be used gamewise for smaller unit communication within a bigger group during pvp etc. like /archers or /aoe. Hmm need creative naming or a password option for it then.
1. Good point on /ignore working both ways, like blocking on social media, but as Jazzivraz points out, there shouldn't be a system message about it, as that serves no purpose besides needling them.
2. Yep, I tend to turn off /trade anyway because it's spammy, but it could actually disrupt the ability to form local markets if there were server-wide 'price checks' all the time.
3. I think most of those are good, though I think /division could be handled by the custom channels you mention later.
What about making /say the more immediate area, and adding a /yell that's somewhat wider? Would that just lead to /say sitting unused?
I think we should go with /help since folks will want abbreviations, and /g may be confused with /group rather than /guide, since many other MMOs use /group for party chat.
4. Just let /settlement be an option handled by custom channels, I guess.
5. I'm not sure we should present it as 'dicking around', but custom channels are a good idea. Membership in the channel should persist through logouts, and the creator needs to have a way to be aware of who's in it. I guess it could be split into /custom [name] and /secure [name] for creation, with /join [name] to enter and just /[name] to chat. We may not need /secure to have a password if membership in a channel persists until you leave or are booted, and gaining membership could be done via invite or approval from the creator of the channel or someone they have given op powers to.
Lam's suggestion for joining the creation of /party and /secure channels bears some consideration. Being in a party is largely about chat, XP division, and loot division, and maybe a UI for monitoring and targeting. Chat is covered and XP division is irrelevant, but what about the other two parts?
~~~~~~~
Anyway, good stuff so far, though this has grown beyond the /ignore topic. Maybe we should hash out as much consensus as we can and submit it as a proposal in its own thread?
Shane Gifford
Goblin Squad Member
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I think a lot can be learned from standard IRC setups when it comes to custom chat channels. Maybe even make these channels an IRC extension in-game...
I think if there are 1000+ people in one settlement, a settlement channel for chat would cover too many people and just be shut off for most people to avoid the massive amounts of scrolling text. I think if things need to be spread settlement-wide, it can be done with a combination of /say to the settlement's hex and a custom chat channel which has important people from each company in it.
Nihimon
Goblin Squad Member
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I think if there are 1000+ people in one settlement, a settlement channel for chat would cover too many people...
I seem to remember Ryan making a similar point some time back...
Sure enough :)
Nihimon wrote:If a single Guild has founded three Settlements, and forms a Player Nation that admits two additional allied Settlements, will there be any in-game Guild Chat equivalent that will be limited to the Guild? Or will they be forced to use either Settlement or Nation chat?At the size you're talking about, general "chat" becomes meaningless (it will scroll so fast nobody could have a conversation). Instead you'll see comms moved to 3rd party tools or to invite-only chats.
Lam
Goblin Squad Member
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Bluddwolf wrote:I was more wondering how I ended up with a "talkingbeer" when neither Hobs nor I drink.Andius wrote:I'd guess, the green hatted, Hobs would be the referee?Lam wrote:/createparty Bluddwolf,Hobs, NihimonNow that is an interesting party. Sounds like the start to a joke.
It is talking, not drinking. Do you refuse to make a profit?
lam
Bluddwolf
Goblin Squad Member
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So, do we have somewhat of a consensus that PFO really does not need global chat?
It would be nice to see if GW would go a few weeks, early on in EE, to see if it is really needed.
* yes, I know that some will say that this gives an unfair advantage to those using voice programs. But, lets be honest here, most well organized companies will require TS / Vent anyway.
I think by having Custom channels or at least a channel for people on your Friends List, a "Global" chat would be a little more organic.
KitNyx
Goblin Squad Member
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So, do we have somewhat of a consensus that PFO really does not need global chat?
It would be nice to see if GW would go a few weeks, early on in EE, to see if it is really needed.
* yes, I know that some will say that this gives an unfair advantage to those using voice programs. But, lets be honest here, most well organized companies will require TS / Vent anyway.
I think by having Custom channels or at least a channel for people on your Friends List, a "Global" chat would be a little more organic.
I was/am a huge advocate of only having spatial channels in-game anyway...so sounds good to me.
Shane Gifford
Goblin Squad Member
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I'm still not sure whether having the local chat cover an entire hex is too wide an area. In a settlement it seems like it'd be. I think I'd rather have /say be a small area around me (something like 10-20m to every side) and /yell cover the hex. That way you could have 2 chat levels, and settlements could at least reduce the amount of scrolling text by keeping their /yell channel clean.
Bluddwolf
Goblin Squad Member
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I'm still not sure whether having the local chat cover an entire hex is too wide an area. In a settlement it seems like it'd be. I think I'd rather have /say be a small area around me (something like 10-20m to every side) and /yell cover the hex. That way you could have 2 chat levels, and settlements could at least reduce the amount of scrolling text by keeping their /yell channel clean.
Would that be a "Rebel Yell"?
Seriously, I think that might cover it. There was an expression (Italian)I heard that said the villagers would travel no farther than the sound of the Church bells.
I could see alarms of this sort having a full hex range, but maybe not "WTS QL 250, Green Hats".
Keovar
Goblin Squad Member
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Shane Gifford wrote:I'm still not sure whether having the local chat cover an entire hex is too wide an area. In a settlement it seems like it'd be. I think I'd rather have /say be a small area around me (something like 10-20m to every side) and /yell cover the hex. That way you could have 2 chat levels, and settlements could at least reduce the amount of scrolling text by keeping their /yell channel clean.Would that be a "Rebel Yell"?
Seriously, I think that might cover it. There was an expression (Italian)I heard that said the villagers would travel no farther than the sound of the Church bells.
I could see alarms of this sort having a full hex range, but maybe not "WTS QL 250, Green Hats".
I thought they had divided all the hexes into 7 smaller ones?
Anyway, I just meant that /say would be one's local area, and /yell would spread into the surrounding areas. Still could be a problem with everyone using /yell all the time, but I suppose a settlement could have a noise ordinance which only allows one /yell message a minute or something.
KitNyx
Goblin Squad Member
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Bluddwolf wrote:Shane Gifford wrote:I'm still not sure whether having the local chat cover an entire hex is too wide an area. In a settlement it seems like it'd be. I think I'd rather have /say be a small area around me (something like 10-20m to every side) and /yell cover the hex. That way you could have 2 chat levels, and settlements could at least reduce the amount of scrolling text by keeping their /yell channel clean.Would that be a "Rebel Yell"?
Seriously, I think that might cover it. There was an expression (Italian)I heard that said the villagers would travel no farther than the sound of the Church bells.
I could see alarms of this sort having a full hex range, but maybe not "WTS QL 250, Green Hats".
I thought they had divided all the hexes into 7 smaller ones?
Anyway, I just meant that /say would be one's local area, and /yell would spread into the surrounding areas. Still could be a problem with everyone using /yell all the time, but I suppose a settlement could have a noise ordinance which only allows one /yell message a minute or something.
So enemies of a settlement could raise the settlement's corruption index by finding some abandoned corner of the hex and yelling?