Author Topic: [Commander] Sanity keeper - Improved block function & /kick  (Read 51749 times)

Offline RearAdmiralZill

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Re: [Commander] Sanity keeper - Improved block function & /kick
« Reply #45 on: April 05, 2013, 10:49:46 am »
Certainly no /kick, but a /report would help. If it just sent a report to the CAs and if we are on at the same time they are it shows up and we can have a little talk, just to see if they are really trolls or just need teaching?

Ca's have no power over users in-game outside what normal users can do, which boils down to reporting. Its easy for undesireables to just bypass the filter with a big "eff you" when a CA asks them to play nice. Im hoping this changes at some point.

Offline Dev Bubbles

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Re: [Commander] Sanity keeper - Improved block function & /kick
« Reply #46 on: April 05, 2013, 12:56:26 pm »
Greetings!  I'm just stumbling onto all kinds of interesting discussions when I poke into the forum :D  Kick is definitely requested by a number of you guys.  Currently though, we're taking a very conservative approach to kick, and only limiting to AFK. We might create moderated matches in the future, where the moderators can have moderation power in those matches.  But for regular matches, we are inclined not to do Kick.  We of course respects everyone's opinion, but we have to weigh the risks and downsides of Kick as well as it's potential benefits, and so far, the downsides outweigh the upsides of implementing Kick, whether that's vote or captain's. Kick can not only leads to trolling and spamming, it can also break up experiences or immersion in lobby or in match.  It also segments the player base in a negative way.  The definition of what qualifies as Kick is also very fluid, and can easy lead to abuse of new players or as a way to settle disputes of any form.  So in short, we've decided not to implement Kick at least currently for what we think is the good of the community. 

What we are and want to work on, are ways to better encourage team play.  For this sprint, we are building a number features that would aid new players, such as improved tutorials, proving ground (new player only matches), commendation systems for teaching and learning, and more technical pages of the manual for weapons and skills tactics.  There is also surrender in match that actually doesn't count against stats, and maybe we should tell people that more, although that's a bit risky for abuse.  For pre-forming crew, crew formation is almost done, but probably won't make it into this month's build, sorry about that, but that will go in as well. 

For block, we could do something there.  We have to think through all the logistical details and weigh the upsides and downsides of course, but we could do something there. 

But at the end of the day, we'll be working on more stuff to improve team play, which is what this game is all about.  And since improvements should be multifaceted, we are trying to take a multifaceted approach to this. 

Thanks for listening!  Best, Howard

Offline Phoebe

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Re: [Commander] Sanity keeper - Improved block function & /kick
« Reply #47 on: April 05, 2013, 08:49:42 pm »
Cleaned your hasty writing up a little and changed a couple of words and fixed some sentences that you crossed without backspacing what you already wrote,  :P


Greetings! 

I'm just stumbling onto all kinds of interesting discussions when I poke into the forum :D

Kick is definitely requested by a number of you guys.  Currently though, we're taking a very conservative approach to kick, and only want to limit it to AFK. We might create moderated matches in the future, where the owners can have moderation power in those matches.  But for regular matches, we are inclined not to enable Kick. 

We of course respect everyones opinions, but we have to weigh the risks and downsides of a Kick function as well as it's potential benefits, and so far, the downsides outweigh the upsides; Whether that's by a vote or moderators discretion.

A Kick function not only leads to trolling and spamming, it can also break up experiences or immersion in lobby and matches.  It segments the playerbase in a negative way.  The definition of what qualifies as Kick is also very fluid, and can easily lead to abuse to new players or as a way to settle disputes of any form. 

So in short, we've decided not to implement Kick at least currently for what we think is the good of the community. 

What we are and want to work on, are ways to better encourage team play.  For this sprint, we are building a number of features that would aid new players, such as improved tutorials, proving grounds (new player only matches), commendation systems for teaching and learning, and more technical pages of the manual for weapons and skills tactics. 

There is also a surrender option in matches that actually don't count against stats, and maybe we should tell people about it more, although that's a bit risky for abuse.  As for pre-forming crew; crew formation is almost done, but probably won't make it into this month's build. Sorry about that, but it is coming.

For block, we could do something there.  We have to think through all the logistical details and weigh the upsides and downsides of course, but we could do something there. 

But at the end of the day, we'll be working on more stuff to improve team play, which is what this game is all about.  And since improvements should be multifaceted, we are trying to take a multifaceted approach to this. 

Thanks for listening!  Best, Howard.... and a little bit of Phoebe.

« Last Edit: April 05, 2013, 08:51:21 pm by Phoebe »

Offline All Systems Go

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Re: [Commander] Sanity keeper - Improved block function & /kick
« Reply #48 on: April 06, 2013, 04:29:02 pm »
There is also surrender in match that actually doesn't count against stats, and maybe we should tell people that more, although that's a bit risky for abuse.  For pre-forming crew, crew formation is almost done, but probably won't make it into this month's build, sorry about that, but that will go in as well. 

Glad to hear that some steps are being taken. Even pre-crew-formation will help a lot, IMO. And... I didn't know that about the surrender button. That's a plus I guess.

But just to point out... no matter what you do, if you allow user input then some players, somewhere will abuse it. Question is... how much can other players protect themselves from the abusive ones?