Chat/OOC Updates Pt. III

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Re: Chat/OOC Updates Pt. III

Post by nobody » Thu Jan 13, 2022 1:16 pm

artus wrote:
Thu Jan 13, 2022 1:10 pm
Usually when people report lag, it's not a minor lag thattakes seconds to pass. Sometimes the net is really bad and they disconnect every 2 minutes in an rp. While it may be better explained in one on one setting, telling the crowd isn't gonna be easy especially when 6 people are in the room.
For me personally, if someone drops off and immediately logs back in, I will often ask if they need last lines repeated. In larger rooms though, and especially if you are dropping off and logging back in repeatedly, everyone in the room should already know you are having connection issues without having to be told.
artus wrote:
Thu Jan 13, 2022 1:10 pm
Something else to bring to attention: afk at its current state has something that doesn't break it and things that aren't supposed to break it but do. I use hunger command to keep afk alive and it breaks afk when cooking doesn't. Not sure what command I'm going to end up using as universal keepalive for the soundpack, unless keepalive is implemented server side or something. It's way too easy for my net to stop loving me.:(
To clarify on this one, the commands cook and dive are active character actions but do not break afk status, and the ping command, which I believe is the preferred keep alive command, does break afk status and probably should not.

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Re: Chat/OOC Updates Pt. III

Post by Rias » Thu Jan 13, 2022 1:46 pm

Bean wrote:
Thu Jan 13, 2022 12:55 pm
Without any disrespect, I got to say that this is a bit of a risky idea if it would be implemented. As somebody that comes from a few MUDs that did this, The only thing that seems to happen was that cliques formed much more quickly. It essentially had the problems of chat, but localized to a small, usually tight group. Once people know that others they might not think too highly of our not in the group, talking smack becomes a part of the chatter, and that just tended to breed animosity from my experience. Also, just like chat, plenty of people would actually get distracted from the world if Conversation started flowing ooc.

Essentially, it becomes an unmoderated exclusive group that tends to distract and detract from the experience.
This is more or less the conclusion we (game staff) ended up with when we discussed the possibility of group tells. It would especially go counter to our our goal of trying to keep people in the zone with their characters when in the game instead of being constantly distracted by OOC chatter, which is a big part of the reason for moving the #GAME channel outside the game itself.

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Re: Chat/OOC Updates Pt. III

Post by Jaster » Thu Jan 13, 2022 3:52 pm

It would especially go counter to our our goal of trying to keep people in the zone with their characters when in the game instead of being constantly distracted by OOC chatter
That's true. And I did ignore that goal when I made the suggestion.

To Bean's point, I don't necessarily agree that migrating OOC communication outside of the game is less risky in regards to developing cliques.

If cliques are going to form, they are going to form regardless of how OOC communication occurs - although, given typical human behavior, I do agree that it is a fair assumption that less people will participate in OOC communication due to the additional hurdle of having to use an outside resource.

When it comes to cliques, cultivating a healthy culture within the game and community that opposes their formation is key - and that said, I recognize that this is exactly the goal you are going for with a change of this sort.

Also, I should have known you have already considered group tells.

Feel free to quote Anakin Skywalker to me, "YoU unDeRestImatE mY PoooOoweeRr!"

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