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Author Topic: Anonymity  (Read 5264 times)

Re: Anonymity
« Reply #15 on: August 10, 2010, 07:54:19 pm »

Like I said, I don't remember specifically the mechanics of this function in the other game, however to address some of your concerns:

To prevent unwanted people from finding out who you are, you can have /i only introduce yourself to someone you are facing and they must be 1 hex away (This way at maximum you can only introduce yourself to one person; making it also impossible to accidentally introduce yourself to a sneaker). Or it could work the way Gunduz pointed out, I think that would work good as well. (Maybe even have both ways  :P)

Also yes, flagging would be needed, like green/red (I don't expect anyone to remember the random string), however when the string changes, the flag goes away. Now I know, in my example I said 2 hours for the string to change, but it could be say 6, 12 or even 24 hours, to prevent constant harassment from the same person. (Though 2 hours does sound fine to me.)

Regarding confusion, yes there will be, but only in the beginning, as you interact with more people and know the populace better, it will be become less confusing. So next time you enter NCR and you see people with actual names, you know these are people you personally know. This idea would also be an annoyance to people who make multiple alts, because they would be at a disadvantage because no one knows who they are and they don't know anyone else. Also it encourages smaller groups and not mega alliances, if you make a new character for example, and you have a 100 man alliance, you have to do /i at least 100 times, while not impossible, it does discourage people to make alts.

Yes, this will increase roleplay, but I don't see that as a bad thing.
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Re: Anonymity
« Reply #16 on: August 11, 2010, 12:54:14 am »

What if we all had 1 account with multiple characters? So instead of seeing player183838 we see Tcat223 for example, introducing yourself to that char will show his char name instead of his account name ? Changing Tcat223 (account name) to "Ted Jones" or "Killer" or something ? (Character name)   or vice versa? So we know all of Tcat223's alts? Showing you his char name with the account name above?

(Tcat223)   
Ted Jones

(Tcat223)
Johnson Shoeknif

Hmm the more I think about this the more it just seems like a ..... bad idea.... sounds really complicated... the alternative is to simply pretend and introduce yourself anyways lol  and RP with ur imagination ...
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Re: Anonymity
« Reply #17 on: August 11, 2010, 02:28:18 am »

\
What if we all had 1 account with multiple characters? So instead of seeing player183838 we see Tcat223 for example, introducing yourself to that char will show his char name instead of his account name ? Changing Tcat223 (account name) to "Ted Jones" or "Killer" or something ? (Character name)   or vice versa? So we know all of Tcat223's alts? Showing you his char name with the account name above?

(Tcat223)   
Ted Jones

(Tcat223)
Johnson Shoeknif

Hmm the more I think about this the more it just seems like a ..... bad idea.... sounds really complicated... the alternative is to simply pretend and introduce yourself anyways lol  and RP with ur imagination ...

Currently we have one account name for one in game name, so I am not sure why you think this will change. In any case you could simply create multiple accounts.
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Archaeon_dude

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Re: Anonymity
« Reply #18 on: August 11, 2010, 06:20:53 am »

Roleplaying?
Realism?

+1

And I'm gone fapping.
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WNC

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Re: Anonymity
« Reply #19 on: August 11, 2010, 12:15:32 pm »

This idea is great. The only question is whether it is possible.

I would go further and suggest the following:

option to allow permanent remembrance of your name to certain people (simulates your character knowing them, or telling them whenever they meet)

Random character strings change based on a duration unique to characters based on their Intelligence score. The player may not know your name, but the random one won't change for a while so they will know who you are.
« Last Edit: August 11, 2010, 12:19:01 pm by WNC »
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Re: Anonymity
« Reply #20 on: August 11, 2010, 12:27:19 pm »

you can have /i only introduce yourself to someone you are facing and they must be 1 hex away
Or easier to use science on that person. ;p Of couse it doesn't make any sense, but I think we need to prevent using console commands as much as possible if it can be used in-game more simplier actions.


Question:
What about exploiters and/or bot users? GMs must be right there to see who's that, screenshots and logs won't help anymore.
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Saumax

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Re: Anonymity
« Reply #21 on: August 11, 2010, 12:48:11 pm »

simply dissable anonymity for gms?
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Izual

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Re: Anonymity
« Reply #22 on: August 11, 2010, 12:51:31 pm »

No, he's talking about reports of exploits if the user doesn't show his name. I think it can work if we GMs can know which number was given to which character (and when).
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Saumax

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Re: Anonymity
« Reply #23 on: August 11, 2010, 01:25:48 pm »

Izu, its exacly what im talking about, its no matter if there is such script, it wont affect report script in anyway
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Ned Logan

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Re: Anonymity
« Reply #24 on: August 11, 2010, 02:17:21 pm »

I still have no idea what awesomeness this can bring...
If I see someone named "Gordon Jones" and I haven't heard of him before, I know nothing about him, same like with this feature implemented.

Only thing this feature achieves is disabling of name colorizing which I guess is a sneaky way why this is brought up in such way.
I'm not a fan of suggestions fighting for realism at the expense of gameplay.
With this suggestion, if you are member of a gang whose rule is not to kill newbs and miners, with this feature it would be impossible, because the newb/miner could just send you a screenshot where there is some PK with some random string as name, no way of finding out if it's your gang member or some PK...
If you have been PKed many times by same person, you would never "remember" him, recognize his face, whatever...

I do not think that this is entirely bad idea to somehow bring the concept of general familiarity to game, but not this implementation...
Like I said in previous post, better would be if I the random string covered up part of the name, based on characters interaction with other players.
Lets say there is Alice and Bob.
Alice is the harpy of saloons, drinking at bars till morning, chatting with players in NCR, possibly picking their pockets when in opportunity.
Bob is a secretive loner who likes to hunt.
The players Alice talks to often would see her as "Alice", those who talked to her somewhat, but not really every day or so "Ali****", for Bob who never was in NCR she would be "********" - mystery.
As Bob comes to NCR bar, those who see him talking will start to see his name uncover.
This would also work, with actions like stealing, applying drugs, first aiding someone, starting shooting at someone etc (in various effects on the familiarness meter).
The familiarness could deteriorate during the time spend in game - lets say 1 character per 20 game days (1 real day).
This way the name colorizing wouldn't be entirely useless - if someone PKed you 3x and you have him in name colorizing, you sould be able to recognize him even month afterwards.
Also intelligence could affect this "face remembering".. :)
« Last Edit: August 11, 2010, 02:19:20 pm by Ned Logan »
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Re: Anonymity
« Reply #25 on: August 11, 2010, 02:23:00 pm »

In Cybercity2034, one kowns everyone as "unknown". You can manually enter the name of every people. This way, when a personn tells you his name, you can write in and always "remember" it. It's a more efficient way to put the anonymity in, because when you meet someone, there is a great chance that when you meet him again, you recognize him.
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Re: Anonymity
« Reply #26 on: August 11, 2010, 06:00:19 pm »

Quote from: Zak Blayde
In Cybercity2034, one kowns everyone as "unknown". You can manually enter the name of every people. This way, when a personn tells you his name, you can write in and always "remember" it. It's a more efficient way to put the anonymity in, because when you meet someone, there is a great chance that when you meet him again, you recognize him.

If I understand correctly, every player has the name "Unknown", with the option to manually write down their name. Why would this be more efficient? First, you cannot discern one Unknown from the next, so it might be a problem with tagging. As well as lead to immense amount of impersonation as there is no way to know if Unknown is really Bob or is he lying.

Quote from: Ned Logan
I still have no idea what awesomeness this can bring...
If I see someone named "Gordon Jones" and I haven't heard of him before, I know nothing about him, same like with this feature implemented.

The scenario can be reversed and I can ask, since you don't know anything about him, why should you know his name. I guess this is just a preference of gameplay, but as been pointed out the latter increases roleplay.

Quote from: Ned Logan
Only thing this feature achieves is disabling of name colorizing which I guess is a sneaky way why this is brought up in such way.

If I wanted to disable name colorizing I would have made a suggestion about it, this really has less to do with name colorizing (though it is affected) then to intensify the gameplay.

Quote from: Ned Logan
I'm not a fan of suggestions fighting for realism at the expense of gameplay.
With this suggestion, if you are member of a gang whose rule is not to kill newbs and miners, with this feature it would be impossible, because the newb/miner could just send you a screenshot where there is some PK with some random string as name, no way of finding out if it's your gang member or some PK...
If you have been PKed many times by same person, you would never "remember" him, recognize his face, whatever...

What is a "newb" or "miner"? FOnline, is class-free, and no one knows each others level. Also if someone is a "newb" or "miner" they most likely won't attack you first, where as a PKer will. Like I before, I don't think a hidden name is going to encourage or deter PKers (They are doing it now anyway). Regarding the actions of gang members, well this is something you have to work together as a gang to figure out, also screenshots can be Photoshopped and it usually never tells the whole story.

Quote from: Ned Logan
I do not think that this is entirely bad idea to somehow bring the concept of general familiarity to game, but not this implementation...
Like I said in previous post, better would be if I the random string covered up part of the name, based on characters interaction with other players.
Lets say there is Alice and Bob.
Alice is the harpy of saloons, drinking at bars till morning, chatting with players in NCR, possibly picking their pockets when in opportunity.
Bob is a secretive loner who likes to hunt.
The players Alice talks to often would see her as "Alice", those who talked to her somewhat, but not really every day or so "Ali****", for Bob who never was in NCR she would be "********" - mystery.
As Bob comes to NCR bar, those who see him talking will start to see his name uncover.
This would also work, with actions like stealing, applying drugs, first aiding someone, starting shooting at someone etc (in various effects on the familiarness meter).
The familiarness could deteriorate during the time spend in game - lets say 1 character per 20 game days (1 real day).
This way the name colorizing wouldn't be entirely useless - if someone PKed you 3x and you have him in name colorizing, you sould be able to recognize him even month afterwards.
Also intelligence could affect this "face remembering".. :)

Other people might feel differently but, partially hidden names could possibly lead to impersonation and personally I don't think recognition should involve a grind. (How many times do you have to use first aid on someone before you know who the person is; people with long names are at a disadvantage).

Quote from: WNC
option to allow permanent remembrance of your name to certain people (simulates your character knowing them, or telling them whenever they meet)

Random character strings change based on a duration unique to characters based on their Intelligence score. The player may not know your name, but the random one won't change for a while so they will know who you are.

The first suggestion, is already like the original idea, once you introduce yourself it is permanent, unless I am misinterpreting. The second, sounds good, maybe also tie in Charisma some way into this.
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Ned Logan

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Re: Anonymity
« Reply #27 on: August 11, 2010, 06:24:05 pm »

The scenario can be reversed and I can ask, since you don't know anything about him, why should you know his name. I guess this is just a preference of gameplay, but as been pointed out the latter increases roleplay.

If I wanted to disable name colorizing I would have made a suggestion about it, this really has less to do with name colorizing (though it is affected) then to intensify the gameplay.

What is a "newb" or "miner"? FOnline, is class-free, and no one knows each others level. Also if someone is a "newb" or "miner" they most likely won't attack you first, where as a PKer will. Like I before, I don't think a hidden name is going to encourage or deter PKers (They are doing it now anyway). Regarding the actions of gang members, well this is something you have to work together as a gang to figure out, also screenshots can be Photoshopped and it usually never tells the whole story.
You haven't convinced me this is a good implementation of the idea.
I don't think that remembering people by numbers intensifies gameplay, and it gives even more power to back-stabbing thieves and killer than they have in real life. If someone tries to kill me in real life, most of the time I can reasonably identify him which can lead to his capture... I see no way how this is accounted for in your idea.

Other people might feel differently but, partially hidden names could possibly lead to impersonation and personally I don't think recognition should involve a grind. (How many times do you have to use first aid on someone before you know who the person is; people with long names are at a disadvantage).
Impersonation could be avoided to some point by forcing automatically generated names, which would add to RP even more.
Recognition wouldn't involve grind, there could be a way one could give his ID forever to someone, like a photograph, but what my idea is about is (mostly undesired) disclosing of your ID to your surrounding depending on your actions.
And you got that one wrong - it would be the one who gets first aid getting to know his nurser, the reverse only small part.
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Re: Anonymity
« Reply #28 on: August 11, 2010, 07:28:20 pm »

Quote from: Ned Logan
You haven't convinced me this is a good implementation of the idea.
I don't think that remembering people by numbers intensifies gameplay, and it gives even more power to back-stabbing thieves and killer than they have in real life. If someone tries to kill me in real life, most of the time I can reasonably identify him which can lead to his capture... I see no way how this is accounted for in your idea.

The idea was not for people to remember others through a number, if you decide to become friends, you would know each others name. Like I also said previously, introduction would not be necessary as you have the option to flag someone until the string changes. Back-stabbing thieves (here I assume you mean people who pretend to be nice but then kill you in the wastes), cannot be avoided currently when you know a person's name. Your best bet with this system is to travel with people who introduced themselves, therefore you are not better or worse off relative to the current system.

You are saying that killers are given more power, with this system than the current, well lets look at plausible scenarios and see how much power if any do they gain.

- Current: A PK gang has control of a town (can be checked on PipBoy), and when you use Town Preview, you see well known PKers. You probably would not enter the town.
  New: A PK gang has control of a town, and when you use Town Preview, and you see random players you don't know. Realistically you still probably won't enter the town.

- Current: An Anti-PK gang has control of a town, using Town Preview, you see well known Anti-PKers, so you decide to enter the town. Since you are not A PKer you do your thing in the town.
  New: An Anti-PK gang has control of a town, using Town Preview, you see random players (though heavily armed). Now it could be two possibilities, one, is that it is the Anti-PK gang, or two it is some PKers, causing trouble. If, two happens and you die, well, you can tag them, and for certain amount of hours you know there are PKers in the town upon using Town Preview. Now, lets say one happens, you have a chat with the Anti-PK gang and introduce each other. Next time you enter the town, it would work like the current system, maybe there will be new people you don't know, but you can introduce each other so it isn't a problem. Now when ever you see random heavily armed players in Town Preview it is a good assumption that they are PKers.

- Current: You meet a person in the mine (or the wastes), who is armed heavily, you don't know, so I am assuming you begin running away. Three possible options here. (1) He manages to kill you, so you add his name to name colorizer. (2) He shouts "I am not PKer", when you go back he waits for you to mine, then kills you, you add his name to name colorizer. (3) He shouts "I am not PKer", you mine in peace and leave.
  New: You meet a person in the mine (or the wastes), you don't know who is armed heavily, so I am assuming you begin running away. (1) He manages to kill you, you tag him for future reference if you decide to come back into the mine a little later. (2) He shouts "I am not PKer", when you go back, when you go back you ask to introduce himself, if he says no, you peacefully leave the mine, if he says yes and kills you after you mine you add his name to name colorizer. (3) He shouts "I am not PKer", you ask him to introduce himself, he says yes, and you mine in peace, next time maybe you introduce yourself to him, if you see him in the wastes.

As you see, if you die, you die regardless if the name is hidden or not, and it would be difficult only in the beginning when you don't know as many people. If you have more scenarios that I might have overlooked, mention them.

Quote from: Ned Logan
Impersonation could be avoided to some point by forcing automatically generated names, which would add to RP even more.
Recognition wouldn't involve grind, there could be a way one could give his ID forever to someone, like a photograph, but what my idea is about is (mostly undesired) disclosing of your ID to your surrounding depending on your actions.

Yes, I see nothing wrong with this, if generated names would be implemented, however that is up to the Devs.
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Ned Logan

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Re: Anonymity
« Reply #29 on: August 12, 2010, 12:59:25 pm »

JustGreat:
Ok, I've taken a while to think about your suggestion. I don't think it is possible to account for every scenario, best would be just to try it for a week.

There is a problem that some people would like to be known by everyone - for example a leader of TTTLA would like every newb to know him, so when they first arrive to BH and from town preview see him there in the main entrance, they know the town is secured by TTTLA so they can safely enter and do their thing, unless TTTLA considers them as outlaws. It would be hugely impractical and boring to stand in NCR and wait for every newb to pass and do the introduction kung-fu on them. So I think this could be solved by electronic notice-boards (imagine 1m tall pipboy) in guarded cities which would have central database of faces, and if you wanted everyone to know you, you could upload your ID there and anyone who updated their database in their pipboy by interacting with terminal in any city would know you.

I also would want some functionality of a mugshot - also integrated in the pipboy terminal database... wait... doesn't it sound like name colorizing? (even better - integrated in game!)

There would be no need to display some weird strings like "Player63643" (I hate the idea of this) - the client could all manage it internally, the tagging etc, and just display "wastelander".

So what this would bring? Since all well known outlaws, deliquents, lawyers and outlaw hunters would have mugshots in the database, not much would change for them... On the other hand newbs and alts would experience a change... it is possible that some kinds of chars would essentially become worthless for their purpose after being put in database, so there could be interesing game of hiding your identity. A thief would not only have to successfully steal, but also successfully disappear unseen.
I really don't know, it probably would be fun system. My suggestion about unintentionally revealing your identity would be accounted by the mugshot thing, so I am content with that.
« Last Edit: August 12, 2010, 01:01:55 pm by Ned Logan »
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