Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Intrepids stance on hacking?
Sorry, but i gotta ask. I used to sit by the spawn in point in ESO battlegrounds and wait for enemy PvPers who had "accidentally" found they could spawn in an enemy's camp and PK ppl who thought they were there to craft. I reported these players names numerous times and weeks later these players were still PKn behind enemy lines where they weren't supposed to be. Glitching land and bugs isn't funny..It's subscription breaking.
0
Comments
[/quote]
Hacking and exploiting will always be a problem , but unlike in ESO, pvp in AOC is going to be a lot more important to the game and the people playing it. Cheaters will be called out by a lot more players in a game, I have no doubt about that.
I've seen so many games with grey areas that are larger than their game world and it's one of the things that kill games slowly but surely.
I’ve seen so many games with grey areas that are larger than their game world and it’s one of the things that kill games slowly but surely.
[/quote]
Quite right. One of my biggest problems with Blizzard was the inconsistency with which they handled game exploitation. Some times they would issue suspensions, other times perma-bans and other times nothing at all. Of course you need to tailor the punishment to fit the crime, but even so, some of their decisions were very questionable over the years.
The fact that some players spend a lot on the cash shop shouldn't make them immune to penalties.
P.S. If you look up Silver Knight from the series, you'll get a better understanding on what I was trying to say mew. >v<
all-out hackers just don't give a shit, they'll hack like 10* max attack blah blah blah. these guys are easily caught by, because endless gold and crazy high attack is like a dead giveaway.
I’ve seen so many games with grey areas that are larger than their game world and it’s one of the things that kill games slowly but surely.
[/quote]
Never fear, there will be a highly active GM community. It should be very easy to report violations and have them investigate quickly. The reply was to RMT and such, but that's as illegal as hacking and botting for US gaming companies, sometimes more so.
[quote]24:55 How will you guys prevent p2w via gold seller player to player trading?
Steven:
Outside of the standard mmo security mechanics that involve, algorithms and flagging accounts that have nonstandard action. <strong>We plan to have a very active gm community that will be proactive in preventing RMT, botting, spamming in chat, all that kind of stuff. </strong>It is something we haven't seen in most recent mmos for some reasons. I don't know why we moved away from active GMs, but that's something I feel very strongly about that GMs should be proactive in servers and stuff. Which means, yes, there will be a higher costs associated for customer service from that standpoint, but at the same time if you build up a subscription model game those are the types of things you can do.[/quote]
I’ve seen so many games with grey areas that are larger than their game world and it’s one of the things that kill games slowly but surely.
[/quote]
Never fear. There will be a highly active GM community. It should be easy to report offenders and have them quickly investigate.
[quote]24:55 How will you guys prevent p2w via gold seller player to player trading?
Steven:
Outside of the standard mmo security mechanics that involve, algorithms and flagging accounts that have nonstandard action. <strong>We plan to have a very active gm community that will be proactive in preventing RMT, botting, spamming in chat, all that kind of stuff. </strong>It is something we haven't seen in most recent mmos for some reasons. I don't know why we moved away from active GMs, but that's something I feel very strongly about that GMs should be proactive in servers and stuff. Which means, yes, there will be a higher costs associated for customer service from that standpoint, but at the same time if you build up a subscription model game those are the types of things you can do.[/quote]
Exploiter was crit comboed by several GMs at once for several millions damage. His spirit needs to recover for 350 years to be able to respawn.
or maybe we can have like a grim reaper. does the work well, chop chop.
Honestly, I think it's one of the more clever ideas behind Ashes. It marks a clear distinction between developers and designers, and lets players in where they do belong in the creative process--the design process. I'm sure we can work together to figure out what will be most effective to mitigate threats we see, and pass that information on for Intrepid to action as developers.
Being gamers themselves, we should see the player community's interests held in high regard. In other games, actioning accounts can be a slow process because the effect on other player's experiences is usually pretty minimal. In Ashes, a sense of urgency will need to be employed to prevent problems, as the game's core design is to make the player's choice meaningful.
Pending further investigation.
Maybe a max suspension of 7 days, at which point the player is banned or reinstated.
Whatever they do, the rules need to be blantant, in your face and non negotiable.
There will need to be a deterrent to using a report feature capriciously, if that's the route Intrepid intends to go. Otherwise it's wasted resources sifting through false reports. I think, generally, that most report features don't get false reports, but all it takes is a little bit of noise to have a large effect on that kind of system's efficiency.
In a way, making it a true "task" to report behavior in itself is a deterrent to false reports. As frustrating as that may be on the player side when there truly is an issue, it needs to be a measured balance in that kind of process.
So. Multiple nodes, one botter per, and then dozens of reports. Then expand that by the entire game world, and every conceivable form of cheating/botting that can happen. In short, the problem becomes monumental. I think it would help if they have some form of coordinate system in place for each report; this means they could easily filter through all the reports and combine reports into one group per node, or per whatever, then filter through all of those to find the common element(s). I don't believe this could occur over less than a couple of days.
Then a GM or algorithm or other such must be unleashed to go investigate, because (yep, had it happen) sometimes players report someone actively gathering/etc ... and they'll need to confirm this. Then decide the penalty, then lay in that penalty.
I'm pretty sure Intrepid is looking at all the usual and customary methods of handling these things, but I'd also lay money that they're looking at some out-of-the-box options, as well. Me? I'll be happy to sit back and see how they handle it, before I start proclaiming gloom and doom. Also, for games that actively do strike back, there is a period of time while they get their systems "up" to doing what needs to be done.
TL:DR? Give'em time, let's wait & see what their approach is ... then we'll see what direction we, the players, need to move in to respond and, potentially, help rather than hinder.
24:55 How will you guys prevent p2w via gold seller player to player trading?
Steven:
Outside of the standard mmo security mechanics that involve, algorithms and flagging accounts that have nonstandard action. We plan to have a very active gm community that will be proactive in preventing RMT, botting, spamming in chat, all that kind of stuff. It is something we haven't seen in most recent mmos for some reasons. I don't know why we moved away from active GMs, but that's something I feel very strongly about that GMs should be proactive in servers and stuff. Which means, yes, there will be a higher costs associated for customer service from that standpoint, but at the same time if you build up a subscription model game those are the types of things you can do.