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Should we prevent items being sent to inactive players?


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Poll: Should we prevent items being sent to inactive players? (486 member(s) have cast votes)

Should we prevent items being sent to inactive players?

  1. Voted No (514 votes [87.41%])

    Percentage of vote: 87.41%

  2. Voted Yes (74 votes [12.59%])

    Percentage of vote: 12.59%

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#301 fs_musja

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Posted 28 December 2009 - 11:39

The community consists of two groups, the players that contacted their inactives, brought them back to the game...

Do you have the email address of all your guildmates? Even so, people often abandon email addresses. Do you have the phone number of all your guildmates? If you do, then good job. However, many of us play an online game and want it to stay online, and do not give out such personal information to anyone, no matter how much we may trust them inside the game.

Oh wait...

musja
Level: 19
Guild: [none]

lol you have no guild. So hush! :roll:


Is anyone capable of discussing issues without mentioning my levels, my game style, my current guildless status? :shock: What is it? 'unregulated relationship' in Russian Army called dedovshchina?

This issue is not a rocket science, and anyone can discuss it in details after reading this discussion thread. Yes, I have no guild, I am in worse situation than you, I can't send items to inactives, I have to destroy valuable items sometimes, I have to make choices often, it makes the game interesting.

#302 fs_malgorian

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Posted 28 December 2009 - 13:03

OK, I read the first few pages and the last couple so I apologize if this has not been mentioned earlier. But, I was thinking if HCS really wants to implement this change. Maybe they could offer a one time exchange of guild storage slots and inactive BP slots.

Make it so that the guild can increase guild storage by the number of slots held by current inactive guild members. Then going forward lock the ability to send inactive members guild tagged items. This would allow guilds to keep some members they want to honor and jettison the remainder.

Secondly, going forward make the cost of upgrading guild slots more attractive. I was trying to think of a way that would not restrict the individual upgrade too much at the same time. One option might be to make a tiered upgrade structure, where slots for components, plants, potions, and quest items would only cost 2-5 fsp and equipment/gear backpack storage would increase slightly.

My thought was if the upgrades for individual and guild were nearly the same cost, then I believe members would be more likely to donate (gold and fsp) to improve the guild.

#303 Khanate

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Posted 28 December 2009 - 14:34

Is anyone capable of discussing issues without mentioning my levels, my game style, my current guildless status? :shock: What is it? 'unregulated relationship' in Russian Army called dedovshchina?

This issue is not a rocket science, and anyone can discuss it in details after reading this discussion thread. Yes, I have no guild, I am in worse situation than you, I can't send items to inactives, I have to destroy valuable items sometimes, I have to make choices often, it makes the game interesting.


Wait, you say how being in a guild should be, what the responsibilities of being in a guild should be, yet are as far as possible from knowing what being or running a guild is like? You are trolling this topic.

You have to make choices often when you hunt every other month?

#304 Prezze

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Posted 28 December 2009 - 16:11


If someone pays 60 bucks for backpack spaces I'm supposed to ask for their phone numbers, then ensure they never go longer than a week on vacation or entirely quit the game (boredom, illness, death, etc.) Are you out of your mind or did you forget that this is a video game?


Only if you want their backpack spaces.

I vote Yes. It does make the game challenging, it helps other players to understand the problems of fellow players and stop bashing them in other discussion topic - santorks stocking.

The community consists of two groups, the players that contacted their inactives, brought them back to the game and kicked other inactives for the sake of GvG, and people that won the game by posting & voting in the Forum. The whinning helped to protect their inactives from GvG attacks, oh sorry... their backpack spaces, and the first group got screwed for making the game better. The Forum becomes the game's worst enemy.



wait, are you serious about the phonenumbers??? Wow, I really think you are mixing up real life with an online textgame my friend...

Also did you ever think about this is an INTERNATIONAL GAME, do you really think even if I had the phonenumbers of every single member that I would be able to reach them???

I have no idea about prices where you live, but if I have to call people that live in america or asia, then I know i'm going to pay a shitload of money just to ask if I can use there backpackspaces???

Seriously I really can't see how you can mean such an idea.

Not everyone on fs plays this game with real life friends or people from the same neighbourhood, collegues, same country...

#305 Khanate

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Posted 28 December 2009 - 16:18

And when I get told "Hi Khan, I'll be in the hospital next few months, I got diagnosed with cancer and am not sure if I will make it" my options are:

a) "Best of luck, my prayers are with you"

and do NOT and will NOT EVER include:

B) "Oh gosh, the backpack spaces, while you are still alive please log in every week"

#306 Prezze

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Posted 28 December 2009 - 16:25

The community consists of two groups, the players that contacted their inactives, brought them back to the game and kicked other inactives for the sake of GvG, and people that won the game by posting & voting in the Forum. The whinning helped to protect their inactives from GvG attacks, oh sorry... their backpack spaces, and the first group got screwed for making the game better. The Forum becomes the game's worst enemy.


Sorry to say, but not every guild out there asked for a change in the gvg attacks against inactives.

What you fail to see is that the first group didn't got screwed, it was their choice to join in on the oh noes we are being targeted in conflicts, they are attacking our inactives. So we kick them out in order that we can win RP ourselves.

Also your two groups, well the number one group in your response is now whinning that since they can't attack inactives they shouldn't be allowed to hold guildtagged gear.

The only groups I see in your response are the ones who want all the advantages which you call group 1. They felt they couldn't defend their inactives, kicked them out in order to be able to join the fspride on the RP and now they complain that other people's inactive's can still hold gear while not being able to be attacked?

As for your second group, i'm quite certain that there were people who wanted inactives not being able to attacked in order to make gvg a challenge again. But apperently some people rather want to hit inactives, just mindlessly pressing attack INACTIVE.

#307 fs_musja

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Posted 28 December 2009 - 18:54


Is anyone capable of discussing issues without mentioning my levels, my game style, my current guildless status? :shock: What is it? 'unregulated relationship' in Russian Army called dedovshchina?

This issue is not a rocket science, and anyone can discuss it in details after reading this discussion thread. Yes, I have no guild, I am in worse situation than you, I can't send items to inactives, I have to destroy valuable items sometimes, I have to make choices often, it makes the game interesting.


Wait, you say how being in a guild should be, what the responsibilities of being in a guild should be, yet are as far as possible from knowing what being or running a guild is like? You are trolling this topic.

You have to make choices often when you hunt every other month?



running a guild? The question is "Should we prevent items being sent to inactive players?" in case you forget. What exactly do you think I don't understand, and need experience for? Please answer who spotted the problem with the image server? An experienced coder with 3 years in the game? No? I hope you've got the point by now.

Guild Tagging and Recall were introduced to the game, so guild members in different time zones had access to the guild items. Was it intended for inactive players? Where is the line? Ask the game designers. I read that one backpack slot cost 30 fsps back then, and they compensated the difference later. Was it a mistake to make backpack slot cheaper 3 times? Who knows. But they knew the difference, and thus they are partly responsible too. How to find a compromise between guild and game interests now? How to get rid of inactives created for the storage only?

How about prevent items being sent to inactive players if their levels (calculated from the donated guild XP x 4 times) are lower than the levels of items? That would be a good start.

#308 fs_musja

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Posted 28 December 2009 - 18:59

What you fail to see is that the first group didn't got screwed


Actually, they did got screwed. Unfortunately, I know only 2 examples, 2 guilds that had to kick their good in-game friends they couldn't contact . The game has changed and they adapted to it, but forum's gladiators won better rules for their inactives.

#309 Khanate

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Posted 28 December 2009 - 21:37

running a guild? The question is "Should we prevent items being sent to inactive players?" in case you forget. What exactly do you think I don't understand, and need experience for?


Experience in how this game should be balanced. Obviously the problem isn't whether it is possible or not technically, but how that affects guilds. If you are unable to see that this affects the guild experience then I suggest you perhaps move to the sidelines of this debate as you are clearly not aware of the implications at hand.

Please answer who spotted the problem with the image server? An experienced coder with 3 years in the game? No? I hope you've got the point by now.


As stated previously, this isn't a coding error or a bug, this is a balancing issue. Yes? I hope you've got the point by now.

Guild Tagging and Recall were introduced to the game, so guild members in different time zones had access to the guild items. Was it intended for inactive players? Where is the line? Ask the game designers. I read that one backpack slot cost 30 fsps back then, and they compensated the difference later. Was it a mistake to make backpack slot cheaper 3 times? Who knows. But they knew the difference, and thus they are partly responsible too. How to find a compromise between guild and game interests now? How to get rid of inactives created for the storage only?


Are you now rambling about entirely unrelated game matters? Guild tagging and recall work as intended, backpack slots work as coded. I don't think you made any points in this paragraph.

How about prevent items being sent to inactive players if their levels (calculated from the donated guild XP x 4 times) are lower than the levels of items? That would be a good start.


A good start for a what? That doesn't change anything except add annoyance to the game, how is it a good start? A good start would be playing the game and knowing how certain changes in the game affect players and guilds.

#310 fs_musja

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Posted 29 December 2009 - 06:58

Experience in how this game should be balanced. Obviously the problem isn't whether it is possible or not technically, but how that affects guilds. If you are unable to see that this affects the guild experience then I suggest you perhaps move to the sidelines of this debate as you are clearly not aware of the implications at hand.


As stated previously, this is not a rocket science. What might help is starting with numbers instead of opening holes in reputation of your opponents in the discussion. Numbers are more persuasive than Mr Greene's tactic. Can you give us an example of an average guild? How many guild tagged items do you have? How many are being used for levelling, arena, stockpiling, profiteering? How many slots do your inactives have? With actual examples in our hands an average line can be drawn.


A good start for a what? That doesn't change anything except add annoyance to the game, how is it a good start? A good start would be playing the game and knowing how certain changes in the game affect players and guilds.


An intermediate step. You can send items to inactives, but not all of them. Managing inactive accounts is more dangerous than creating them and using Recall. Removing small exploit is a good start.

#311 fs_regnier7

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Posted 29 December 2009 - 08:35

I agree... inactives shouldn't be used as backpacks.

I also agree... it's more cost effective...


Simple fix... lower the GS slot prices to a reasonable amount, say 20-25 and give a refund for those who payed for them back into the Guild FSP bank.

Also let items in the Guild store show up in the report screen. Then boom, 'then' take away the ability to use inactives as storage.


P.S. HCS, you half-assed the attacking inactive fix. Check my post where Gravely brings it up.

#312 Khanate

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Posted 29 December 2009 - 13:53

As stated previously, this is not a rocket science. What might help is starting with numbers instead of opening holes in reputation of your opponents in the discussion. Numbers are more persuasive than Mr Greene's tactic. Can you give us an example of an average guild? How many guild tagged items do you have? How many are being used for levelling, arena, stockpiling, profiteering? How many slots do your inactives have? With actual examples in our hands an average line can be drawn.


At the moment we have far too much equipment due to this game being far less popular than a year ago and recruiting requiring 5 times as much effort for a third of the results. I think we have 406 items used for leveling. We have 12 guild store slots items are held as such:
about 200 on active members
about 6 on inactive members
about 200 on 2 leaders

If either of our leader quits OR GOES ON VACATION OR GETS ILL OR GETS SENT TO IRAK OR DIES we are stuck and cannot move gear around for any reasons whatsoever. That's an average guild, we use the system set in place years ago where people are used as backpack spaces, to take that away is just to send a big middle finger to us and to every other guild our size. The system works, it has always worked and there are no reasons to change it.


An intermediate step. You can send items to inactives, but not all of them. Managing inactive accounts is more dangerous than creating them and using Recall. Removing small exploit is a good start.


How is that an intermediate step? As said above doing anything to a system that works is ridicule. You have no clue what the costs of starting a guild are already, which is just about the most important factor in changing how much it should cost to run a guild.

#313 mickabooth

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Posted 30 December 2009 - 22:13

this is also linked to hoffs other post :

Hi all,

In this latest update, we have fixed the following issues...
- Guild members who have been inactive for more than 7 days are no longer viable targets in Guild Conflicts (unless they are already involved in the conflict).


~ The Fallen Sword Team


viewtopic.php?f=1&t=89386

as this has been debatered with heat in the other link mine being the last post at this time
30 Dec 2009 22:05

i say cancel all inactive accounts as a baned player is but in guild have the word inactivity / inactive no items can be sent to them but guild locked items recalled this way the guild can still see the member can come back as soon as they log back on but the acount is dormant

#314 mickabooth

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Posted 31 December 2009 - 17:44

I agree... inactives shouldn't be used as backpacks.

I also agree... it's more cost effective...


Simple fix... lower the GS slot prices to a reasonable amount, say 20-25 and give a refund for those who payed for them back into the Guild FSP bank.

Also let items in the Guild store show up in the report screen. Then boom, 'then' take away the ability to use inactives as storage.


P.S. HCS, you half-assed the attacking inactive fix. Check my post where Gravely brings it up.


good to see some one else agrees with me cheep GS slots and stop inactive's all together

one thing with taking all inactive players out of the game will be the actual number of players will drop big time

#315 fs_nthnclls

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Posted 01 January 2010 - 02:08

I agree... inactives shouldn't be used as backpacks.

I also agree... it's more cost effective...


Simple fix... lower the GS slot prices to a reasonable amount, say 20-25 and give a refund for those who payed for them back into the Guild FSP bank.

Also let items in the Guild store show up in the report screen. Then boom, 'then' take away the ability to use inactives as storage.


P.S. HCS, you half-assed the attacking inactive fix. Check my post where Gravely brings it up.


I approve of this post.


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