Thank you all for your fine critique; it is always helpful.
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Originally Posted by johnnylange
But no I don't think there should be any voting, spliting, kick options, because it would lead to many abuse issues.
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You didn't really outline any of those abuses, nor how they stack-up to the current abuses of the existing system. To back up your claim, it'd be nice if you listed abuses that you feel this system would have rather than making a blanket statement.
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Originally Posted by Shadow_Avenger
Just have a Kick button and have done. People will abuse no matter what system you have, with or without a kick button. We live in enough of a nanny state as it is.
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I agree that this is a complicated option. Are you saying that this introduces a democratic process where it should be a strict dictatorship (by the person who formed the team)? That's hard to argue with -- dictatorships are certainly much simpler. However, I think you're just moving the potential abuses around, not resolving them.
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Originally Posted by Numa Pompilius
I have to say I find "conflict resolution by splitting instance" overly complex and open to exactly the same abuse as both the present system (penis-drawing, aggroing mobs, "give us teh gold item or we leave" etc) AND the votekick system (a griefer guild can gang up on single players).
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Penis-drawing is a separate issue -- it happens because drawing is anonymous; if you have each person have a different color crayon on the map I think this behavior will be significantly curtailed.
Extortion usually happens at the very end of the mission, and I feel instance splitting would solve it. If a significant number of players want to do a sit-down-strike, then you can just split -- leaving them to sit by themselves.
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Originally Posted by Numa Pompilius
The only real difference between a votekick and a split instance is that it adds complexity, and is designed to have all _well-behaved_ players leave the instance to go to another instance instead of kicking the misbehaved player back to base.
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There are two sorts of complexities. User interface complexities and implementation complexities. The vote splitting is clearly has a more complex user interface than the current system or a system where the PUG leader has strict dictatorial control. However, the vote-splitting has exactly the _same_ level of complexity as any kick-voting system. Someone must call the vote, and people must vote.
The implementation complexity is really out-of-scope of this proposal; it could be very simple to implement (or impossibly difficult) depending upon how their system is structured. Speculating on this, one way or the other, is probably not helpful. Let's stick with game effects in this discussion, as Arena Net will of course, have to bring implementation complexity into their final decision.
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Originally Posted by Numa Pompilius
It seems to me the purpose of splitting instances would be mainly to spare the misbehaved player from being punished for misbehaving, and sparing the well-behaved players from having to confront the misbehaved player. And if the purpose of the excercise is to maximise _everyones_ happiness, then that is a good way of doing it.
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Yea, it's a "I'm OK, your OK" approach. I wouldn't say that it avoids confrontation though, the act of splitting and asking other people to follow is clearly a confrontation. Further, I wouldn't go so far to assume that there is always a "misbehaved" party (and, by contrast, one that isn't).
Many times there are just honest disagreements that are not resolvable.
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Originally Posted by Numa Pompilius
However, I think I should point out that by making it easy and painless to split the team, you'll make this a very common event. My guess is that you'll get split instances pretty much every time you take a PUG out on a mission; every little infraction, real or imagined, will lead to a split.
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Ok. Let me try to understand this issue. Assume that I'm irritated with my PUG (the healer sucks, and an elementalist is tanking). I've got a choice, I can map-travel back to town and abandon the party -- or I can stick with it and live with the pain. My "investment" in the group makes it likely that I'll stick with it the further along we are. So, your point is that I might be _more_ likely to abandon the group if I could continue on my own with henchies, rather than being forced to restart from town? Perhaps you are correct. However, if each team is filled-in by henchmen, then I don't see the problem.
Personally, I think you overestimate the effect -- if I wanted to do it with henchmen, I'd do it with henchmen from the start. Further, I'd like to remind you that disconnects when things turn even remotely sour in the average PUG is already around 20%.
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Originally Posted by Numa Pompilius
Actually I don't even think the kicked player should be replaced by a henchman - there SHOULD be a cost involved in kicking someone. The votekick is for when a player such a nuisance that you're better off without him; it's not there to allow kicking a player just because you feel Little Thom is a better tank.
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That's not a bad idea. I like there being _some_ penalty for splitting. Perhaps henchmen are filled-in to be N-1 slots; ie, you end up one down (but at most one down). Or, perhaps you make it a strict currency charge for the one calling the split?
That said, instance splitting has essentially the same user interface complexity as any vote-kick system, with the primary difference being that instance splitting does not force "winners vs losers" mentality. The implementation cost is just not knowable on this forum, while it obviously will be part of Arena Net's decision making, it shouldn't be a factor in this discussion.
Thank you all for your thoughtful comments and feedback.