Delaroz
10-14-2004, 04:03 PM
I mentioned this letter on Psinet and several folks asked me for it, so here it is. Please note, the GM made a mistake in his initial letter and so a second letter is attached in which he corrected it. Any emphasis added is my own. This was a response to a letter in which I bitched about PvP I was seeing and the action I was not regarding those in the offense. Rather longish, so for a Reader's Digest version: If someone is mouthing off, you can kill em; Warn Interacts are not permanent. And for completists -
Good day,
Thank you for your concerns regarding this topic. There are actually two forms of conflict, between customers, within the game itself. They are CvC (Character vs Character) and PvP (Player vs Player). While both of these are similar in the fact that they are conflict situations, that is about the only similarity they have.
Character vs Character (that will be labeled as CvC from this point forward) is when a conflict stems between the characters themselves due to actions, statements or attacks upon one of the characters within the conflict. This type of conflict between *characters* is acceptable within the guidelines of policy. If you mouth off at another character, expect the possibility of violent resolution.
However, Player vs Player (that will be labeled as PvP from this point forward) is against the rules of policy within GemStone IV. This type of conflict is when the basis of the conflict is Out of Character (OOC). This means that there were no valid in-character reasons for the attack itself. The players who consistently practice this type of behavior do eventually see staff, receive official warnings and/or are removed from the game environment, in some cases permanently.
WARN COMBAT is not something we will require before other characters can attack another because, were that the case, there would be multiple levels of abuse in the opposite direction. Players would be able to taunt, kick, hit, slap, etc any character without fear of retribution because they knew they could get the other character in trouble because they can continue to decline the WARN COMBAT. Also, players would just issue a WARN COMBAT and attack shortly afterwards, claiming the other player, with how WARN COMBAT is described. In addition, the WARN command, in and of itself, is an OOC tool for players to express their wishes to another player regarding these types of situations. Issuing a WARN against another character, in and of itself, is not enforceable by policy. However, the actions of both parties, as they relate to the WARN after it is issued, may be viewed as a violation of policy, which is where the staff may step in. Lastly, WARN INTERACTION is permanently in effect from the minute it is issued onward. It does have a length of time associated with it, so issuing a WARN today and believing it to still be in effect a week from now is not the case.
There is one thing that is required for staff to be able to step into a situation....they MUST be witness to the violation of policy before they can take any official action. By official action, I am referring to official cautions, warnings and/or time out of the game. For example, if character A kills character B, then character B REPORTs to alert the staff, this isn't really sufficient because, while we can verify that character A did kill character B, for all we know, character B instigated the conflict by taunting or goading character A in hopes of getting them in trouble. There are still things that the staff can do, but they are limited.
The proper process for alerting the staff of possible policy-violating behavior is as follows:
1. REPORT once the second a problem occurs. This gives the staff the best opportunity to observe the behavior as close to from the start as possible.
2. Place an ASSSIT to provide the GameHost the details of the event, in full, from start to finish. Depending on when you used REPORT and what the staff member(s) may have been involved in at the moment of the REPORT, they may not have looked into it immediately after you did so.
3. IGNORE and/or WARN the other party. If you ignore, you should verbally inform the other party you do not wish interaction with them and say nothing else to them whatsoever. The biggest misconception that is seen consistently is that players will follow step 1 and, sometimes, step 2, but then they will continue "talking smack" or even acknowledging the other party exists. If this is what occurs, the staff will rule the matter a consented incident and will not get involved in *any* capacity.
4. LEAVE...Just walk away from the room, move all familiars out of that room, etc. Should the person still continue causing problems for with your character after you've left the vicinity, either by following, sending mental messages and/or familiars to continue the situation, then the matter can border upon harassment, should the other party continue after that fact.
We are constantly discussing ways to modify our policies regarding this aspect of game play within GemStone IV and we do understand your concerns regarding this matter. If you have any further questions, please let me know. Thank you.
GameMaster Antavian Giantwind
Feedback, Simutronics Corporation
Good day,
My apologies for the confusion. It should state, "Lastly, WARN
INTERACTION is *NOT* permanently in effect from the minute it is issued
onward." As for the clarification, please remember that our games are
loosely based upon the fantasy genre and medieval period in time. In those
days and that genre, it is not uncommon for someone to chop off someone's
head because of continuous insults. If you view the society of the time
period mentioned and today, you'll see that we've evolved, both as a
society and as a race. However, even today, these same situations still
can and do occur, although it is less likely the people will get away
(especially if they continue a similar pattern of behavior), which can and
does describe, albeit to a small degree, how things do occur within our
games themselves.
If you have any further questions, please let me know. Thank you.
GameMaster Antavian Giantwind
Feedback, Simutronics Corporation
There you have it folks. Insults = acceptable reason to murder and warn interactions mean two things: Jack and shit.
EDIT: Made the Reader's Digest version bold so those with shorter attention spans can see it better. :P
[Edited on 10-14-2004 by Delaroz]
Good day,
Thank you for your concerns regarding this topic. There are actually two forms of conflict, between customers, within the game itself. They are CvC (Character vs Character) and PvP (Player vs Player). While both of these are similar in the fact that they are conflict situations, that is about the only similarity they have.
Character vs Character (that will be labeled as CvC from this point forward) is when a conflict stems between the characters themselves due to actions, statements or attacks upon one of the characters within the conflict. This type of conflict between *characters* is acceptable within the guidelines of policy. If you mouth off at another character, expect the possibility of violent resolution.
However, Player vs Player (that will be labeled as PvP from this point forward) is against the rules of policy within GemStone IV. This type of conflict is when the basis of the conflict is Out of Character (OOC). This means that there were no valid in-character reasons for the attack itself. The players who consistently practice this type of behavior do eventually see staff, receive official warnings and/or are removed from the game environment, in some cases permanently.
WARN COMBAT is not something we will require before other characters can attack another because, were that the case, there would be multiple levels of abuse in the opposite direction. Players would be able to taunt, kick, hit, slap, etc any character without fear of retribution because they knew they could get the other character in trouble because they can continue to decline the WARN COMBAT. Also, players would just issue a WARN COMBAT and attack shortly afterwards, claiming the other player, with how WARN COMBAT is described. In addition, the WARN command, in and of itself, is an OOC tool for players to express their wishes to another player regarding these types of situations. Issuing a WARN against another character, in and of itself, is not enforceable by policy. However, the actions of both parties, as they relate to the WARN after it is issued, may be viewed as a violation of policy, which is where the staff may step in. Lastly, WARN INTERACTION is permanently in effect from the minute it is issued onward. It does have a length of time associated with it, so issuing a WARN today and believing it to still be in effect a week from now is not the case.
There is one thing that is required for staff to be able to step into a situation....they MUST be witness to the violation of policy before they can take any official action. By official action, I am referring to official cautions, warnings and/or time out of the game. For example, if character A kills character B, then character B REPORTs to alert the staff, this isn't really sufficient because, while we can verify that character A did kill character B, for all we know, character B instigated the conflict by taunting or goading character A in hopes of getting them in trouble. There are still things that the staff can do, but they are limited.
The proper process for alerting the staff of possible policy-violating behavior is as follows:
1. REPORT once the second a problem occurs. This gives the staff the best opportunity to observe the behavior as close to from the start as possible.
2. Place an ASSSIT to provide the GameHost the details of the event, in full, from start to finish. Depending on when you used REPORT and what the staff member(s) may have been involved in at the moment of the REPORT, they may not have looked into it immediately after you did so.
3. IGNORE and/or WARN the other party. If you ignore, you should verbally inform the other party you do not wish interaction with them and say nothing else to them whatsoever. The biggest misconception that is seen consistently is that players will follow step 1 and, sometimes, step 2, but then they will continue "talking smack" or even acknowledging the other party exists. If this is what occurs, the staff will rule the matter a consented incident and will not get involved in *any* capacity.
4. LEAVE...Just walk away from the room, move all familiars out of that room, etc. Should the person still continue causing problems for with your character after you've left the vicinity, either by following, sending mental messages and/or familiars to continue the situation, then the matter can border upon harassment, should the other party continue after that fact.
We are constantly discussing ways to modify our policies regarding this aspect of game play within GemStone IV and we do understand your concerns regarding this matter. If you have any further questions, please let me know. Thank you.
GameMaster Antavian Giantwind
Feedback, Simutronics Corporation
Good day,
My apologies for the confusion. It should state, "Lastly, WARN
INTERACTION is *NOT* permanently in effect from the minute it is issued
onward." As for the clarification, please remember that our games are
loosely based upon the fantasy genre and medieval period in time. In those
days and that genre, it is not uncommon for someone to chop off someone's
head because of continuous insults. If you view the society of the time
period mentioned and today, you'll see that we've evolved, both as a
society and as a race. However, even today, these same situations still
can and do occur, although it is less likely the people will get away
(especially if they continue a similar pattern of behavior), which can and
does describe, albeit to a small degree, how things do occur within our
games themselves.
If you have any further questions, please let me know. Thank you.
GameMaster Antavian Giantwind
Feedback, Simutronics Corporation
There you have it folks. Insults = acceptable reason to murder and warn interactions mean two things: Jack and shit.
EDIT: Made the Reader's Digest version bold so those with shorter attention spans can see it better. :P
[Edited on 10-14-2004 by Delaroz]