Time Devaluation, Grinding, Multiboxing, And Subrace Tags
Jul 23, 2022 16:16:05 GMT
desocupado likes this
Post by chirality on Jul 23, 2022 16:16:05 GMT
It might be a good time for the broader discussion emerging from this thread about a subrace book exploit* to be spun off into a separate thread.
(*linked for future reference, when our HG-playing great-grandchildren read the stories of old )
Before entering the massive wall which you already know will follow, I'll start with a post in the afore-mentioned thread which prompted this.
It deserves (demands? ) a full conversation, rather than derailing the specific topic of the exploit:
I'd say the rule devalues people time.
I won't find specific quotes to reference here, but I believe you have also said that many other rules devalue people's time, as well.
(Correct me if I'm wrong, but to sum up a few of previous thoughts you've shared on this subject)
I think in the past you have also suggested that several other aspects of HG's progression and time investment : reward ratio are either broken or in need of modification.
You're not alone, by far, in this regard. I am not singling you out, rather just using your post and your vocal opinions from the past to address this.
I believe you have also said that the demi cycle devalues people's time. As well, abyss/prince tagging system. Furthermore, grinding and levelling in general, and I believe both in regards to 1-40 content, as well as LLs.
If it's true that the subrace level requirement rule devalues people's time, isn't it also true that the requirement to re-do the same tag content on new accounts also devalues people's time?
This may be a logical fallacy, but it's hard for me to detect a concrete difference between subrace tags and accomplishment tags when both are measured per account rather than per player.
Yes, a subrace tag is linked to loot and derived from a physical item, whereas an accomplishment tag is intangible and exists only as data in a character's record.
However, both are tags and neither are items; both are aspects of character progression that track grind independently of tangible loot.
Although tags linked to books could be given as tangible loot, the level requirement which ties it to XP makes it function more like XP itself: an intangible, non-transferrable token representing how much of a "vet" a given account is.
Some may argue that this system is flawed for that very reason--that it checks only for how much grind an account is worth, rather than how much grind a player is worth.
However, I'm not sure that this argument is valid from Funky's perspective, and I'm not sure that this fact of the way the system operates is unintended.
Assuming that it is a "bug" rather than a "feature," though, I still don't think there's a clear-cut way of fixing these problems without opening the door to the same revolving door of players being gifted the resources to bypass content.
Maybe that's not the end of the world. However, one does wonder at what point HG stops being a grind-intensive RPG and more of...something else entirely.
In any case, I think it's interesting that we don't have a consensus on how much, exactly, grind devalues people's time.
Back to the idea of grind devaluing people's time: others share these thoughts to some degree. I, for example, would like to see an option to allow vets to bypass 1-40 content if desired (assuming a proper mechanism and cost system could be devised and agreed upon). I also wouldn't be opposed to seeing the same concept applied to LL content as well--perhaps just "LL runs"/41-60; perhaps even hell and abyss cycles. These latter things would likely be something finely-tuned to a metric of determining "veteran status."
Unfortunately, this is difficult to determine, in part due to multiboxing--in fact, this difficulty is integral to the subrace level requirement rule that spawned these discussions in the first place.
It's hard enough to analyze how much grinding a player has to do before they earn the right to skip content (if desired), or even what sort of grinding qualifies for what sort of entitlement (for example, grinding to L80 in LL runs with zero or one demi/princes, does not equal grinding to 75 and completing full hells and prince cycles multiple times each).
Then, factoring in multiboxing which makes an automated means of detecting which account belongs to which player difficult or impossible, there's a significant issue. With a full-time staff of customer service and dedicated DMs, it could be easy enough to manually flag people's accounts upon request (and upon receipt of proof/etc). However, this is obviously unrealistic.
One possibility that quickly comes to mind is that we can ascertain the metric of vet status by assigning a simple gate or purchase. If you're tall enough to enter, you can go in, and we have already checked your height by accessing your character vault; or, if you can pay enough to enter, you can go in, and we don't check your vault to see if you can pay, but you either pay or don't.
By making the gate check for accrued wealth (loot, hell/prince wins, limbo tags, XP, etc), we could hope to create a system that works.
In other words, if you have earned A B C amounts of X Y Z items, then you are either allowed to toggle a bypass for desired content, or you pay some resources to do so. In either case, the result is effectively the same: only people who have invested the required time in the game can bypass the grind of certain aspects.
If you have to pay, then by definition, only those rich enough to afford the cost can do so, and we therefore assure that they have invested enough time even without checking what their character vaults contain.
For automatic checking...well, this seems impossible, so let's just scratch it off the list as an option.
For manual verification...well, again, this seems technically possible but unfeasible, so let's cross this off as well.
Perhaps I'm being hasty or negative by saying neither of these is realistic, but unless/until Funky says otherwise, I don't think anyone can argue that either of these options can ever be implemented.
So...why not a payment option? An automated system that doesn't require staff activation or involvement, but still allows players to prove that they have grinded enough to earn a free pass to content they're entitled to skip.
The first problem to be solved is agreeing upon a valuation for the payment: What type of resources should be paid, and what is the cost of each?
I think that this problem is actually reasonable to solve. Unfortunately, the types of resources to be considered--as well as the costs--would most likely need to shift over time, in response to power creep. Nonetheless, it could be figured out...probably?
The second problem brings us right back to multiboxing and the problems that arose from new players being gifted subrace books and using them at level 1:
How do we control for a vet player's bot accounts, versus a true newbie (and, nowadays...their alt accounts... )?
If there's a payment system in place, what's to prevent a vet from simply gifting the resources to a newbie and accomplishing the same "skip" that resulted in the burnout and spoliation of newbie players that got BURs for their first immos?
We have the level requirement on reading books (and, even despite maze immo requirement for entry removed, minimum level for secret races as well) as a sort of automated system that checks whether a "player" has earned the right to upgrade their subrace on future toons by reading a subrace book. This system generates problems because multiboxing exists, and the distinction between player and account is permeable and impossible to detect automatically. (Again, in a perfect world, we could have manual verification of every account, but it's not going to happen)
So...what is to be done about this?
I see a lot of players having issues with this system, but are there any solutions?
Is the only answer to remove the subrace level requirement entirely?
If so, does that mean that the same logic should hold true for the implementation of mechanisms for bypassing content?
In other words, if we enable players to reduce grind and skip things they've done a hundred times, should we allow a cost to be paid, and ignore whether the player or account can pay this cost?
Back to this being an attempt to navigate a derail from the exploit thread: There's a discussion that this exploit prompts us to examine.
This discussion regards:
(a) player time investment [in general]
(b) the usefulness and desirability of HG's grind->reward functions [in general]
(c) requiring new accounts to achieve a minimum level to read a subrace book [in particular]
(d) multiboxing enabling players to radically bypass and re-write the conceptual intent and effective rules of (a) and (b) [in general]
None of these topics are new, and all have been debated many times over HG's lifecycle.
These subjects concern some of the touchiest and most polarizing issues in the game.
Some of the most energetic (and/or vehement) arguments to be found on these forums have taken place over these concerns, and rightfully so.
What is new:
(e) an exploit providing a mechanism to bypass (c) and multiply the impact of (d) by allowing players to favorably impact (a) and (b) to increase their enjoyment and return on investment [in particular]
So...
--Where do we stand on these issues?
--Where do we go from here?
--How did we get here in the first place?
--Why are any, all, or none of our concerns valid?
(a) player time investment
Some feel that it is time (or: long-past, even) to re-evaluate the level of time invested by players. Others may feel that this process has been underway for a long time, and no additional push is required.
Some may feel that too little investment is bad, and it's relatively easy to identify what is too little and what is too much. If so, perhaps a more forgiving time : reward ratio is called for. Perhaps this is critical: overdue, called for quickly.
Others may feel that identifying too little vs too much is difficult, but that we should err on the side of going easy and lessen investment requirements, loosen up restrictions, and provide more reward for less time. Perhaps this isn't
Some may feel that a more demanding investment : reward ratio is important for HG, while others may not feel particularly attached to the system as initially designed.
Some may feel that an intense ratio was once important, but less so over time; and, in these days, should have lower priority than ever--perhaps even taking a backseat to pleasing most players, most of the time (rather than pleasing enough players, enough of the time--which I believe pretty much sums up the historical precedent).
Perhaps the playerbase is at a size such that enough players and most players are synonymous terms; or, perhaps the distinction no longer exists (or is no longer noticeable, or is no longer relevant).
What is your opinion?
(b) the usefulness and desirability of HG's grind->reward functions
Some may feel that this usefulness and desirability has declined over time--perhaps even immensely, or even catastrophically.
Others may feel that the "spirit"(?) and concept of the game is built on these functions mapping a high level of grind to a low level of reward, and that changing these relationships too much would erode the fabric of what makes HG special and what has, historically, attracted and/or retained players.
Some may feel that these functions should be re-written, and the sooner the better. Others may feel that these functions are less important than new content, bugifxes, balance issues, or other dev concerns.
What is your opinion?
(c) requiring new accounts to achieve a minimum level to read a subrace book
Some feel that this requirement is bad. Some may feel that it was once understandable, but less so over time, and hopelessly-outdated now.
Others may feel that this requirement is good. Some may feel that it was always positive, and remains so?
Some may feel that the requirement as a concept is positive, but should be modified in some way (tweaking numbers, adjusting the way this requirement interacts with reincarnation, etc).
Some may feel that the concept is okay, and don't feel strongly one way or the other about it existing, but the numbers are off (particularly in regards to XR subraces, which I think is a popular sentiment).
Others may dislike the concept or feel it is negative, but would be okay with it remaining, if some numbers (again, specifically XR) were tweaked to be less restrictive and more appealing to them.
What is your opinion?
(d) multiboxing enabling players to radically bypass and re-write the conceptual intent and effective rules of (a) and (b)
Regardless of where you stand on multiboxing, it's been here for a long time now. It's not only here to stay, but some may feel that it's become so ingrained that it's essentially a requirement to progress or largely "enjoy" the game.
Some may feel that multiboxing introduces issues that largely negate or radically modify the concept and intent behind the game's investment : reward functions. Some may feel that these problems were never properly addressed, leaving the system broken. Perhaps the issues are no longer relevant and being concerned about them is a waste of time?
Some may feel like rather than worry about the impact of multiboxing on HG's core concepts in a detrimental way, we should instead embrace multiboxing and cater more to it, by re-writing old rules, re-drawing old lines in the sand, and streamlining features that accommodate multiboxing even more.
What is your opinion?
(e) an exploit providing a mechanism to bypass (c) and multiply the impact of (d) by allowing players to favorably impact (a) and (b) to increase their enjoyment and return on investment
This has largely been addressed by several people in the parent thread.
However, there are several questions and details that the poll didn't explicitly ask for opinions on, and many more people voted than posted. Therefore, I would like to ask for more comments and input on how people feel about this exploit.
In particular, I would be interested to know whether people feel like the exploit solves a flaw in the system that shouldn't be there, whether abusing the exploit is forgivable or not, and how big of a deal this exploit is, in your opinion.
(*linked for future reference, when our HG-playing great-grandchildren read the stories of old )
Before entering the massive wall which you already know will follow, I'll start with a post in the afore-mentioned thread which prompted this.
It deserves (demands? ) a full conversation, rather than derailing the specific topic of the exploit:
Exploits like this affect the ingame economy and devalue other peoples time (also devs time since they are the ones have to clean up that mess). Abusing stuff like this instead of reporting it shows a poor sense for community. Its the same like the canopic exploit manuka/prep and co. used a while back. Its an unfair advantage and should be punished accordingly.
I won't find specific quotes to reference here, but I believe you have also said that many other rules devalue people's time, as well.
(Correct me if I'm wrong, but to sum up a few of previous thoughts you've shared on this subject)
I think in the past you have also suggested that several other aspects of HG's progression and time investment : reward ratio are either broken or in need of modification.
You're not alone, by far, in this regard. I am not singling you out, rather just using your post and your vocal opinions from the past to address this.
I believe you have also said that the demi cycle devalues people's time. As well, abyss/prince tagging system. Furthermore, grinding and levelling in general, and I believe both in regards to 1-40 content, as well as LLs.
If it's true that the subrace level requirement rule devalues people's time, isn't it also true that the requirement to re-do the same tag content on new accounts also devalues people's time?
This may be a logical fallacy, but it's hard for me to detect a concrete difference between subrace tags and accomplishment tags when both are measured per account rather than per player.
Yes, a subrace tag is linked to loot and derived from a physical item, whereas an accomplishment tag is intangible and exists only as data in a character's record.
However, both are tags and neither are items; both are aspects of character progression that track grind independently of tangible loot.
Although tags linked to books could be given as tangible loot, the level requirement which ties it to XP makes it function more like XP itself: an intangible, non-transferrable token representing how much of a "vet" a given account is.
Some may argue that this system is flawed for that very reason--that it checks only for how much grind an account is worth, rather than how much grind a player is worth.
However, I'm not sure that this argument is valid from Funky's perspective, and I'm not sure that this fact of the way the system operates is unintended.
Assuming that it is a "bug" rather than a "feature," though, I still don't think there's a clear-cut way of fixing these problems without opening the door to the same revolving door of players being gifted the resources to bypass content.
Maybe that's not the end of the world. However, one does wonder at what point HG stops being a grind-intensive RPG and more of...something else entirely.
In any case, I think it's interesting that we don't have a consensus on how much, exactly, grind devalues people's time.
Back to the idea of grind devaluing people's time: others share these thoughts to some degree. I, for example, would like to see an option to allow vets to bypass 1-40 content if desired (assuming a proper mechanism and cost system could be devised and agreed upon). I also wouldn't be opposed to seeing the same concept applied to LL content as well--perhaps just "LL runs"/41-60; perhaps even hell and abyss cycles. These latter things would likely be something finely-tuned to a metric of determining "veteran status."
Unfortunately, this is difficult to determine, in part due to multiboxing--in fact, this difficulty is integral to the subrace level requirement rule that spawned these discussions in the first place.
It's hard enough to analyze how much grinding a player has to do before they earn the right to skip content (if desired), or even what sort of grinding qualifies for what sort of entitlement (for example, grinding to L80 in LL runs with zero or one demi/princes, does not equal grinding to 75 and completing full hells and prince cycles multiple times each).
Then, factoring in multiboxing which makes an automated means of detecting which account belongs to which player difficult or impossible, there's a significant issue. With a full-time staff of customer service and dedicated DMs, it could be easy enough to manually flag people's accounts upon request (and upon receipt of proof/etc). However, this is obviously unrealistic.
One possibility that quickly comes to mind is that we can ascertain the metric of vet status by assigning a simple gate or purchase. If you're tall enough to enter, you can go in, and we have already checked your height by accessing your character vault; or, if you can pay enough to enter, you can go in, and we don't check your vault to see if you can pay, but you either pay or don't.
By making the gate check for accrued wealth (loot, hell/prince wins, limbo tags, XP, etc), we could hope to create a system that works.
In other words, if you have earned A B C amounts of X Y Z items, then you are either allowed to toggle a bypass for desired content, or you pay some resources to do so. In either case, the result is effectively the same: only people who have invested the required time in the game can bypass the grind of certain aspects.
If you have to pay, then by definition, only those rich enough to afford the cost can do so, and we therefore assure that they have invested enough time even without checking what their character vaults contain.
For automatic checking...well, this seems impossible, so let's just scratch it off the list as an option.
For manual verification...well, again, this seems technically possible but unfeasible, so let's cross this off as well.
Perhaps I'm being hasty or negative by saying neither of these is realistic, but unless/until Funky says otherwise, I don't think anyone can argue that either of these options can ever be implemented.
So...why not a payment option? An automated system that doesn't require staff activation or involvement, but still allows players to prove that they have grinded enough to earn a free pass to content they're entitled to skip.
The first problem to be solved is agreeing upon a valuation for the payment: What type of resources should be paid, and what is the cost of each?
I think that this problem is actually reasonable to solve. Unfortunately, the types of resources to be considered--as well as the costs--would most likely need to shift over time, in response to power creep. Nonetheless, it could be figured out...probably?
The second problem brings us right back to multiboxing and the problems that arose from new players being gifted subrace books and using them at level 1:
How do we control for a vet player's bot accounts, versus a true newbie (and, nowadays...their alt accounts... )?
If there's a payment system in place, what's to prevent a vet from simply gifting the resources to a newbie and accomplishing the same "skip" that resulted in the burnout and spoliation of newbie players that got BURs for their first immos?
We have the level requirement on reading books (and, even despite maze immo requirement for entry removed, minimum level for secret races as well) as a sort of automated system that checks whether a "player" has earned the right to upgrade their subrace on future toons by reading a subrace book. This system generates problems because multiboxing exists, and the distinction between player and account is permeable and impossible to detect automatically. (Again, in a perfect world, we could have manual verification of every account, but it's not going to happen)
So...what is to be done about this?
I see a lot of players having issues with this system, but are there any solutions?
Is the only answer to remove the subrace level requirement entirely?
If so, does that mean that the same logic should hold true for the implementation of mechanisms for bypassing content?
In other words, if we enable players to reduce grind and skip things they've done a hundred times, should we allow a cost to be paid, and ignore whether the player or account can pay this cost?
Back to this being an attempt to navigate a derail from the exploit thread: There's a discussion that this exploit prompts us to examine.
This discussion regards:
(a) player time investment [in general]
(b) the usefulness and desirability of HG's grind->reward functions [in general]
(c) requiring new accounts to achieve a minimum level to read a subrace book [in particular]
(d) multiboxing enabling players to radically bypass and re-write the conceptual intent and effective rules of (a) and (b) [in general]
None of these topics are new, and all have been debated many times over HG's lifecycle.
These subjects concern some of the touchiest and most polarizing issues in the game.
Some of the most energetic (and/or vehement) arguments to be found on these forums have taken place over these concerns, and rightfully so.
What is new:
(e) an exploit providing a mechanism to bypass (c) and multiply the impact of (d) by allowing players to favorably impact (a) and (b) to increase their enjoyment and return on investment [in particular]
So...
--Where do we stand on these issues?
--Where do we go from here?
--How did we get here in the first place?
--Why are any, all, or none of our concerns valid?
(a) player time investment
Some feel that it is time (or: long-past, even) to re-evaluate the level of time invested by players. Others may feel that this process has been underway for a long time, and no additional push is required.
Some may feel that too little investment is bad, and it's relatively easy to identify what is too little and what is too much. If so, perhaps a more forgiving time : reward ratio is called for. Perhaps this is critical: overdue, called for quickly.
Others may feel that identifying too little vs too much is difficult, but that we should err on the side of going easy and lessen investment requirements, loosen up restrictions, and provide more reward for less time. Perhaps this isn't
Some may feel that a more demanding investment : reward ratio is important for HG, while others may not feel particularly attached to the system as initially designed.
Some may feel that an intense ratio was once important, but less so over time; and, in these days, should have lower priority than ever--perhaps even taking a backseat to pleasing most players, most of the time (rather than pleasing enough players, enough of the time--which I believe pretty much sums up the historical precedent).
Perhaps the playerbase is at a size such that enough players and most players are synonymous terms; or, perhaps the distinction no longer exists (or is no longer noticeable, or is no longer relevant).
What is your opinion?
(b) the usefulness and desirability of HG's grind->reward functions
Some may feel that this usefulness and desirability has declined over time--perhaps even immensely, or even catastrophically.
Others may feel that the "spirit"(?) and concept of the game is built on these functions mapping a high level of grind to a low level of reward, and that changing these relationships too much would erode the fabric of what makes HG special and what has, historically, attracted and/or retained players.
Some may feel that these functions should be re-written, and the sooner the better. Others may feel that these functions are less important than new content, bugifxes, balance issues, or other dev concerns.
What is your opinion?
(c) requiring new accounts to achieve a minimum level to read a subrace book
Some feel that this requirement is bad. Some may feel that it was once understandable, but less so over time, and hopelessly-outdated now.
Others may feel that this requirement is good. Some may feel that it was always positive, and remains so?
Some may feel that the requirement as a concept is positive, but should be modified in some way (tweaking numbers, adjusting the way this requirement interacts with reincarnation, etc).
Some may feel that the concept is okay, and don't feel strongly one way or the other about it existing, but the numbers are off (particularly in regards to XR subraces, which I think is a popular sentiment).
Others may dislike the concept or feel it is negative, but would be okay with it remaining, if some numbers (again, specifically XR) were tweaked to be less restrictive and more appealing to them.
What is your opinion?
(d) multiboxing enabling players to radically bypass and re-write the conceptual intent and effective rules of (a) and (b)
Regardless of where you stand on multiboxing, it's been here for a long time now. It's not only here to stay, but some may feel that it's become so ingrained that it's essentially a requirement to progress or largely "enjoy" the game.
Some may feel that multiboxing introduces issues that largely negate or radically modify the concept and intent behind the game's investment : reward functions. Some may feel that these problems were never properly addressed, leaving the system broken. Perhaps the issues are no longer relevant and being concerned about them is a waste of time?
Some may feel like rather than worry about the impact of multiboxing on HG's core concepts in a detrimental way, we should instead embrace multiboxing and cater more to it, by re-writing old rules, re-drawing old lines in the sand, and streamlining features that accommodate multiboxing even more.
What is your opinion?
(e) an exploit providing a mechanism to bypass (c) and multiply the impact of (d) by allowing players to favorably impact (a) and (b) to increase their enjoyment and return on investment
This has largely been addressed by several people in the parent thread.
However, there are several questions and details that the poll didn't explicitly ask for opinions on, and many more people voted than posted. Therefore, I would like to ask for more comments and input on how people feel about this exploit.
In particular, I would be interested to know whether people feel like the exploit solves a flaw in the system that shouldn't be there, whether abusing the exploit is forgivable or not, and how big of a deal this exploit is, in your opinion.