Global Foe Mute, and Forced Mute instead of Ban
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...if this exists already. I am sorry, I didn't know despite imperfect looking.
Suggestion 1: Enable the same Foe Mute to all chat windows - including lobby, and in game.(assuming its possible, having to re-mute them in game is a pain, and there's no lobby mute ATM)
Suggestion 2: Instead of (or as an alternative to) banning players for saying things- provide the moderation tool to global mute them.(Punishment fits the crime, player base disappears less)
#----Suggestion 1 - Rationale - Extend the Foe mute to games & lobbies----#
Lately FAF faces dwindling population- which makes game wait time longer, and personal vendettas all the more stinging. For example:
.... you waited hours in lobby and then stupid Printer did-that-thing/made-that-mistake/let-you-down- and now the game quality isn't fun. However, the worst thing is- getting insults on top of that pain Printer caused! ...and guess what he feels the same! So words fly and ..and then there's less players and a loop forms- but with different people.
Now you could just play GAP, and well that's a perfect community of course- way chiller- but what if you NEVER had to see that Printer guy's chats?
He could let you down, he could screw up etc etc, but you'd never have to see his dumb comments ever again. No, I don't mean ban that guy- but what about a permanent mute tied to the Foe system? Just foe & forget!
#---Suggestion 2 Rationale: Globally Mute instead of Ban for Verbal Abuse---#
Because of diminishing player numbers and a steep learning curve- loosing players and experienced ones, is against the intent of FAF. It will not be "Forged Alliance FOREVER" if people keep getting voted off the island.
This actually hurts people who have nothing to do with the flame-out; -> because less players; -> less lobbies launching; -> less Forged Alliance. Less 'Forever'.
Secondly, mute them, instead of ban them. This fits a bit with the appropriateness of the ancient idea of 'an eye for an eye', system. Someone who's verbally abusive may still be a decent competitor- but no need for their comments. Let them play- muted- and the community doesn't loose the invested time and benefit of that player's participation.
Lastly, bad words are not the same as bad behavior. I've been banned for reclaiming allied units, bombing allied units, and I've seen people banned for exploits. That happened 'on the map', and should be punished 'on the map'. But words happen in the chat box, and maybe that suggests they should be dealt with in the chat box too. Mute, dont ban.
---ty for reading
Just my opinion. Again if these are not feasible or have been discussed and declined- never mind. Also I think many people who may say 'hateful' words and things don't actually hate what they reference- but might just be having a bad day. -
We've been needing these tools for a long time!
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Having the option to globally mute people sounds great to me. I am unsure if this is something that can be done however. One of the devs would have to tell us.
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and what if they use the mark function or the "draw on map function?"
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Is is technically possible to mute some specific players (Rewersant) pings in game ?
That would save a lot of people mental sanity. -
Client already writes to game.prefs through mod selection. You could have the client write the foe list to prefs and then have the game read it whenever communication happens to see who to ignore.
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@Nomander That would handle muting people by Foeing them, which is a nice step, but the original request was a way for moderators to global-mute someone. Is that something that's possible?
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I don't think it is besides doing a hack like sending the global list to the client and then saving it to prefs. I don't know of any way to send custom messages to the game using gpgnet, and even if it's possible, it would have to be something run in the game state instead of the lobby state.
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Is it possible to have the client download a list of playerIDs that are currently muted, and have in-game logic to just not display any chat from any player on that list?
If my suggestion makes no sense by all means ignore, I've got little idea of how the game's code works.
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Yes, that would be basically the same as the foe list idea except it's written using the downloaded data instead of the foe list in your client prefs.
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Also personally I don't really like the idea of global mutes given out by mods, I prefer some reputation system that shamefully marks people and lets individuals decide if they want to mute them or ban them from their lobbies. Something like a publicly displayed number of warnings issued by moderators in the past month categorized into gameplay/communication issues with a little icon or visual detail to summarize the specifics makes sense to me.
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Those things arguably aren't even needed if blocking people is super streamlined to say a 1-click action.
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@Nomander said in Global Foe Mute, and Forced Mute instead of Ban:
Also personally I don't really like the idea of global mutes given out by mods, I prefer some reputation system that shamefully marks people and lets individuals decide if they want to mute them or ban them from their lobbies
That's nice, but the modteam does see a lot of utility in having such a function. As do many players, based on the upvotes on the primary post in this thread and how often this feature has been requested of or suggested to us in the past. Toxicity and verbal abuse is something we deal with on a daily basis, and it's the reason for a significant chunk of the bans we hand out every week. Being able to globally mute players would allow us to be more precise with our penalties, without affecting the rest of the player base by removing otherwise active players.
If players are otherwise toxic, such as by reclaiming allied units, we can still deal with them by revoking their access to the game, but it would be very valuable to us to have an additional tool in our arsenal (similar to the warning system that was recently added, and now we can finally hand out warnings without having to immediately resort to bans).
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