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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Global Foe Mute, and Forced Mute instead of Ban

    Scheduled Pinned Locked Moved Suggestions
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    • IndexLibrorumI Offline
      IndexLibrorum Moderator
      last edited by

      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.

      "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

      See all my projects:

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      • A Offline
        AI-Very_Easy
        last edited by

        and what if they use the mark function or the "draw on map function?"

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        • C Offline
          CumCitron
          last edited by

          Is is technically possible to mute some specific players (Rewersant) pings in game ?
          That would save a lot of people mental sanity.

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          • N Offline
            Nomander Balance Team
            last edited by

            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.

            IndexLibrorumI 1 Reply Last reply Reply Quote 3
            • IndexLibrorumI Offline
              IndexLibrorum Moderator @Nomander
              last edited by

              @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?

              "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

              See all my projects:

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              • N Offline
                Nomander Balance Team
                last edited by

                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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                • IndexLibrorumI Offline
                  IndexLibrorum Moderator
                  last edited by

                  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.

                  "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                  See all my projects:

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                  • N Offline
                    Nomander Balance Team
                    last edited by

                    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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                    • N Offline
                      Nomander Balance Team
                      last edited by

                      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.

                      IndexLibrorumI 1 Reply Last reply Reply Quote 1
                      • N Offline
                        Nomander Balance Team
                        last edited by

                        Those things arguably aren't even needed if blocking people is super streamlined to say a 1-click action.

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                        • IndexLibrorumI Offline
                          IndexLibrorum Moderator @Nomander
                          last edited by IndexLibrorum

                          @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).

                          "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                          See all my projects:

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