09-23-2023, 06:22 AM
(This post was last modified: 09-23-2023, 06:29 AM by Haprenti. Edited 5 times in total.)
If people are dedicated enough to make alt accounts to bypass a personal counter, they will be dedicated enough to find a route to speedrun all possible locations, unless there were so many possible spots that it would take long enough on average to make it not worth doing, but then at that point it might also make looking for loot feel like a huge timewaste for players that are new to azones.
I'm not suggesting marked tiles, I'm suggesting marked items. If a player picks up the item, his counter increases. If the player passes the item to another player or another player picks it up... maybe the counter increases too? by a lesser amount? unless their role is allowed to carry contraband so security and command can still deal with the weapon?
A global counter would deal with alt accounts to some extent, as their counter would increase much faster if someone else (or them) abused the item in some recent time window. New players wouldn't necessarily be affected, unless for some reason they decide to come back multiple time for the weapon when it was being abused a short time before. Picking up a marked item could display a generic ominous red message like "you feel like this thing is unstable, better not get used to picking these things up, they look unsafe" potentially along with another informative message to explicitly tell the player what this means, a bit 4th wall breaking but I don't think it's a big deal.
And even then, so what if alt accounts can be made? Not everybody is going to go through the hassle of changing accounts just so they can carry a weapon they might not even use, especially if their counter increases faster and would force them to make yet another alt account sooner.
Worst case scenario a few players make some alts and the situation is still better overall as less players abuse the items and those that continue doing it do get punished when they try with an alt one too many time. Big deal?
Same thing for having people get the item for them, in case only the first players picking it up counts. At least it would involve someone else, which is more constraining, and the counter would eventually get to the helper too if they're always the same. That's still one additional layer of annoyance.
And that can also be combined with the idea of randomizing locations (requiring less randomized locations to meet some "annoyance threshold" that could make someone stop doing it).
I'm not suggesting marked tiles, I'm suggesting marked items. If a player picks up the item, his counter increases. If the player passes the item to another player or another player picks it up... maybe the counter increases too? by a lesser amount? unless their role is allowed to carry contraband so security and command can still deal with the weapon?
A global counter would deal with alt accounts to some extent, as their counter would increase much faster if someone else (or them) abused the item in some recent time window. New players wouldn't necessarily be affected, unless for some reason they decide to come back multiple time for the weapon when it was being abused a short time before. Picking up a marked item could display a generic ominous red message like "you feel like this thing is unstable, better not get used to picking these things up, they look unsafe" potentially along with another informative message to explicitly tell the player what this means, a bit 4th wall breaking but I don't think it's a big deal.
And even then, so what if alt accounts can be made? Not everybody is going to go through the hassle of changing accounts just so they can carry a weapon they might not even use, especially if their counter increases faster and would force them to make yet another alt account sooner.
Worst case scenario a few players make some alts and the situation is still better overall as less players abuse the items and those that continue doing it do get punished when they try with an alt one too many time. Big deal?
Same thing for having people get the item for them, in case only the first players picking it up counts. At least it would involve someone else, which is more constraining, and the counter would eventually get to the helper too if they're always the same. That's still one additional layer of annoyance.
And that can also be combined with the idea of randomizing locations (requiring less randomized locations to meet some "annoyance threshold" that could make someone stop doing it).