Cordance wrote:
There are two key questions to be answered. Judgement, you need to prove guilty. Then punishment hopefully fitting the crime. At the moment players never see the judgement side they only see the punishment. This is an issue. The solution is hard to see with out public discussing each case which is unlikely to happen. However at the moment players see mandatory sentences with no trial.
SK allows players to play alts and not disclose to everyone who their alts are. Having public discussion of potentially trivial item transfer cases would expose who plays which alts, and that certainly carries its own set of negatives. You would risk tossing players who prefer to keep their list of alts private under the bus for the sake of publicizing the entire enforcement process from start to finish. The only way around that would be to anonymize the names of the alts and the items in question, but then we're not talking about a public discussion anymore. Edoras's suggestions for more detailed afterlife posts may represent a suitable compromise that doesn't risk players' privacy.
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Firstly I would like to see mutliplaying and item/information trading to be split up from the one heading. Running two characters at the same time vs trading a full set of loot should not have the same punishment. They are not the same crime not even close. Most skilled players could complete all PvE content while mutiplaying where item transfer is unlikely to achieve anything near that.
They technically don't have the same punishment, even though they both come under the heading of multiplay. Help multiplay describes the punishment for both cases.
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An idea for application of punishment that seems a lot more fair regarding item trading would take some coding. If a player could be flagged to not be able to carry an item. Said item could be removed from the player for a time. For example curved mithril dagger transferred from X to Y. X and Y will not be able to hold a mithril dagger as per (H) flag or even that it rots in their hands for a RL time. This would solve the problem for rarer items putting them back into circulation. This would punish the action and the result of it more directly. Second and third instances of the same player can suffer larger penalties. This kind of punishment is weaker for a casual player who doesnt know what they are doing and harsher for a high end player trading high end loot. In my mind it is more fitting of the bigger the crime the harsher the punishment. It does have the catch of punishing mercenaries who specializes harder than other class but given its time limited nature the punishment can be changed to be harsher and weaker depending on the nature of said crime.
I'm guessing that is not as feasible as Mogor's proposed solution. Only Dulrik knows for sure but, from what he has said, this would probably carry the same difficulties as previously proposed solutions that would require that items interact with characters based on those items' history.
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I can not help but feel that Imms(and vets) because of their knowledge forget how much investment they are removing from people when they force a deletion or even a full loot of a character.
A lot of this comes down to personal responsibility of players, though. One argument in defense of players junk-looting each other has always been that, if you take an action with a character that gets you into a conflict with another character, you can expect consequences. You can generally avoid consequences if you are non-confrontational; many prominent characters have gone their whole IC lives without being in one PvP situation. The same logic applies to the rules. You are personally responsible for every command you enter. If you take an action with a character that violates the rules, you can expect consequences. In the case of multiplay, the first line of the multiplay helpfile is "Playing multiple characters is a very fine line to walk." Given the extremely low number of item transfer punishments over the years, it stands to reason that players understand how to walk that line. The vast majority of players have no trouble being personally responsible for playing fair and have never received any warnings or punishments for item transfer or anything else.
The main issue in both of the above scenarios with regard to how they can be improved is false positives. In the case of PvP, there have been plenty of cases where the wrong person got targeted, killed, and full-looted, and even some cases where people were engaging in PvP and looting with no legitimate RP to support it. In the former case, there are usually further IC consequences and RP that develop from such an event. In the latter case, the offending characters have been punished when caught. In the case of enforcement false positives, those are something that we try our best to avoid, generally erring on the side of giving the benefit of the doubt and leniency (which, again, isn't something entirely visible to all the players). If a proposal in this thread has the potential to further reduce the chance of a false positive and can actually be implemented, that's a great outcome.