Deleted member 110222
D
Hi there FD. I want to make a case of why blocking should only apply to comms.
I happen to play an MMO that features a zone in many respects, is not all that different to ED's Open mode. I speak of the Cyrodiil zones in Elder Scrolls Online.
Now, in ESO, when you block someone, it only blocks their comms in chat.
You cannot remove a player from your gameplay. This means in Cyrodiil, if someone keeps ganking you, the only way to stop them is either defeat their character in combat, or go somewhere else on the map, or, potentially, leave the given Cyrodiil server.
The benefit this has is that it allows players to stop receiving comms from players that they may have good reason to ignore, or even just don't get on with them. However, it also means the playerbase is not fragmented by the actions of multiple people blocking various players.
With blocking in ED, as it stands, there is a serious flaw with the design chosen in its respective blocking system.
If player x blocks player y, and player x then later instances with players a, b & c, player y can now no longer interact with players a, b & c. Furthermore, if player b had actually wanted to encounter player y for whatever reason, he now cannot do so because of the decision player x made to block player y. Player x has taken the ability to choose who to play with out of potentially four player's hands, even though he only he only blocked one player.
The knock-on effects of this are potentially profound. It may drastically limit PvP situations, it may stop friends from instancing. All because of the action of one singular player one afternoon. And those negative impacts on instancing may very well last forever, unless player x decides to unblock player y. As this action is taken by multiple players, it gets worse, potentially.
This is why I propose that blocking in ED be changed to follow the model used in most successful MMOs, where it only blocks comms. Nobody has a problem with being muted. But the impact the current blocking model has on instancing, especially in Open, is downright damaging to the game's emergent content.
Thank you for reading.
I happen to play an MMO that features a zone in many respects, is not all that different to ED's Open mode. I speak of the Cyrodiil zones in Elder Scrolls Online.
Now, in ESO, when you block someone, it only blocks their comms in chat.
You cannot remove a player from your gameplay. This means in Cyrodiil, if someone keeps ganking you, the only way to stop them is either defeat their character in combat, or go somewhere else on the map, or, potentially, leave the given Cyrodiil server.
The benefit this has is that it allows players to stop receiving comms from players that they may have good reason to ignore, or even just don't get on with them. However, it also means the playerbase is not fragmented by the actions of multiple people blocking various players.
With blocking in ED, as it stands, there is a serious flaw with the design chosen in its respective blocking system.
If player x blocks player y, and player x then later instances with players a, b & c, player y can now no longer interact with players a, b & c. Furthermore, if player b had actually wanted to encounter player y for whatever reason, he now cannot do so because of the decision player x made to block player y. Player x has taken the ability to choose who to play with out of potentially four player's hands, even though he only he only blocked one player.
The knock-on effects of this are potentially profound. It may drastically limit PvP situations, it may stop friends from instancing. All because of the action of one singular player one afternoon. And those negative impacts on instancing may very well last forever, unless player x decides to unblock player y. As this action is taken by multiple players, it gets worse, potentially.
This is why I propose that blocking in ED be changed to follow the model used in most successful MMOs, where it only blocks comms. Nobody has a problem with being muted. But the impact the current blocking model has on instancing, especially in Open, is downright damaging to the game's emergent content.
Thank you for reading.
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