I am long term player of on-line aircraft simulation games. I would like to offer you a suggestion.
I have noticed a remarkable increase in the number "kicks" executed by game managers and players. I used this scenario as a summary title for a recent abstract thesis in a masters degree program.
I have just concluded a 12 month study of 16 on-line games and offer you this primary resolution...
The use of the "kick" feature is rarely justified. Most operators use it simply because they can. It provides a quick painless problem solving tool that is immediate and absolute. With those elements comes customer loss of confidence, playing time, membership and the most significant...the loss of a positive game experience.
My suggestion to you is that you require any user of your "Hyper Lobby" software to provide operators to use a simply system of justification when a player is kicked out. First kick is just that...the player may reconnect and continue if the behavior is corrected. Second kick is one 24 hour period and third kick is permanent. Any use of the kick feature requires the "kicker" to obtain a minimum of a 2/3 majority from the online players. This software is readily available, free and very rudimentary.
An example of this software can be view on the "Insurgency" shooter game offered on Steam.
I am sending this suggestion to one hundred on-line game oversight operators as a requirement for the thesis. Thank you for your time...
Paul Warye
Jiri-Fojtasek Site Admin
Joined: Feb 02, 2003
Posts: 1738
Location: Slovakia
Posted:
Tue Dec 16, 2014 8:50 pm
pkweagle wrote:
I am long term player of on-line aircraft simulation games. I would like to offer you a suggestion.
I have noticed a remarkable increase in the number "kicks" executed by game managers and players. I used this scenario as a summary title for a recent abstract thesis in a masters degree program.
I have just concluded a 12 month study of 16 on-line games and offer you this primary resolution...
The use of the "kick" feature is rarely justified. Most operators use it simply because they can. It provides a quick painless problem solving tool that is immediate and absolute. With those elements comes customer loss of confidence, playing time, membership and the most significant...the loss of a positive game experience.
My suggestion to you is that you require any user of your "Hyper Lobby" software to provide operators to use a simply system of justification when a player is kicked out. First kick is just that...the player may reconnect and continue if the behavior is corrected. Second kick is one 24 hour period and third kick is permanent. Any use of the kick feature requires the "kicker" to obtain a minimum of a 2/3 majority from the online players. This software is readily available, free and very rudimentary.
An example of this software can be view on the "Insurgency" shooter game offered on Steam.
I am sending this suggestion to one hundred on-line game oversight operators as a requirement for the thesis. Thank you for your time...
Paul Warye
You don't say?
_________________
VMF214_Pappy Hyper Staff
Joined: Aug 11, 2011
Posts: 165
Location: Anderson, IN.
Posted:
Tue Dec 16, 2014 9:19 pm
pkweagle you are years behind time
EoW_WhamO_CO Hyper Staff
Joined: Apr 02, 2010
Posts: 393
Posted:
Sun Dec 21, 2014 3:54 am
you have entirely too much time on your hands if you spend a year researching kicks from games online. It's a pretty simple concept, don't be a dumbass and you don't get kicked.
Kinda like don't walk down the street butt naked and you won't get arrested. It's really not hard to do.
Unless you're drunk.
BH_woodstock Hyper Staff
Joined: May 11, 2010
Posts: 612
Posted:
Sun Jan 04, 2015 5:54 pm
Been drinking again Wham0??
;o)
vmf214HAMMER Hyper Staff
Joined: Jan 06, 2014
Posts: 20
Location: anaconda montana
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