WaywardArgonian wrote: »Okay, I'll bite.
If you worry about "spying" in Cyrodiil you are prioritizing the wrong problem. The general movements of the zerg are often ridiculously easy to predict to anyone who's been playing for a while and is capable of basic pattern recognition.
There is also no way for you to know if someone is "spying," so I don't know how you see this play out in practice. The last thing we need in Cyrodiil is creating a(nother) reason for players to get suspended for no real reason.
Also think about it, how many people do you think there are who willingly spend money on a second account, and stand in Cyrodiil all evening reading zone chat to help their alliance instead of, you know, actually playing with their alliance. It would be far more effective to simply port between keeps on your own faction to scout and call out attacks early, which is actually something that happens constantly since there is a good chunk of dead time in Cyrodiil where no big fights are happening.
Comparing a video game to real warfare is downright laughable. If you extrapolate that logic, everyone who enters Cyrodiil should observe permadeath rules until one faction remains standing.
I was actually more making a comment about the spying in IC if you paid attention to the original post.
How do I know they're spying? It's very simple, when a character doesn't leave the ladder room in a base, but the same player or two go to the same districts immediately when you go up a certain district ladder, it doesn't take someone smart or with have intelligence to figure out what's going on.
Other people that defend spying are the ones comparing it to real warfare, so using their logic to defend spying and saying that people that spy shouldn't be banned, I'm only giving the real life consequences of what happens to a spy, they are terminated from the game of life, meaning no more playing.
How people can't understand that is beyond me, but this is what it is, people will defend spying when in fact it's an exploit of the game.
If I say AFK when I AFK how do I know you're not a spy reporting my AFK to the other sides? I'm AD, so I think the best solution for team yellow would be to shout, "For the Queen!" and then do the secret AD faction not-a-spai dance /dancealtmer to prove we're not a spies.SeaGtGruff wrote: »I often get up and go AFK just after queuing into IC from Cyrodiil, to go grab a coffee, attend to a cat, take a bio break, etc. If I was running around in the sewers and got killed, releasing will plop me down in the area by the banker and ladders, and I may need to go AFK while standing there. If I'm going to have to start worrying about being falsely reported as a spy because of a few overly-suspicious players in my own alliance, then that's just stupid and insane. And I gotta tell you, as a "true blue" PvPer who hates red and yellow with a passion (in PvP), there is no bleeping way I would ever feed information to those sides. They go out of their way to home in on me and kill me every chance they get, even if there are dozens of other blues around. If you think I'm ever going to do anything to help their sides, you're out of your freaking mind.
so if you go AFK, don't stand by the ladders.
Put "AFK" in zone chat so people know you're AFK.
Seems pretty simple solution to me.
I've seen people standing around in the ladders for over a half hour not moving at all. I go up a certain ladder, then here comes some other faction within a minute. I go up a different ladder, here comes the same exact players within a minute, etc. If you want to tell me that the person standing by the ladders isn't spying, then I don't know what to tell you. There's no way the same player(s) can know what district someone is going to like that. There's no way you can convince me otherwise.
so if you go AFK, don't stand by the ladders.
Put "AFK" in zone chat so people know you're AFK.
so if you go AFK, don't stand by the ladders.
Put "AFK" in zone chat so people know you're AFK.
I don't think people need to announce what they are doing IRL to you or anyone. And I don't think people need to go to designated areas when they want to go afk.
Who do you think you are?
[snip]WaywardArgonian wrote: »Okay, I'll bite.
If you worry about "spying" in Cyrodiil you are prioritizing the wrong problem. The general movements of the zerg are often ridiculously easy to predict to anyone who's been playing for a while and is capable of basic pattern recognition.
There is also no way for you to know if someone is "spying," so I don't know how you see this play out in practice. The last thing we need in Cyrodiil is creating a(nother) reason for players to get suspended for no real reason.
Also think about it, how many people do you think there are who willingly spend money on a second account, and stand in Cyrodiil all evening reading zone chat to help their alliance instead of, you know, actually playing with their alliance. It would be far more effective to simply port between keeps on your own faction to scout and call out attacks early, which is actually something that happens constantly since there is a good chunk of dead time in Cyrodiil where no big fights are happening.
Comparing a video game to real warfare is downright laughable. If you extrapolate that logic, everyone who enters Cyrodiil should observe permadeath rules until one faction remains standing.
I was actually more making a comment about the spying in IC if you paid attention to the original post.
How do I know they're spying? It's very simple, when a character doesn't leave the ladder room in a base, but the same player or two go to the same districts immediately when you go up a certain district ladder, it doesn't take someone smart or with have intelligence to figure out what's going on.
Other people that defend spying are the ones comparing it to real warfare, so using their logic to defend spying and saying that people that spy shouldn't be banned, I'm only giving the real life consequences of what happens to a spy, they are terminated from the game of life, meaning no more playing.
How people can't understand that is beyond me, but this is what it is, people will defend spying when in fact it's an exploit of the game.
Buddy you THINKING you know what anyone in this game is doing just by watching them is absolutely nuts. Just because you THINK something is happening doesn't mean it is. You aren't some special mindreading player who somehow knows exactly what everyone else is doing or planning. You do not know what others are doing, stop acting like you do. It's called coincidence and it does not mean ANYTHING. Have you never learned that correlation doesn't mean causation? You might want to look it up.WaywardArgonian wrote: »Okay, I'll bite.
If you worry about "spying" in Cyrodiil you are prioritizing the wrong problem. The general movements of the zerg are often ridiculously easy to predict to anyone who's been playing for a while and is capable of basic pattern recognition.
There is also no way for you to know if someone is "spying," so I don't know how you see this play out in practice. The last thing we need in Cyrodiil is creating a(nother) reason for players to get suspended for no real reason.
Also think about it, how many people do you think there are who willingly spend money on a second account, and stand in Cyrodiil all evening reading zone chat to help their alliance instead of, you know, actually playing with their alliance. It would be far more effective to simply port between keeps on your own faction to scout and call out attacks early, which is actually something that happens constantly since there is a good chunk of dead time in Cyrodiil where no big fights are happening.
Comparing a video game to real warfare is downright laughable. If you extrapolate that logic, everyone who enters Cyrodiil should observe permadeath rules until one faction remains standing.
I was actually more making a comment about the spying in IC if you paid attention to the original post.
How do I know they're spying? It's very simple, when a character doesn't leave the ladder room in a base, but the same player or two go to the same districts immediately when you go up a certain district ladder, it doesn't take someone smart or with have intelligence to figure out what's going on.
Other people that defend spying are the ones comparing it to real warfare, so using their logic to defend spying and saying that people that spy shouldn't be banned, I'm only giving the real life consequences of what happens to a spy, they are terminated from the game of life, meaning no more playing.
How people can't understand that is beyond me, but this is what it is, people will defend spying when in fact it's an exploit of the game.
And what people understand except you is using irl parallels to spying for a game set in a magical universe where talking animals, animal people, magick that could undo reality, non-linear time, and any other number of things that don't apply to irl exist is completely asinine. Murdering people irl is a crime that can be given capital punishment depending on where you are, but guess what? Our characters don't get killed for good and our accounts banned for killing people though, do they?
You're trying to force irl consequences onto a game. How you can't understand that is baffling everyone else. And again, YOU were the one to make the initial comparison between irl war and stuff in the game. Stop saying "people" when it was you that did it, in your very first post talking about what happens to spies irl.
Step 1. See SPAI.
Step 2. Make friends with spai while pretending you don't know they're a spai.
Step 3. The spai is now your best friend and you convince them to spai for your alliance instead.
Step 4. ???
Step 5. Profit!
Step 1. See SPAI.
Step 2. Make friends with spai while pretending you don't know they're a spai.
Step 3. The spai is now your best friend and you convince them to spai for your alliance instead.
Step 4. ???
Step 5. Profit!
It only takes friendship to convince them? I wouldn't even trust a lover. I can only trust my siege. 1000 coldfires siege would buy my loyalty fast.
Evil AD and DC players even burn my siege now instead of killing me. I don't blame them. It hurts more to lose siege tbh.
Umbracat449 wrote: »Umbracat449 wrote: »If this is a wargame, and scouting and spying is part of war, you can't ban a player for doing gaming things. That's like banning a player for killing another player and taking their loot.
It's the game.
If you see a spy, tell people, so they can go fight it.
If you actually read what my post, you'd see that I already addressed your "counter point". Holding a spy for treason and taking them out of existence is part of war also. Lots of times spies are killed by the government they were spying on. Banning the account from PvP activities or the game itself is the same thing as deleting the person in real life.
You argument doesn't hold water at all.
Taking them out of things WHILE IN THE GAME. Not in real life. Dude. You can't penalise someone from playing a game by the rules of the game, by banning them from the game.
Have players able to shove them in some cell they have to crack a code to get out of, or something IN GAME. Or, just fight them yourself instead of trying to get zos to stop them for you.
But you can't seriously think irl actions are appropriate for in game playing, that's within the rules.
You can't fight a player that is the same faction as you. If they are spying at a faction base, other factions can't attack them either. So none of what you suggest is doable at all. It seems like you don't know the game at all.
Again, if you actually read the post you'd see that in real life a spy is usually killed by the government that they are spying on, or they are put in prison for years. Banning the account, whether it is permanent or for a year or whatever, is the equivalent of what happens to spies IRL.
ZOS has taken actions against players that abuse or violent the TOS. Since this has become a major problem, ZOS does need to implement something. Even if it's a way for in game players to actually do something themselves against a player of the same faction, whether it's kill the player and the only way they can revive is being taken out of the zone and put on a cool down (like 1 day or 1 week for the account), or jail the player where they have no access to zone chat, and they are held there for a month or more.