spartaxoxo wrote: »Also, I gotta say, throwing a mudball at someone isn't harassment. It's only harassment if the person asks you to stop or obviously doesn't want to participate and you keep hitting them with it. While I support a toggle, I think it's important to remember that mudballs are a part of the game. People aren't harassing anyone because they want to play the game as it's designed.
They definitely should have a toggle for people who don't want to opt in. But there's also people who quite enjoy it, and a lot of fun, spontaneous fun to be had with them. These are social tools to have fun with friends and break ice with strangers. The guild I have been in the longest? I joined because of a spontaneous mudballs fight. The guild leader didn't want to be mudballed and asked she not be, so I didn't mudball her again. Her officers on the other hand got into a big mudball battle with me and my friend. We all had a good time tossing mudballs and discussing fashion. They asked me to join their guild and I did and I've been a member for years now.
A toggle aides both the groups of players who just want to be able to enjoy some silly fun and the people who hate them. The ones that enjoy throwing them can be more sure that the people they can throw them are at the least indifferent or maybe even enjoy them. And the ones that don't like them don't have to deal with it. Win, win.
It's a shared world in the end, having to deal with other players around (and their divergent interpretations of fun) is part of that reality.
SilverBride wrote: »I'd like to opt out of all things that can be done to my character without my permission.
spartaxoxo wrote: »It's a shared world in the end, having to deal with other players around (and their divergent interpretations of fun) is part of that reality.
It's an interrupt that doesn't serve a balance purpose and frustrates some users. I think that makes it worthy of an opt-out toggle, personally. I personally enjoy them, but I can understand why others don't.
spartaxoxo wrote: »It's a shared world in the end, having to deal with other players around (and their divergent interpretations of fun) is part of that reality.
It's an interrupt that doesn't serve a balance purpose and frustrates some users. I think that makes it worthy of an opt-out toggle, personally. I personally enjoy them, but I can understand why others don't.
Well, that holds true for almost every interaction/memento/emote/pet/mount/etc. in social hubs.
Sure, nothing wrong with a toggle, I don't oppose the idea in general. But I think there are more urgent matters, which are to be solved with a toggle before these minor inconveniences should be adressed. At the current state of the game it's simply a waste of development resources.
spartaxoxo wrote: »It's a shared world in the end, having to deal with other players around (and their divergent interpretations of fun) is part of that reality.
It's an interrupt that doesn't serve a balance purpose and frustrates some users. I think that makes it worthy of an opt-out toggle, personally. I personally enjoy them, but I can understand why others don't.
Well, that holds true for almost every interaction/memento/emote/pet/mount/etc. in social hubs.
Sure, nothing wrong with a toggle, I don't oppose the idea in general. But I think there are more urgent matters, which are to be solved with a toggle before these minor inconveniences should be adressed. At the current state of the game it's simply a waste of development resources.
It's not a minor inconvenience for a lot of people. And since ZOS will hopefully work on some QoL features in addition to bug fixes, it's worth to remind them of what would be a nice QoL feature.
spartaxoxo wrote: »It's a shared world in the end, having to deal with other players around (and their divergent interpretations of fun) is part of that reality.
It's an interrupt that doesn't serve a balance purpose and frustrates some users. I think that makes it worthy of an opt-out toggle, personally. I personally enjoy them, but I can understand why others don't.
Well, that holds true for almost every interaction/memento/emote/pet/mount/etc. in social hubs.
Sure, nothing wrong with a toggle, I don't oppose the idea in general. But I think there are more urgent matters, which are to be solved with a toggle before these minor inconveniences should be adressed. At the current state of the game it's simply a waste of development resources.
It's not a minor inconvenience for a lot of people. And since ZOS will hopefully work on some QoL features in addition to bug fixes, it's worth to remind them of what would be a nice QoL feature.
Well, that holds true for almost every interaction/memento/emote/pet/mount/etc. in social hubs.
Is this a server specific issue? I'm on pc eu and barely see anyone throwing mudballs or cakes randomly around, even in social hubs.
The only exception to that are flappysorcs which refuse to despawn their eyesore in towns. But as we're all civilized people here, I assume nobody here is practicing this form of harassment either.

SilverBride wrote: »so why is it ok here?
rootkitronin wrote: »Because it's a video game, and no one is tossing mud at the person playing the character - which is a pretty big difference.SilverBride wrote: »so why is it ok here?
SilverBride wrote: »rootkitronin wrote: »Because it's a video game, and no one is tossing mud at the person playing the character - which is a pretty big difference.SilverBride wrote: »so why is it ok here?
They are tossing mud at a character being played by a real person without their permission. By doing so they are interrupting the other player's enjoyment of the game they paid to play.
SilverBride wrote: »rootkitronin wrote: »Because it's a video game, and no one is tossing mud at the person playing the character - which is a pretty big difference.SilverBride wrote: »so why is it ok here?
They are tossing mud at a character being played by a real person without their permission. By doing so they are interrupting the other player's enjoyment of the game they paid to play.
SilverBride wrote: »They are tossing mud at a character being played by a real person without their permission. By doing so they are interrupting the other player's enjoyment of the game they paid to play.
spartaxoxo wrote: »And while I appreciate that it does interrupt some people's enjoyment, it also greatly increases others.
SilverBride wrote: »spartaxoxo wrote: »And while I appreciate that it does interrupt some people's enjoyment, it also greatly increases others.
The player that does not find these things fun has a right to not participate. This is why we need a toggle for all the activities that affect a players' enjoyment of their game.
SilverBride wrote: »spartaxoxo wrote: »And while I appreciate that it does interrupt some people's enjoyment, it also greatly increases others.
The player that does not find these things fun has a right to not participate. This is why we need a toggle for all the activities that affect a players' enjoyment of their game.
rootkitronin wrote: »If being hit by a mud ball every now and then is impacting your ability to enjoy the game - then maybe the problem isn't the game or the mud ball.
spartaxoxo wrote: »It's a fair and reasonable QOL request. It's CC that isn't needed for balancing the game, so it's a bit different to sounds or colorful mounts or whatever else people tend to dislike.
rootkitronin wrote: »Let's look at it another way, ZOS has x amount of time and resources, and they want to distribute those across 50 to 100 QoL improvements. They are going to want to address the most critical issues first.
spartaxoxo wrote: »rootkitronin wrote: »Let's look at it another way, ZOS has x amount of time and resources, and they want to distribute those across 50 to 100 QoL improvements. They are going to want to address the most critical issues first.
QOL improvements, are by definition, not things of critical importance. They are small changes that generally improved the user experience. These things do no affect balance or performance but are minor things that make the game better. Things like the all-in-one crafting station, being able to search by unknown in guild traders, etc, etc.
This change would not bump something critically important.
And "this minor issue is much more important than this other minor issue" doesn't seem like a great reason to keep it off the "minor issues to fix when we fix minor issues" list to me, personally.
spartaxoxo wrote: »rootkitronin wrote: »Let's look at it another way, ZOS has x amount of time and resources, and they want to distribute those across 50 to 100 QoL improvements. They are going to want to address the most critical issues first.
QOL improvements, are by definition, not things of critical importance. They are small changes that generally improved the user experience. These things do no affect balance or performance but are minor things that make the game better. Things like the all-in-one crafting station, being able to search by unknown in guild traders, etc, etc.
This change would not bump something critically important.
And "this minor issue is much more important than this other minor issue" doesn't seem like a great reason to keep it off the "minor issues to fix when we fix minor issues" list to me, personally.
That's simply not true. While QoL improvements don't add anything new to the game per definition, they can indeed be of critical importance.
One example would be bugfixing, which is definitely improving gaming experience. Of course this bugs can be difficult to address (for the "stuck in combat" bug) and therefore bind substantial development resources.
Same goes for accessibility options, difficulty options, server performance and similar topics. All of that is affecting QoL.
So things have to be prioritized, and to prevent occasional mudballing isn't exceedingly important to most players, I dare to say.
spartaxoxo wrote: »spartaxoxo wrote: »rootkitronin wrote: »Let's look at it another way, ZOS has x amount of time and resources, and they want to distribute those across 50 to 100 QoL improvements. They are going to want to address the most critical issues first.
QOL improvements, are by definition, not things of critical importance. They are small changes that generally improved the user experience. These things do no affect balance or performance but are minor things that make the game better. Things like the all-in-one crafting station, being able to search by unknown in guild traders, etc, etc.
This change would not bump something critically important.
And "this minor issue is much more important than this other minor issue" doesn't seem like a great reason to keep it off the "minor issues to fix when we fix minor issues" list to me, personally.
That's simply not true. While QoL improvements don't add anything new to the game per definition, they can indeed be of critical importance.
One example would be bugfixing, which is definitely improving gaming experience. Of course this bugs can be difficult to address (for the "stuck in combat" bug) and therefore bind substantial development resources.
Same goes for accessibility options, difficulty options, server performance and similar topics. All of that is affecting QoL.
So things have to be prioritized, and to prevent occasional mudballing isn't exceedingly important to most players, I dare to say.
The reason they called it a bug fixing and quality of life changes patch is because bug fixing is not the same thing as quality of life. Neither is accessibility options, which also has it's own term.
Quality of life changes are minor issues that may not have a big impact on performance or balance, but can have a significant impact on the user experience.