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serah

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About serah

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    Serah Inanis

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  1. if ur friends tell u that writing a character correctly/realistically is cringe, u don't have friends
  2. Text chat logs are already stored, this would simply capture the data we are already measuring, i.e. the location data to determine distance from each other, into that log. There should be no impact to performance as we are not adding anything new, just not discarding the distance data after we process it. 🙂
  3. 'sorry Preshauntiquavidivious Sipper, we cant arrest you for this homicide because you do not have enough hours on the server to do jail rp'
  4. the quality of rp in jail has always been low. 😞
  5. A script like this wouldn't be required to run at all times like you state. It could be included in the messaging system that already collects similar data, and create no impact to performance by simply logging this location metric separately. Currently, there are things like interaction ranges, and ranges of hearing for different emotes and speech messages. What that means in relation to this suggestion is, in order for the system to know how far away you are from another player, it must measure your distance from other players when sending that emote and/or speech message. Storing this information cumulatively, to determine if your character is frequently in a short distance between the same other players; mentioned in the OP as potentially being attached to inventory transactions such as trading which would require even less code, would not reasonably impact performance as we already have that data, we just aren't putting it anywhere.
  6. 16yo hardened criminals mugging and murdering without a care whose backstories consist of "parents died and now seeks revenge on the combine"
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  8. This suggestion does not suggest that being near someone a lot is, on it's own, against the rules. What I'm saying with this suggestion is that this information could be useful for investigations, and certain behaviors otherwise undetectable may be more easily discerned through it's implementation. I have provided examples in the OP describing more about it's usage. To highlight my reply where I stated an example of a player with 1 hour being near another player for 45 minutes, I am referencing the first paragraph of the OP, highlighted below:
  9. Overtime aggregated data would point to Player A and Player B constantly being in proximity to each other, or exchanging inventory items frequently over a set period. For example, If a player's total time is 1 hour, and 45 minutes of that hour is spent less than say, 3 meters from one singular other character, that should be a red flag and be noted as such automatically. This could be compounded onto if over 50% of their transactions are to a single other person, and so on. Another key point with regards to events, is that despite you being near 200 other players relatively, you are far less likely to spend great deals of accumulative time near each of the 200 others at the event. More than likely (I think every one of us does this) they would attend the event with someone else. Walking around with them, occasionally bumping them, and most importantly adding values to their total time spent within a set distance. For a random number, say a distance of less than 2 or 3 meters, of about the complete length of a vehicle's 4 seats.
  10. Short description: Track the amount of time Player A spends around Player B using a list of people the character spent their time around the most, organized by total time spent. This is primarily keeping track of Player A and Player B's amount of time spent together as an investigative tool in-case the two interact on other characters in efforts to asset transfer, or if Player B joins for the first time and is banned shortly after for say, DM, but spent 45 minutes of their 1 single hour of playtime with Player A. A logged warning (or "flag" for short), would indicate this level of interaction and make investigating how they acquired access to the asset/server much simpler. Detailed description: There are many reasons for wanting to track inter-player interaction. What I've surmised from speaking with different admins about such a system, is that there doesn't exist currently a way to track if two players spend time together across different characters by itself without extensive log diving and reviewing things like common factions, /friend'ing, etc. This proposed system would enable a clearer insight into the legitimacy of several things, including: ______________________________ There was recently a big investigation regarding OOC arranged firearm sales, but a little known method of firearm transferring that is much more difficult to track is through arranged muggings; Robberies or scams where the participants are OOC friends and using it as a way to asset transfer PF firearms, drugs, etc without suspicion. Through this system, the robbery/firearm trade action would ideally flag a logged warning message in the admin's chat that these two users having spent a great deal of time together on their other characters including if they are /friend's. This appearing in a similar way to the existing potential asset transfer warning (The warning where Player B has a gun, trades it to Player A, then re-acquires it on Player B's other character.) While this behavior on it's own is not immediately cause for concern, it would highlight key details for the investigating administrator should there become a need to investigate. ______________________________ Players that write very little to no English, but somehow passed the initial application exam are a common problem here at GTA:W. This is an issue that remains prevalent, and could potentially be solved using this system. Here are two examples: ---Player A wants their friends to join, but their friends are from a non-English speaking country, and do not care to write in English nor do they make an effort. The friends are attracted by the many RPG elements of GTA:W, and receive help from Player A to join. Now, potentially several Player B's have managed to bypass the initial gate and use their copy pasted emotes and terrible English in various situations until they're eventually manually banned- but not until after they've had enough impact on others to get reported. Using this proposed system, being able to discern with who these new players interacted the most, we can use the flags we made before to identify a likely person of interest, staff would then know to investigate other instances of this happening with similar flags linking to Player A's account. Enough people banned whose primary interaction was with Player A, staff may then find through a brief investigation (excluding candidates that are say, taxi drivers or bartenders) that Player A may have been the one bringing them in. This information should be logged separately and reviewed after the system flags Player A after reaching a metric of enough banned players. ---Player A needs members for their gang, or needs help acquiring assets to bolster their group in some way. They invite Player B (or several Player B's) to come on and help them. Player B does not roleplay or have any interest in writing a character here. They want the LSRP fun time Player A promised; guns, robberies violence. Player A provides them a written application to submit in place of their own answers, and Player B has successfully bypassed the initial entry requirements in doing so. Finding who let the Player B's in must be tremendously difficult since these people have no prior metric with us; as a completely outside entity joining for the first time and having been given the means to gain entry by an unknown Player A. Assuming a plagiarism check already occurs, an application for entry organically written by Player B's friend, Player A, would not raise any alarms. This is especially useful in cases of DM, or the immediate sort of havoc caused by innumerable trolls we see daily. The 'not here to RP' crowd. If someone joins and is only here for an hour before they are banned for this behavior, being able to discern who this person interacted with the most before being banned might paint a clearer picture as to how they bypassed the initial system to have their fun. Who gave them a gun, who picked them up from the airport, etc. (Excluding their victim(s), the police, taxi drivers and bartenders.) Having this highlighted and tracked would make the job of the investigating administrator much easier. ______________________________ On the topic of asset transferring, a tremendously difficult thing to track is asset transferring items that did not originate on the receiver. e.g. Player A gives a gun that Player A doesn't need to Player B's alt via an arranged mugging, or by literally just giving the item to them. From what I have been told, this "organic" transaction currently does not trigger any out-of-the-ordinary log messages, because in this scenario Player B never possessed the item on any character. Manual review is required to see if these two have interacted extensively on their other characters, and without a player's tip to look into it initially, will likely never be investigated as a result. With this system, Player A and Player B would be flagged in the logs as having frequent interactions/trades across other characters when the firearm/money transfer happens. e.g. Player B changes to their other character, and arranges themselves on a dimly lit street corner at night. Player A drives over and initiates a robbery/scam, acquiring a useful asset that Player B wanted to give to Player A (PF firearm, drugs, money, etc). With the way the system is currently, this would go virtually undetected short of checking extensively through the logs to see if they had interacted prior. It would appear to be a standard robbery. However, this doesn't have to be the case. If when initiating the /rob on the other player, the previous flag we created indicated that these two spent a lot of time in proximity to and trading with their other characters, that robbery should then be flagged for potential review in the logs by staff to verify it's legitimacy. If this occurs enough times, or by exceeding a high enough amount of assets without an appropriate amount of interaction, this could be deemed as suspicious with specific points of interest by the system flagging it rather than relying almost entirely on the advanced detective work and user reports for an administrator to dig through megabytes of .txt logs investigating. ______________________________ Commands to add: More logging 🙂 Items to add: N/A How would your suggestion improve the server? More accurate metrics to discern who banned players have interacted with the most, and to sus out asset transfers between users who interact together frequently across other characters. Additional information: the tl;dr is, if you rp with your friend on a set of characters then mug/scam his other character to get a free PF gun/ammo/money, that should be easily tracked by the script based on how often you interact with your friend as users overall. I am not an administrator, and am liable here to be completely incorrect on my information with regards to if this sort of investigative flag system exists in this capacity or not. This sort of system could already be in place, and if it is, I'll gladly remove this topic myself.
  11. @Advis by far my favorite admin. The most helpful and genuinely nice people I've come across on GTA:W, who will take as much time as is needed to figure out my (admittedly many) issues both with mapping and property where I need administrative guidance. Hands down the most helpful staff member and I continue to smile every time I see them take my (again, very many) reports. ❤️
  12. This would be fantastic! I'd love this.
  13. "I RP a lot but I don't ever use my house" This suggestion is about you :^)
  14. Because there is no mallrat culture in county, and these people do not RP in county. The limited number of houses in county means they should ideally be limited to application-based, and rationed only to characters with actual intention to RP in the area.
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