Groups: admin features new and old, loved and hated
What are the current plans for the Groups features? Are they going to function exactly the same, right down to how permissions work? .Cause some thing were ... Not optimal.
Were you ever a group admin? What did you love about the interface and admin tools? What did you hate?
Were you ever a group admin? What did you love about the interface and admin tools? What did you hate?
Comments
I'd like for group admins to be able to remove other admins - perhaps you'd have to get agreement from another admin, but you'd be able to remove players who had gone inactive or hostile when needed.
In the old setup, we had membership "levels" that were strictly hierarchical. I'd like for a more dynamic ability to set membership types, rather than levels alone. There should be a hierarchy but there were cases where I wanted to designate types of members that were equivalent to each other. There was also a functional limit to the number of membership levels you could use in the old game - it seemed you could make lots of them but they system borked if you had more than 100 members and more than 3 or 4 types.
You should be able to have a separate forum area, and possibly chat, for the group admins - or just to be able to whisper to admins in the main chat would be so helpful.
Be able to link group membership to new game elements like: homestreet routes (hopefully via signpost), Group-owned Locations (GoLs) like Temples/Halls and club houses.
I'd like for admins to be able to pre-emptively prevent someone from being able to join a group - like banning, but instead the option is just never there.
I'd like for the intermediate level of group privacy settings to be functional. In the old game, you could be public, and open to anyone who wanted to click the button, or you could be private, be hidden, and require an invitation to join, but there should have been an intermediate setting where your group is public, and you could request an invite to join. It just didn't work.
And admins talked about things related to the kind of low-key, unofficial modding of our chat channel we did, as well as discussions about how to handle interpersonal issues that came up that affected the group as a whole. In other cases, like HRR, admins talked about what kind of new group features we wanted to roll out, how they should work, etc.
Basically, the player causing trouble would be teleported into a room with one or more staff members, who would try to talk out the issue with them. If the player continued to act badly, their character would be tied to a chair and the player would be kicked out of the game, as their character is now in "Time Out".
I liked this because it took a very nice approach—try to talk things out like adults, and if that doesn't work, only then is the player treated like a child.