jorb wrote:grumgrumganoe wrote:ok but you could appoint one (or several) knowledgeable and ~trustworthy community managers to make sense of the cacophony and know who’s interests are conflicted where
We used to have that. It carried with it a near constant accusation of favoritism &c.

Piping in as someone who was here at the start and speckled throughout the years while still basically always watching the forums:
Just ignore what any solutions are granted by veterans in general; I think the overly vocal factions of the game tend to have pretty skewed visions of both what they want the game to be, and what they feel is best for the game's direction. They're all good at spotting problems, but hardly ever good at providing good solutions - I.e I'd basically always listen when snail&co/brogdar or whatever the newbie faction's name is nowadays can spot a problematic part of the game, but I'd probably never pay attention to any solutions provided by one or the other because they both, inherently, play and experience the game in a different way. Likewise, hermits are all great at spotting way more types of issues or boring game design that factions might have overlooked by now/botted/automated out of existence.
I think the priority for any real solutions should just be a focus on simplicity and how a person who is newly being introduced to a feature would see it - especially in this era where we will have far more people than likely ever before *and* more returning and fresh new players - their opinions will matter much much more. I also think you should add something ingame to direct people to the forums to provide input because of this.
This new world should feel more like w8 than anything else, which is when the game was best - and the game was unsolved. And that means appealing to new people above everything else.
Re: The actual topic and exploit.
It's a nasty solution to a problem that has always plagued the game. I disagree that it was commonplace - its existence favors people who have played the game a long time and are used to digging for autistic bugs and exploits, and when we'll have far more people new to the game, it means it heavily favors those who already knew.
The problem underneath is the ease of early world crime/griefing - the solution to that should come some other way. Someone mentioned earlier that it's be cleaner to just disallow certain crimes for X period of time at the start of the world - and i agree, it'd be a cleaner fix (with its own abuse cases) than shelfing off caves. I don't like the solution much either, but unless a bigger gameplay mechanic is based around protecting early settlements, there won't be a clean one at all.
Queen of a cold, dead land. Caretaker of the sprucecaps.