@arkandel said in Let's talk about TS.:
@surreality said in Let's talk about TS.:
Think about this realistically for a moment and you'll likely begin to see the real scope of the problem: "I am feeling gross and pressured, I went to staff to ask for help, and instead of helping, they called me a bad player and enabled the creeper who has no respect for my player-side limits."
Oh that's true. But as you already pointed out, if you can't trust staff on a game you are screwed either way.
What I'd like to try and do is, assuming we're neither dealing with assholes or bad staff, to try and figure out how to systematize these things. I'll even risk @Thenomain's snicker and ask, naively, whether this is a social problem we can solve through code.
The sentiment, Theno's Law, is that you must be very careful when trying to solve social issues through code. Not that it can't be done, but that it often doesn't do what the designer thinks it's going to do.
I would start by taking a step back from the code itself and codifying the rules of behavior. At the core of Google's success is knowing about networks of trust, and then finding a way to quantify that trust.
...swipe left...
A double-blind system is always good; you only know if someone OKs you for Sexyfuntimes(tm) if they have OK'd you. But this becomes a very small subset of the RP Preferences ideas that have been floating around since...Shang? FurryMUCK?
It's not a bad idea, though I can't imagine anyone I know using it. Throughout my career online, you generally get to a point and page: Do you want to play this out? If they say 'no', then it's FTB time. That's about it. I don't need dating algorithms once I get to my character and someone else's character getting their mack on.