Author Topic: Alt Account and AFK Discussion  (Read 699 times)

Bla

  • Administrator
  • Hero Member
  • *****
  • Posts: 1,357
  • Not to be confused with lapis lazuli.
  • Location: Spawntown, Kaktoland
    • View Profile
Alt Account and AFK Discussion
« on: 2018 01 28, 21:52:25 »
Some years ago, we used to have a rule not to make "AFK machines" that prevented you from going afk, and a kick after e.g. 30 mins of AFK.

Since then this norm has been destroyed and with the "industrial revolution" recently I see people are even using alts to increase spawn rates and stay online for many hours to get items without actively playing.

I think we should move away from this. First of all I think it's not a very good solution using alts to increase spawn rates, this gives an advantage to people with alts and alts cost money. I think people who have one Minecraft account should have the same advantage as people who have the money to buy 10.

Secondly the server expenses and performance. I feel putting an alt (or main account) to stay near some farms to gather endless items for 8 hours while doing something else, isn't really a way of playing we should encourage. This is an expensive way to play the game and we could save some money that we could enjoy on e.g. better performance instead. (Assuming activity and costs remain high the coming months, otherwise there's not a big issue). Additionally accounts near some big farms bring down the whole server tps significantly, so someone putting an alt near industry and going to sleep may negatively affect the enjoyability of people who log on to play actively.
I think it might be better if there was maybe a 30 minute kick after going AFK, people could stay at mob farms, get some items but not just go to sleep.

So I'm wondering what do you guys think about this?
« Last Edit: 2018 01 28, 21:59:15 by Bla »

Share on Facebook Share on Twitter


AeriOwl

  • Full Member
  • ***
  • Posts: 137
  • Revolutea
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #1 on: 2018 01 28, 21:56:46 »
i don't pay for the server upkeep so i can't really comment on that aspect

and i'm not sure if having an advantage is an issue considering, well, it's not like the stuff yqt gets from afking will be used to compete against me in something (or maybe it will?)

my primary concern is limiting lag, if alts are causing lag then i think we should definitely kill them in favor of letting actual players play the game

you do bring up a good point on how instead of paying for the time it costs for the alts to afk we can instead pay to increase performance for actual players. this is a really interesting point and something i'd like to see discussed more
I am going to eat you like mudkipz, but I should probably kill you first.

yqt1001

  • Administrator
  • Sr. Member
  • *****
  • Posts: 357
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #2 on: 2018 01 28, 22:05:35 »
I like the post industrial revolution status quo but I would be ok with some regulations. I try my best to not use my alts for an "unfair" advantage. Only on one night did I use one to afk farm at two different places. I've never used it to increase spawns. I'm currently using it to stop mobs in the nether from spawning so I don't have to worry about them when building.

The problem with an AFK limit of 30 minutes is that there are farm designs where that simply isn't enough to get it running. My iron phoenix, for example, takes an hour and a half to get up to maximum production. If I log out or leave and unload the chunks, it's broken and will take another hour and a half to get to max production. This is why when I use it, I start it up once and leave my alt there for a few days so at least I can enjoy the game while its running.

If we are looking at it from a server cost perspective, the more alts afking the better, as it allows us to minimize up time in the long term if everyone is on afking at once.
« Last Edit: 2018 01 28, 22:07:52 by yqt1001 »

Komrage

  • Administrator
  • Hero Member
  • *****
  • Posts: 606
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #3 on: 2018 01 28, 22:15:54 »
i only skimmed the post and replies but here's my take

1. afk time is needed to prevent the game from being grindy and unfun
2. afk time is expensive in server costs and other intangible costs
3. alts reduce both those costs, at the cost (heh) of real world money

anyway here's my solution which i proposed a few weeks back
1. ban afking, but not alts, so you can still use alts for testing/whatever
2. allot everyone X hours of "simulated afk time" (SAT). X = 100 or 200 should be a good number
3. have people who want to afk time rates of their farm in an unbiased manner
4. each month, people can select how to distribute their X hours across their farms, and using the computed rates, spawn in the appropriate amount of drops they would've gotten

basically, it's simulated afking without the associated costs and problems

kalassak

  • Jr. Member
  • **
  • Posts: 80
  • Location: Solea
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #4 on: 2018 01 28, 22:27:50 »
while i think it is somewhat cheaty and unfair, i think it would be more unfair to unindustrialized people to ban it now (unless you remove/distribute some quantity of the items from the now-banned processes), because for example let's say i want mending books. yqt has afk farmed mending books for a few days or whatever and has them, and they're a resource people are more likely to keep for themselves because they are rare, unlike iron, which people can get reasonable amounts of just by asking

if you banned afking, i wouldn't be able to get mending books while other already industrialized people would have them and i would have limited ways to get them other than long and hard grinding with emeralds and whatever (of which i have basically none) with villagers, which is not something i'm particularly interested in doing

it's kind of like the global warming problem and why developing nations get to pollute more because they aren't industrialized yet
« Last Edit: 2018 01 28, 22:29:42 by atomic7732 »

Bla

  • Administrator
  • Hero Member
  • *****
  • Posts: 1,357
  • Not to be confused with lapis lazuli.
  • Location: Spawntown, Kaktoland
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #5 on: 2018 01 28, 22:47:06 »
To Fiah:
Yeah Blacraft is hardly very competitive. But still we're all playing in a survival world, building with resources we gather with some effort. If someone has alts and it lowers the effort, they can build something more impressive than the others, because they spent some irl money. I don't think that's very good and I think it makes the survival world less of a uniform world for everyone, but closer to a Creative-ish world for others.

To Yqt:
I don't see how more afks minimize the cost - why would players coordinate their alts and not just put them in the farms they want randomly and independently of each other?

You've already built the iron phoenix so I understand it would be annoying if the rules were changed and it became ruined. In the future, people might build farms with the rules in mind that you're not supposed to afk for over some amount. Maybe we could consider something higher than 30 minutes. However I also think if it's 30 mins there's still nothing preventing you from checking up on the game, moving your mouse a bit to stay online, or (depending on the farm design) do something in-game around where you're farming.

To Komrage:
Minecraft survival isn't unfun imo because you can't have a beacon per minute or whatever. It just means you'e gonna put fewer beacons everywhere. You're gonna adjust your building to it every time there's a limiting factor. I think that's part of what makes survival good.

You might afk at a farm so maybe you do something else on your comp but still check up on the game every once in a while. At least that's how I farmed xp back in that terrible skele farm back in like 2012.
Alternatively you might stripmine or build something near your farms to kill time, or build them near places you're often at, if the design allows for it.

I would still allow alts for testing server-related things, which was all I thought you and Yqt were using the alts for initially. For testing redstone designs etc. I'm not sure, again I think if you really need to use an alt to test it, maybe find someone to ask for help.

Your solution is smart but I also feel it's a bit... "theoretical" or Idk what word to use to describe it. In theory it's perfectly fair and solves the problem, but I just don't feel we should sit outside the game and calculate how much afk time every player can have and spend time putting alts where people want them. If we have a volunteer for this I may consider it though.

To Kalassak:
Yeah that makes sense. I also feel it's unfair to take away items from people for breaking rules that weren't really there previously. But maybe they could be compelled to share the items.
Mending books aren't that hard/rare to get tbh and you don't need to farm very much to get them. If you get a villager with the trade you can get dozens of them relatively easily, and you probably won't need more than few dozens to put mending on all the stuff you're using basically. If it were wither skulls or they farmed some other item it might be more serious.



I'd say I'm inclined to ban alts for other purposes than testing, re-banning afk machines etc. and having an afk timer where I'm inclined towards 30-120 minutes, but still open to ideas.
« Last Edit: 2018 01 28, 22:51:03 by Bla »

AeriOwl

  • Full Member
  • ***
  • Posts: 137
  • Revolutea
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #6 on: 2018 01 28, 23:21:50 »
would like to point out--

moving your mouse every 30 minutes to escape the AFK timer shouldn't be a valid option because then it's trivial to write a script that moves ones mouse every 30 minutes with no way to really verify if it was done by a script or a person, thus negating the purpose of an AFK timer
I am going to eat you like mudkipz, but I should probably kill you first.

Komrage

  • Administrator
  • Hero Member
  • *****
  • Posts: 606
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #7 on: 2018 01 29, 02:22:05 »
Minecraft survival isn't unfun imo because you can't have a beacon per minute or whatever. It just means you'e gonna put fewer beacons everywhere. You're gonna adjust your building to it every time there's a limiting factor. I think that's part of what makes survival good.

I think everyone has their own ideas on what makes minecraft fun, and we shouldn't prescribe just one way to have fun.

Personally, my version of fun isn't that survival has a "limiting factor" (has resource constraints), but rather the fact that with a large amount of cleverness and knowledge about game mechanics, you can build up some sort of technological/industrial base which makes what was nearly impossible in the early game quite easy. Basically, minecraft early game to "end game" (killing the end dragon) can be completed pretty easily, and after that the logical progression for me to utilize game mechanisms to keep advancing the things that I can do.

But anyway the point is that I think everyone should be able to choose how they enjoy the game within the constraints of it being survival smp

You might afk at a farm so maybe you do something else on your comp but still check up on the game every once in a while. At least that's how I farmed xp back in that terrible skele farm back in like 2012.
Alternatively you might stripmine or build something near your farms to kill time, or build them near places you're often at, if the design allows for it.

Latter is impractical in a lot of farms which have an precise afk spot of just a few meters across. The former is possible, but at that point isn't it just saying "you can afk, but only if you can bear the pain/annoyance of checking the game every half hour" -- seems like a weird penalty to me which doesn't address the root issue. This would just give advantage to people with a lot of free time like alts give advantage to people with money.

Your solution is smart but I also feel it's a bit... "theoretical" or Idk what word to use to describe it. In theory it's perfectly fair and solves the problem, but I just don't feel we should sit outside the game and calculate how much afk time every player can have and spend time putting alts where people want them. If we have a volunteer for this I may consider it though.

I would volunteer to do the computations. I don't think it's as involved as you might imagine it is. Here are the steps:
1. measuring the drop rates of a farm -- only need to do this once per farm
2. a spreadsheet set up to do computations -- also a one-time cost only
3. a mechanism to spawn in the drops -- shouldn't be that hard although i don't have anything concrete right now.

Anyway the point is that there's no sitting outside the game computing things. At most, we'd spend 30 seconds entering a few numbers into a spreadsheet once a month. I don't think it'll morph blacraft into some perverse computational game or anything like that. I'm not exactly sure what your objection is about theoretical or whatever.

Also there are no alts involved in this solution, since we could simply say that you can't use alts for the measurement process in order to make things fair
« Last Edit: 2018 01 29, 02:25:55 by Komrage »

Bla

  • Administrator
  • Hero Member
  • *****
  • Posts: 1,357
  • Not to be confused with lapis lazuli.
  • Location: Spawntown, Kaktoland
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #8 on: 2018 01 29, 07:38:04 »
I think everyone has their own ideas on what makes minecraft fun, and we shouldn't prescribe just one way to have fun.

Personally, my version of fun isn't that survival has a "limiting factor" (has resource constraints), but rather the fact that with a large amount of cleverness and knowledge about game mechanics, you can build up some sort of technological/industrial base which makes what was nearly impossible in the early game quite easy. Basically, minecraft early game to "end game" (killing the end dragon) can be completed pretty easily, and after that the logical progression for me to utilize game mechanisms to keep advancing the things that I can do.

But anyway the point is that I think everyone should be able to choose how they enjoy the game within the constraints of it being survival smp
You were the one who originally prescribed it not to be fun if you can't have alts to grind for you. I don't agree with that.

I agree you should be able to enjoy the game pretty much within smp, maybe with a very few exceptions. But I think it should only be with one account.

Latter is impractical in a lot of farms which have an precise afk spot of just a few meters across. The former is possible, but at that point isn't it just saying "you can afk, but only if you can bear the pain/annoyance of checking the game every half hour" -- seems like a weird penalty to me which doesn't address the root issue. This would just give advantage to people with a lot of free time like alts give advantage to people with money.
The reason it's supposed to be a 'penalty' is because people aren't meant to get enormous quantities of items so easily in my opinion. Building farms is totally fine, advancing beyond mining and gathering. But you should still be playing actively to get those items. If you want more items, build a more efficient farm or spend the time there. Don't go to sleep to get a billion items and drain the server performance.

I would volunteer to do the computations. I don't think it's as involved as you might imagine it is. Here are the steps:
1. measuring the drop rates of a farm -- only need to do this once per farm
2. a spreadsheet set up to do computations -- also a one-time cost only
3. a mechanism to spawn in the drops -- shouldn't be that hard although i don't have anything concrete right now.

Anyway the point is that there's no sitting outside the game computing things. At most, we'd spend 30 seconds entering a few numbers into a spreadsheet once a month. I don't think it'll morph blacraft into some perverse computational game or anything like that. I'm not exactly sure what your objection is about theoretical or whatever.

Also there are no alts involved in this solution, since we could simply say that you can't use alts for the measurement process in order to make things fair
It's not that I think it's hard or complicated to do, it just seems weird in a way. The only thin these alts do is drain our server performance. If we buy one more alt, should we add more time for everyone to spend? What's the point even, of having the alt on the server and paying for it to be up? If we know the production rates, we might as well spawn the items right into the game? I don't feel this is the kind of server I wanted Blacraft to be at least.

Kalassak: If those who didn't have a chance to do the alt thing got maybe 1 day of alt time to spend I think your issue could be solved.

would like to point out--

moving your mouse every 30 minutes to escape the AFK timer shouldn't be a valid option because then it's trivial to write a script that moves ones mouse every 30 minutes with no way to really verify if it was done by a script or a person, thus negating the purpose of an AFK timer
I don't agree it's trivial. I think only a few people in this community would probably have the skills to do that and I think we can trust them with not doing it. AFK timers used to work pretty much fine on this server a few years ago I think.
« Last Edit: 2018 01 29, 07:41:15 by Bla »

Komrage

  • Administrator
  • Hero Member
  • *****
  • Posts: 606
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #9 on: 2018 01 29, 14:23:16 »
tl;dr: I think alts and afking are separate issues. also, the last two paragraphs of this reply are the most important ones if you don't have time to read everything.

You were the one who originally prescribed it not to be fun if you can't have alts to grind for you. I don't agree with that.

Right. I intended that to be a statement about my own gameplay style, not a prescription for everyone. Also I think you misinterpreted what I said there. I didn't say I needed alts to grind for me. I said afking is necessary. I think the issue of alts and afking are orthogonal to each other. alts just allow for more afking to take place in the same amount of time, and arguably gives an unfair advantage to people with alts. whether we should allow afking is a completely separate issue (and imo, the more important issue here).

The reason it's supposed to be a 'penalty' is because people aren't meant to get enormous quantities of items so easily in my opinion. Building farms is totally fine, advancing beyond mining and gathering. But you should still be playing actively to get those items. If you want more items, build a more efficient farm or spend the time there. Don't go to sleep to get a billion items and drain the server performance.
I would take issue about the last line. Most if not all of the new farms that have been built recently have taken great pains to be extremely lag efficient, for example, explicitly avoiding *redstone dust*, which is an extremely laggy block. Sitting in the middle of desertopia with no farms in range causes far more lag than any of my farms.

I disagree about the need to be playing actively to gather items, because no one likes to grind forever for large amounts of items.

It's not that I think it's hard or complicated to do, it just seems weird in a way. The only thin these alts do is drain our server performance. If we buy one more alt, should we add more time for everyone to spend? What's the point even, of having the alt on the server and paying for it to be up? If we know the production rates, we might as well spawn the items right into the game? I don't feel this is the kind of server I wanted Blacraft to be at least.

So the alt issue and the afk issue is again, orthogonal. I think we should discuss them separately. For the purposes of my solution, we would ignore alts completely in the computation. So I'll just address this last line here:

If we know the production rates, we might as well spawn the items right into the game?

If you feel this is not legit, then I can't really convince you otherwise. But the reason I think it's not a totally crazy idea is because in theory, we could have generated those items in gameplay using the *same amount of effort* (aka almost 0). On the other hand, it doesn't make sense to spawn items into the game if you could mine them ingame because that would be a reduction in the amount of effort spent on the game. I don't meant to say that the only aspect of gameplay is the expenditure of effort of course.

But just one last thing. Here's a theoretical situation which will hopefully make it intuitively clear why I think this is legitimate. Suppose there's this very useful new item you can craft, except due to some bugs in the game, crafting it causes extreme lag to the server for the next 15 minutes, which is annoying. To get around this until the bug is fixed in the next update, we allow players to throw away the crafting ingredients and spawn in the item, which is a no lag replacement for crafting. To me, this seems very legit. I don't know about you.
« Last Edit: 2018 01 29, 14:30:58 by Komrage »

b-ong

  • Sr. Member
  • ****
  • Posts: 476
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #10 on: 2018 01 29, 17:03:50 »
"First of all I think it's not a very good solution using alts to increase spawn rates"

I'm using them for existence of rates, not for increasing them which has diminishing returns.

"this gives an advantage to people with alts and alts cost money. I think people who have one Minecraft account should have the same advantage as people who have the money to buy 10."

Luckily i got mine for free

"This is an expensive way to play the game and we could save some money that we could enjoy on e.g. better performance instead. "

I think performance is pretty stable at 20 now that i moved all my villagers away; but yes server cost might be an issue. However i don't have a way to help pay :O

"Additionally accounts near some big farms bring down the whole server tps significantly, so someone putting an alt near industry and going to sleep may negatively affect the enjoyability of people who log on to play actively."

Moved all my laggy **** outta the way so we shouldn't have that problem anymore

"I think it might be better if there was maybe a 30 minute kick after going AFK, people could stay at mob farms, get some items but not just go to sleep."

I feel like a punishment for using server time should not be waste your own time.

Bla

  • Administrator
  • Hero Member
  • *****
  • Posts: 1,357
  • Not to be confused with lapis lazuli.
  • Location: Spawntown, Kaktoland
    • View Profile
Re: Alt Account and AFK Discussion
« Reply #11 on: 2018 01 29, 22:10:17 »
I don't get why you guys see it as punishment if you can't put an account to gather items for you for days without doing anything.
Was it punishment when you had to strip mine to get diamonds for your first diamond picks? Kill the first mobs?
Now you've made extremely efficient farms that can gather items far faster. See it as a reward you have that instead of punishment? It's a luxury problem really.

Quote
I think the issue of alts and afking are orthogonal to each other. alts just allow for more afking to take place in the same amount of time, and arguably gives an unfair advantage to people with alts. whether we should allow afking is a completely separate issue (and imo, the more important issue here).
It's somewhat separate but it seems alts have been mainly used recently for pretty much perma-afking, and brought to my attention this thing because we used to have policies against afk'ing that I just started to ignore after we moved server, Essentials got deleted, there was no kick and stuff.

Quote
Most if not all of the new farms that have been built recently have taken great pains to be extremely lag efficient, for example, explicitly avoiding *redstone dust*, which is an extremely laggy block. Sitting in the middle of desertopia with no farms in range causes far more lag than any of my farms.

I disagree about the need to be playing actively to gather items, because no one likes to grind forever for large amounts of items.
It's nice people have been building for performance. From what I had seen recently it seemed like we were having performance problems partially because of alts.
I don't think it's true you need to spend a long time to get a lot of items. Monster farms are extremely efficient, iron farms, chicken farms, I'm sure many types of farms can produce way more items in a short while than you could ever have time to use. Gold farms I haven't yet figured out a very fast design for, and some other items are slow, ok. But still a huge advantage compared to going out in caves or fighting mobs to get them, and I think that's enough.

Quote
Here's a theoretical situation which will hopefully make it intuitively clear why I think this is legitimate. Suppose there's this very useful new item you can craft, except due to some bugs in the game, crafting it causes extreme lag to the server for the next 15 minutes, which is annoying. To get around this until the bug is fixed in the next update, we allow players to throw away the crafting ingredients and spawn in the item, which is a no lag replacement for crafting. To me, this seems very legit. I don't know about you.
I don't think you can compare it to a bug. The basic gameplay of Minecraft is mining, gathering, killing mobs and stuff. People are too lazy for that so they build giant farms and stuff, ok that's pretty cool. But that doesn't entitle them to a constant theoretical output from their farms because they feel it's too boring to wait for the way faster farms to produce. I guess we'll just have to disagree on how we view it.

To Blotz: Nice you got yours for free, but it's risky, few people give accounts away for fun without expecting something shady in return. Paying for alts or going to risky, shady sites to get them for free isn't a good thing to reward in the game imo.



I think we should ban alts, but maybe we could make some compromise:
1: We leave a month where people can still use alts freely, and everyone have the opportunity according to syule's calculations to be compensated if they don't have alts, so people can get more out of their new farms they expected to use with alts
2: We set the kick time on afk'ing very high, to maybe 8-12 hours, to compensate people for losing their alts. This may be lowered in the future, but that'll be a later discussion not for the next 3 months.
3: The alts may only be used during this period (until March 1) in existing infrastructure or something that's in progress that several hours has been spent on, not infrastructure we begin to make after this post.

I think by the end of February we should have alts phased out of the server for anything else than testing.

Discussion thread:
http://blacraft.createaforum.com/blacraft-general/alt-account-and-afk-discussion/
« Last Edit: 2018 01 29, 22:16:09 by Bla »