First, this argument is based on the fact that you feel something is a problem, others may not have that view.
Indeed. In fact I find I'm fighting two battles: one about whether there's a problem, the other about the proposed solution to said problem.
There is really no difference.
There is a difference. Access to tools (toons) owned and created by active players who you interact with, versus tools owned by someone who left the game long ago and no longer has any interest in the maintenance of their character(s). All inactive accounts do is create higher thresholds upon which the Devs determine how to create new game content. I.E. mudflation.
The difference is this: devs creating content based on the sum total of the capabilities of active players, versus the sum total capabilities of all active players AND all inactive players whose accounts are still in use.
I started this game with about 7 RL friends 5-6 years ago, am I allowed to let them use my chars if i take a hiatus?
EDIT: Sorry, I didn't see what you were getting at the first time I read this.
IF a system were put into place where inactive accounts would cycle out of the game, then the answer would be that it depends on the type of solution that was implemented. It would probably also depend on how long you went on hiatus.
Already said no to several times.
You misunderstood my meaning here. I wasn't proposing this idea by any means.
Not worth the effort to implement and emails change as stated previously. For the other, I don't think the client can be modified in this way...also people forget answers occasionally, talk to anyone who has worked an IT help desk.
"Worth the effort" in this case depends on whether or not you think there's even a problem. Since you don't, then nothing I proposed would be worth the effort to you.
You're correct that there are potential complications when it comes to addressing the issue.
I specialize in automation and process improvement with a focus in engineering. Systems with oh this case breaks x and that breaks y generally fail no matter how rare the occasion. But its only 1 a day, week, month... GMs dont want to deal with this.
The idea you're responding to here was a hypothetical of a hypothetical. Since someone mentioned a potential complication to removing inactive accounts from the game, I suggested that perhaps an exception could be made for a few of FWF's raiding toons upon implementation of the hypothetical new policy. After implementation, there would be no more exceptions granted, so it's really a one-time deal - NOT something the GMs would have to concern themselves with ever again.
Guestlock was also introduced as a check for player against themselves so they didn't accidentally delete items. Adding explock to guestlock breaks this function.
The confirmation dialogue box for item deletion existed well before the guest-lock feature, AFAIK. It can be turned on or off as you choose.
Also, if you add explock, and someone has it on when they log in, then go xp a bit. Then realize they forgot to turn it off, they will most likely never use it again.
I don't find this to be a likely scenario. I've already stated reasons for using the guest-lock feature, none of which have to do with when you're using your own account. Secondly, unless your UI is very different than mine, I have no problem seeing whether or not I'm getting XP from a kill. It's in big yellow letters and I notice it every time I kill something. Thirdly, you would almost surely notice if you left your guest-lock on before you start to kill things, not only because it tells you as soon as you log on a guest-locked character, but also because you likely tried to trade/use a vendor/delete before you even attempted to engage something.
Overall, I disagree with pretty much everything you have posted in this thread.
Noted. I appreciate the thoughtful replies.
You need to make a thread about something and stick too it. You have introduced upwards of 10 separate threads worth of content in this one trying to keep it alive.
I don't think I've gotten off-topic, though perhaps I've bitten off more than I can chew. Do you think I'm trying to keep the thread alive, or responding to the fact that there are 10 threads worth of content?
BTW, each of those 10 threads has existed several times over and died because players don't like the idea.
Not unexpected that some players don't like the idea (already mentioned in the OP), but the fact that these ideas have been bandied around "several times over" means that other people feel the same way I do. Some of them have even posted in this thread.