So here is a suggestion, make the @OOC and @IC messages run against the same checks as would spotting hiding/sneaking person go. This way having to go @OOC as sneak, won't announce your return with fanfare to people who otherwise would have no clue.
So here is a suggestion, make the @OOC and @IC messages run against the same checks as would spotting hiding/sneaking person go. This way having to go @OOC as sneak, won't announce your return with fanfare to people who otherwise would have no clue.
Maybe we can expand the message to make it clear to not treat it as IC visibility of said PC?
The entire point of @OOC and @IC is to announce the player leaving the game world because of RL events. Stealth is a extremely powerful skill in the game. Going @ooc and @ic from stealth back into stealth is a terrible idea.
If you're hiding in an unsafe situation and you need to fo AFK, I think you just need to take the risk and go AFK. Being able to safely @OOC is WAY too ripe for abuse in that situation.
I'd only be remotely comfortable with it if it involved a skillcheck each @ooc (going and coming back), probably a challenging one, to reveal yourself.
So really, can we stay on merit whether the change could be good or bad? Not for reasons behind the sudden need to @OOC?
There are extenuating circumstances, sure, but the game can't feasibly cater to every possible emergency a player behind the keyboard could ever theoretically face.
It is a bad idea, sorry.
Ditto for say, sneaking up to Gold and laying in wait somewhere, maybe even inside a corporation, occasionally popping out to see who is on SIC.
Idk if this is codified anywhere but I think OOC should only be used when you're in relatively safe circumstances already. Using it to escape a risky situation shouldn't be okay.
@OOC exists for the exact use cases you describe. Allowing people to return from @OOC into a hidden state would completely break any balance of stealth.
RL happens, and we get that. A friend of mine ICly got taken advantage of recently because of OOC things. It happens. People typo commands, people fall asleep at the keyboard, etc. We as a playerbase are asked to have some semblance of respect for our fellow players with these things, but it's totally valid to see someone's door open or them passed out on the street and rob them.
What you are asking for would When you @OOC you are gone from the game world entirely. Allowing people to ICly dissapear and then OOCly poof from the game would be absolutely abused to hell and back.The @IC messaging is very clear on this. You are re-entering the game and are subject to consequences. Treat @IC as if you were walking out of a room, a building, or whatever else accordlingly. Simply putting on a hood before going @OOC alleviates 90%+ of use cases as you describe.
1. @OOC/IC DOES NOT break stealth. You will return as hidden after @IC as you @OOCed out.
2. It seriously doesn't break stealth as it is now.
3. Really.
4. The problem is that when you then return from @OOC into your hiding, it announces your SHORT (or name if not disguised) to the entire room. And unless people "look" to not-see you there, many just resume roleplaying like you are in the room.
I am not asking here to boost stealth or realy open stuff for abuse. Just to maybe not announce your short/OOC name along the way to everyone. They knew the player was @OOC, and now they know this player is back @IC. Do they see them? Maybe, maybe not.
2. If @ooc doesn't IC'ly break stealth, it absolutely should because that's SILLY. Or rather, you simply shouldn't be allowed to @ooc while stealthed. I don't think you can @ooc while sitting even, why can you do it while stealthed?
3. None of those points address any of the concerns or points people have already made, which largely boil down to: sometimes you need to AFK when it's really, really inconvenient IC'ly. It happens to everyone, just go AFK and hope for the best, this change would be a poor one.
And well, why do you think the named announcement is good for the game? You were aware that someone was @OOC in the room when started a scene. Continue having run, and get a notice that that person has returned (without any details), so you either can tell them from the scene, or you can't. Assume it as background noise - as you are never alone in sindome (short of @OOC in someone's private place).
Otherwise, AFK where you are and reap the rewards.
It's a risk you take, as a player, that sometimes life happens. Something out of your control and you have to step away. It might not be the safest place, it might not be the most ideal situation, but it happens and that's just part of it.
Sometimes you just need to build a bridge and get over it.
Heck, even when faced with evidence to contrary, as stealth lasted through @OOC as long as I can remember, and yet you don't see it abused on every corner, people insist that this is just madness and abuse playground and it should be happening like that, right now, all the time. And yet it isn't.
I refuse to be that rotten.
I think if you're going to post an idea you should also be willing to listen to the feedback to the idea.
"I guess I am not as rotten as most of the player base and the abhorrent feel of 'how can this be abused' which seems to overshadow almost anything."
Please unplug characters from players here. It's been said before in townhalls that there are not heroes in Sindome. We have a giant thread about how there are not protagonists in Cyberpunk. Cyberpunk is not the setting to be throwing shade at your fellow players for doing their best to play good characters. Good characters who should be taking every chance to lie, cheat, steal, fuck and murder each other for the pitiful scraps we have to get by on.
When we get new features, or game systems are changed, we have to consider 'how does this change affect my character's ability to do above lying, cheating, stealing, fucking and murdering?'
This does not mean that we are throwing punches in OOC or on the boards though. I have MAD respect for some of my long-time rival and enemy players. But when suggestions are made that will clearly impact game balance, we should be doing due diligence in thinking how this might impact not just our characters, but the health of the MOO overall. As people have brought up, @ooc is a command that has the strong potential to be abused. This would be an enhancement to the potential abuse of the command. And while it's true, that staff can always crack down on the players for doing so, it requires 1) That they catch it in the mess of scroll that is being able to have global oversight of the game, and 2) That players are AWARE of issues and can report them. We can't report problems to the command and abuse if we don't know it's being used in the first place. That is the reason we're pushing back so hard, and not because we all want to be exploiting scumbags.