From: Argent Stonecutter
I think you misunderstand me. I do want an "offline" mode, for all the reasons you list, I just don't think it's a good idea for it to be selective... so that you're online and IMable and mappable for some friends but not others. We don't need "not really a friend" anyway, we already have "exchange cards" for that.
In real life, nobody can tell if you're just ignoring your phone calls. In real life, you're universally in "offline mode", even if you carry a cellphone. Nobody knows if you're ignorng your phone or you just left it at home. It's only in instant message systems that there's any expectation that people can tell if you're "really there" or not. And if you're "offline" you're offline to everyone.
That's what I want "offline" mode to be like... if you're "offline", you're offline for everyone. If you're not offline, you're online.
The social impact of being able to be "selectively" offline is interesting, but I think SL has enough "interesting" social experiments going on at the moment, we don't need to toss more in the pot.
We do need these controls.
Technically calling cards should be used for this, but in practice the friends list (why not "buddy list" - that would prevent a lot of drama!) WILL get used for casual contacts... simply because few people know how to exchange calling cards, let alone go to the extra effort of doing so.
Once a casual contact has offered you friendship, no matter how little they know you, it STILL comes off as rude to decline. It STILL causes a tension in the room. IMHO LL are right to accept this is the case and work in better controls for the "friends list".
From: Lewis Nerd
Yes, it's another seemingly great idea on paper that in reality is further damaging to the already fragile social structure that is barely holding SL together.
I mean, SL is not like WoW, where starting a new character puts you at level 1 with no weapons and no skills; you can just get a free alt and log on with that, and give them everything (except a few no-transfer items) your main character has, complete with your skills in scripting, building, texturing, whatever.
Yet more 'adding shiny stuff' for the sake of it, whilst completely ignoring the lag and the critical strain on the underlying technology. I thought the idea of these sort of things was to actually predict load and try to stay one step ahead of the demands on the system, rather than thinking about a possible solution 2-3 months after it becomes a serious problem. It's not like it's going to go away, is it.
Lewis
These features are very good for SL.
I have "I will delete anyone who maps me from my friends list." in my profile.
I would have thought that is a very clear sign telling people not to map me.
They still do it. This causes a fair bit of drama.
The reason is that it is far easier to map someone than it is to go through a person's profile and check if they are ok with being mapped or not. So, as many people believe getting forgiveness is easier than asking permission, they go ahead and map you.
These changes would make it more difficult to cause drama. Instead of being able to cause drama by accidentally mapping someone they were not supposed to, they would have to know at least two bits of info (they can't see you online, others can) in order to cause drama.
So, the total amount of drama will go down, because the drama is harder to cause.
This will be very, very good for SL. It will make a lot of people very happy and lower the occurance of drama.
Thus these changes are good for the SL social fabric.
Invisible mode, and mapping prevention are not "shiny new" (read:useless) features. They are basic requirements for privacy. I am frankly amazed LL have not put them in place before now.
Being able to be 'offline' when you choose, especially to certain people, can save a heck of a lot of hassle, especially if you are a busy person who sometimes NEEDS peace and quiet to focus. I imagine the Lindens, for example, will be using these new tools a whole lot to manage the IMs they get.
Now... about the complaint that LL should be working on the basics... such as lag, sim crashes, etc.
I've got sims that have been crashing several times a *day* and I've had to field a ton of help calls from my residents complaining of lag, crashes, items disappearing... etc.
I know how essential work on the basics is!
Thing is, LL has many coders. They can't *all* work on the basics. There is an optimum number of coders per project and a fixed number of bug-fixing projects they can be working on at any one time. Assigning all the coders to the same things would mean they kept stepping on each others' toes, changing bits which caused other coders to have to re-do their work... etc. In short, it would be a mess.
Therefore some coders should work on new features.
Since some coders need to work on new features.... why not assign them to work on features that are highly requested by residents.... like these ones? Sounds like a damn good idea to me!
But then, it would, because I posted
a very similar suggestion a few months ago. It was needlessly complicated though. I'm glad that LL adopted a simpler approach.
Oh and they *are* working on the crash/etc bugs.
Example from
Preview Release Notes:
From: Release Notes for Second Life 1.13.0(3) November 17, 2006
* Fixed a simulator crash
I hope that's fixes as much as possible of the recent plague of crashes.
I also hope they have a fix for the images time bug in the pipeline.
Thing is, I've heard Philip say at Concierge Town Hall event that the images time bug was LL's top priority, so I know it's pointless to badger them about these things because they *are* working on them.
I would criticise the Lindens for their inability to handle the influx of new users...
but I'm a former OpenBSD/*nix sysadmin myself. I *know* if my usercount jumped by 30 percent in a few months (as has happened with their jump from 1m users to more like 1.3+m users...) and kept rising at that rate, then I would struggle to cope with that.
10% growth per month is just amazing, and I understand they are having problems. Obviously I'd like them fixed! But they seem to be aware of the problems and working on them.
The one problem to do with scaling that really worries me about SL is the fact that currently, SL maps a certain fixed size of 'land' to one simulator, and that this simply cannot scale as inevitably some parcels of land will be more popular than others. I worry if LL will be able to give up the concept of simulators simulating a fixed land size - and move towards pooling resources so that empty regions don't use a full simulator, but very popular regions are able to use more resources to avoid becoming super-laggy.
Currently SL does not handle large gatherings of avs in one place very well.
It will need to change the way it simulates the world for it to be able to.
That's the only deep problem I'm worried about LL's response to.
The lag, crashes, etc... they seem to be fixing, or at least trying to fix. Annoyingly slowly, but they're trying and given the money coming into SL I figure it's only a matter of time before their army of coders fixes those problems.
From: Tyken Hightower
I still can't wait for all the drama to come.
"OMG, you went invisible to me but my friend Billy Bob can still see you! YOU'RE IGNORING ME, YOU DON'T WANNA B MY FREND NEMORE!!111"
I really think it should be all-or-nothing.
Yes it will cause some new drama.
But think of all the problems it will eliminate...
* people mapping you when they don't know they're not allowed to
* people always IMing you when you're busy
are two good examples.
It will cause some problems, yes. But it will solve more problems than it causes. Thus it is a good thing.