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[BUG-227067] Make groups slot numbers scale with account age. #5472

Closed sl-service-account closed 9 months ago

sl-service-account commented 5 years ago

How would you like the feature to work?

Tie the number of usable group slots with the account age so every rez day the functional number of group slots / offline IM's goes up by one.

So a 13 year old account will get 35+13 Group slots to play with, for a grand total of 48. That seems fair.

Why is this feature important to you? How would it benefit the community?

I'm trying to mitigate the amount of https://en.wikipedia.org/wiki/Loss_aversion that we're presently seeing on the forums regarding "New Basic Account" group join limits.

Offsetting the bitter pill with a loyalty bonus would make people a lot happier, because the current proposed policy change is just absolutely thrashing your loyal users who have been here for 5 ~ even 10 and 14 years.

It would be easy to implement as well, Group Count = (Int) Account Age / 365 ; All the data needed to do this is already tracked.

In game development it's a very common reward scheme to give people an extra "inventory slot" as a purchasable item, but often times these are also given out for completing objectives in the game. For example Diablo III gives you a new stash tab with which to store your stuff for every 6 month "season" you log in and complete a set number of objectives for. Many people log in specifically to accomplish this one goal each season, then stop playing.

Loyalty bonuses are also a tried and true concept. When I call up my cell phone provider to yell at them for screwing up my service, the very first thing they say to me on the phone is "First, thank you for being a customer with us since 2006". That's their company policy~ to remind everyone of that the moment they call, every time they call, immediately, to the point of annoyance.

So the reward scheme is something that people are already familiar with and will ( hopefully ) react more amiably to, it also will mitigate / remove the pain for some of your most high profile basic account level users who literally help you keep this platform running. I'm just going to point out that several of the TPV devs I know are 1 : on basic accounts 2: maxed out on groups 3: regularly swap groups around to help test things.

Forcing them to make more tester alts to join more groups, doesn't actually alleviate the alts in groups problem, in fact it just compounds it, while simultaneously pissing them off.

As the the psychology of loss aversion clearly documents, people get irrationally upset about you taking something that they already have away. When what you're taking away also has a social element to it~ they're going to get even more upset. It doesn't make any logical sense but, basically people are perceiving this as "we're going to hold your friends hostage behind a pay wall". I've seen entire games tank off the face of the internet for social design choices much less ill conceived than this one is in it's present form. (Like when TERA, a PVP based MMO, in an effort to balance their combat arenas, made it so you couldn't join PVP content in groups of more than 2. So all the people who enjoyed playing together as teams, suddenly couldn't, and their logins literally dropped 50% over a 30 day period somewhere in mid 2015... )

So here's a suggestion to hopefully mitigate the damage, and reward your customers for being there as well, because frankly they deserve to not be squeezed by this after having been around for so long, and it'll still help mitigate the infrastructure bloat caused by that average new user who joins SL ~ joins 42 groups and then quits in 3 months.

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-227067 | | Summary | Make groups slot numbers scale with account age. | | Type | New Feature Request | | Priority | Unset | | Status | Closed | | Resolution | Unactionable | | Created at | 2019-05-31T16:16:38Z | | Updated at | 2019-06-01T00:29:20Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'How would you like the feature to work?': "Tie the number of usable group slots with the account age so every rez day the functional number of group slots / offline IM's goes up by one.\r\n\r\nSo a 13 year old account will get 35+13 Group slots to play with, for a grand total of 48. That seems fair.", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'I\'m trying to mitigate the amount of https://en.wikipedia.org/wiki/Loss_aversion\r\nthat we\'re presently seeing on the forums regarding "New Basic Account" group join limits.\r\n\r\nOffsetting the bitter pill with a loyalty bonus would make people a lot happier, because the current proposed policy change is just absolutely thrashing your loyal users who have been here for 5 ~ even 10 and 14 years.\r\n\r\nIt would be easy to implement as well, Group Count = (Int) Account Age / 365 ;\r\nAll the data needed to do this is already tracked.\r\n\r\nIn game development it\'s a very common reward scheme to give people an extra "inventory slot" as a purchasable item, but often times these are also given out for completing objectives in the game. For example Diablo III gives you a new stash tab with which to store your stuff for every 6 month "season" you log in and complete a set number of objectives for. Many people log in specifically to accomplish this one goal each season, then stop playing.\r\n\r\nLoyalty bonuses are also a tried and true concept. When I call up my cell phone provider to yell at them for screwing up my service, the very first thing they say to me on the phone is "First, thank you for being a customer with us since 2006". That\'s their company policy~ to remind everyone of that the moment they call, every time they call, immediately, to the point of annoyance.\r\n\r\nSo the reward scheme is something that people are already familiar with and will ( hopefully ) react more amiably to, it also will mitigate / remove the pain for some of your most high profile basic account level users who literally help you keep this platform running. I\'m just going to point out that several of the TPV devs I know are\r\n1 : on basic accounts\r\n2: maxed out on groups\r\n3: regularly swap groups around to help test things.\r\n\r\nForcing them to make more tester alts to join more groups, doesn\'t actually alleviate the alts in groups problem, in fact it just compounds it, while simultaneously pissing them off.\r\n\r\nAs the the psychology of loss aversion clearly documents, people get irrationally upset about you taking something that they already have away. When what you\'re taking away also has a social element to it~ they\'re going to get even more upset. It doesn\'t make any logical sense but, basically people are perceiving this as "we\'re going to hold your friends hostage behind a pay wall". I\'ve seen entire games tank off the face of the internet for social design choices much less ill conceived than this one is in it\'s present form. (Like when TERA, a PVP based MMO, in an effort to balance their combat arenas, made it so you couldn\'t join PVP content in groups of more than 2. So all the people who enjoyed playing together as teams, suddenly couldn\'t, and their logins literally dropped 50% over a 30 day period somewhere in mid 2015... ) \r\n\r\nSo here\'s a suggestion to hopefully mitigate the damage, and reward your customers for being there as well, because frankly they deserve to not be squeezed by this after having been around for so long, and it\'ll still help mitigate the infrastructure bloat caused by that average new user who joins SL ~ joins 42 groups and then quits in 3 months.', } ```
sl-service-account commented 5 years ago

polysail commented at 2019-06-01T00:29:21Z

The situation I created this based upon has been removed: 

https://community.secondlife.com/blogs/entry/2559-group-limits-update-no-changes-for-basic-members/