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As of now, only faction admins can force-join (invite) players to factions. Owners or faction members have to give new potential members the password and ask them to join.
This is mostly fine until a new/potential member starts publishing the password without consent of the owner.
The system would have to work similar to /tpr and /tphr do. Invited player should have the opportunity to decline. Not only for better UX but also because there is a catch:
[protector] only checks if player is in at least one same faction as owner. Since [protector] only uses a boolean flag to allow factions and doesn't keep a list of them.
So if player B has a protector that has faction support enabled, and so far player B is using that for the only faction FB that he is a member of.
Now if player C has a faction, FC, and force-joins player B to it, this gives all players of FC access to player B's protector area.
What do you think, is this worth hashing out a solution to or do we just leave things as they are?
The text was updated successfully, but these errors were encountered:
Good but only if invitee can refuse invitation, basically that would be requirement for explicit accept so very similar to those teleport request commands when used without admin privs.
Also members probably should not have ability to invite others but there could be multiple owners / shared ownership, shouldn't be that complicated and allows a lot more fine grained control of factions.
If 'moderators' (shared ownership) field is added, might as well add a field for short description of faction. Might help both members and owners remember what the idea of the faction is.
As of now, only faction admins can force-join (invite) players to factions. Owners or faction members have to give new potential members the password and ask them to join.
This is mostly fine until a new/potential member starts publishing the password without consent of the owner.
The system would have to work similar to /tpr and /tphr do. Invited player should have the opportunity to decline. Not only for better UX but also because there is a catch:
[protector] only checks if player is in at least one same faction as owner. Since [protector] only uses a boolean flag to allow factions and doesn't keep a list of them.
So if player B has a protector that has faction support enabled, and so far player B is using that for the only faction FB that he is a member of.
Now if player C has a faction, FC, and force-joins player B to it, this gives all players of FC access to player B's protector area.
What do you think, is this worth hashing out a solution to or do we just leave things as they are?
The text was updated successfully, but these errors were encountered: