Thank you for putting this thread together. We're still in the early stages of this functionality being live. While we'll review all threads, replies, and tickets with feedback on the new pinglist function, I want you to know that yours has been bookmarked internally for additional team focus.
First and most importantly, we want everyone to know you can breathe a sigh of relief. The change to raw mass pings and the future cap mentioned in the update—as in
raw pings posted in a reply,
not pinging subscribed players in a site-supported pinglist—won't be in the immediate future. And it's not lost on me as I post this reply that the very way I opened my reply to you would be capped under our current future plans.
I would keep in mind that it's the end of October. We're heading into the holiday season, we have one more ancient breed to release, we have Frigidfin Expedition, and we have the
Night of the Nocturne rapidly approaching. Plus our engineering timeline for the skin and accent system and, well, some much needed employee time off. In other words, you've (players) got time to work with the system as it is, give us your feedback, and we've got time to finesse and iterate.
During this time, our plan is to allow the new feature to soak, for players to adopt it, and collate your feedback over time, both initial impressions and experienced usage. From there, we will meet as a team, discuss your feedback, your communicated needs, and explore our options and possible solutions.
Now, onto the subject of some of the decisions made going into this launch...
As you might know, there have been increasing incidents and reports of offsite-to-onsite harassment via open-to-the-public pinglists. The tickets submitted alongside these incidents have also increased, whether it is an offer of help to investigate or a demand to solve the situation, it all takes time to review and respond and often requires multiple team members including engineers to investigate. The fact is, as long as the offsite spreadsheets are open and available to anonymous/public editing and the ability to send mass raw pings remains, the offsite-to-onsite harassment will continue. Even if we could identify the individual(s) responsible without a shadow of a doubt, ban them and their IP, it doesn't change the fact that the offsite and public spreadsheets are still vulnerable.
This is part of why a pinglist is locked to the player who created it. Because even with pinglists being opt-in, even with them being onsite,
we have to weigh the consequences of open-to-the-public pingable lists with the potential for exploit, especially from tech and internet savvy bad faith actors. Throwaway accounts with throwaway emails on a dynamic VPN could easily target and troll a pinglist that's open to the public to ping. This isn't to say with enough time and iteration a solution can't be found. It's to say that we have to keep this in mind and in consideration when developing this feature further.
As for approved co-owners, one of the issues we have to consider is how that works with blocking. What happens if a player has blocked the originator of the co-owned pinglist after subscribing? Should the co-owners be able to ping that individual with the list? What if the originator blocks a player, should the co-owners still be able to ping that player with the pinglist? What happens when co-owners have a falling out, where an approved co-owner did more to maintain the pinglist than the originator? Who owns the list? Do we need to task our employees with mediating player personal relationships over pinglists? What if the originator becomes inactive or does something that costs them the ability to access their account? Just the possible solutions floated within the team while reading through your feedback lead to additional scenarios and edge cases.
There are infrastructure concerns with raw mass pings of hundreds of players at a time that we have to consider as well. We understand how they're useful, how they're used, why they're used, but we never coded our proprietary forum software to support it. Even if we adjust the raw ping cap, being able to send hundreds of raw pings in a reply just isn't sustainable for the site.
All of the above doesn't even touch on how granular and specific the current player-run systems are, and just how different they are from one special interest or focus to another. There's a lot for us to consider. Basically,
we're not rushing the development of this system nor are we rushing the sunsetting of raw mass pings. We've
already released the foundation of the pinglist system and with a solid foundation, we can build up a comprehensive system from there.
Regarding your concerns, I can offer you one answer about one aspect of your Flights and Flight pinglists concern today:
Quote:
Flight Specific Lists - Being able to say this list is only for one flight with an auto-remove for people who change flights would be helpful. This also means that if the link leaks, no one out of the flight can join the list.
If someone is no longer a member of your Flight, they no longer have access to your Flight forums and they can't see your pings, nor should they be alerted to them.
Something else I'm also able to let you know is that we have some
pending, more straightforward updates to the pinglist system that
we hope to implement next week.
I hope this helps to address some of your concerns about how we're moving forward, and provides you with some insight into what we're looking at, into, managing, etc. Thank you again for reaching out to us, both here and in tickets. Please, please continue to discuss this and provide your feedback on the pinglist system. Even if we aren't providing personalized responses to every suggestion, idea, or complaint during this period, we are absolutely reading, considering, and discussing your feedback. Have a great weekend
