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GM Ranks

Genereal qrRO talk

Postby Rizzy886 » Sat Dec 01, 2007 5:25 am

We all got together (by we I mean myself, Codemaster, Hagios, Creon, Xaris, and Haprish) and rethought the entire way GMs work. As we don't have a full understanding on how all the new commands work, and since this is all theory, things are due to change, commands will be added or removed as needed, but this is where we currently stand.

Basic (Player 0)

As a normal player your power will more or less be the same. There's been some nifty commands added and some previously broken or unknown ones that we'll draw attention to. One major change is the removal of most of the who commands. We did this because being able to see player coordinates and map was being exploited during WoE, used for begging, harassing, not to mention killed off cool events like hide and seek. You will also find that you will no longer be able to view a players level or stats, PvP at your own risk. You will still be able to use the who command to see all the players online as well as their guild and party. You can also use @whozenny to see how much cash those so called "poor" beggars have. Finally, the @whogm command has been removed for reasons that will be stated later. If this concerns you, there is a 'GM Talk' command that will let you whisper any GMs online without having to know their names. For a full list you're going to have to wait and see.

Peacekeeper (SubGM 1)

-Must Wear GM Uniform
-Will be given GM on their Main Account

Concept:
The peacekeepers were originally created in the early days of qrRO to assist GMs in events. They were normal players, who were trustworthy, and respected by both the management and players alike. They maintained order, and later expanded their role to aiding in investigations and server repair. Crimson Knights Anyone?

Purpose:
The new SubGM class will serve as a sort of police force and helping hand for the basic players. Their have very little power over the normal players. Rightfully so. Simply, they have the ability to temporarily remove trouble makers, teleport players from glitched areas, investigate issues, keep players informed on important events, report errors, the grunt work. This makes any abuses they are capable of doing just annoying instead of hindering a player or the server. They also have no way of covering it up, so problem Subs can be taken care of before they make it to full GM. The rank serves as a sort of trial. It allows the admins to see how well you work and test your dedication and discipline. SubGMs will also have no way of telling if a GM is watching them from the shadows, so it will help in the decision of whether or not to move one up the latter, as well as making them think twice about abusing those powers.

Commands:
-Ability to kick.
-Local Kami (message everyone on a map)
-Warp Player
-Scan User (View Items, Level, Stats, etc.)

Reward:
Your 'rewards' are the priveledges you are graciously extended for the responsible use of your powers. This, and only this, is your little payoff for the completion of the job at hand.
-Can change their uniform colors.
-Trust of the community.
-Contribute more to qrRO

Event GM (GM 2)

-Will be given GM on a New Account
-Promoted from SubGM
-Has All Previous Powers

Concept:
The name pretty much explains it. Event GMs are here to do events for the entertainment of all. Although they are able to put on a wide variety of shows, they cannot 'force' the cooperation of any players, meaning to be a sucessfull GM you will need the respect of the players. Because if they don't listen to you, your event will fail.

Purpose:
They've been given a large list of commands with various effects to help them in creating new and exciting events. This carries with it the possibility of more abuse for the benefit, or harassment, of other players. So choosing a GM will require far more trust and responsability than it ever has before. It's our hopes that this will make server owners think twice before handing over the legitimacy of their server to a SubGM. As you can tell from the command list, they are unable to create items, or levels. So anything they want to give will have to be cleared by the admin. This should help to ensure that there are no 'random' events, and that they are planned, approved, and announced. In addition to their weekly event obligations, they will also be encouraged to keep an eye on the players and SubGMs. They have the ability to 'stalk' as well as fix a few minor problems within their power.

Commands:
-Broadcast
-Weather
-Various Player Options
-Monster Options
-Toggle PvP
-Revive
-Summon Monster
-Kill Monsters
-GM Hide
-Where Commands
-Who GM
-Follow Teleport

Reward:
-No Dress Code
-Any Pet / Homunc.
-Self Level + All Skills
-Own 'GM' Guild

Admin (Full GM 3)

An admin has all of the abilities that the Full GM used to have. However, this rank will not be obtainable by anyone other than the server owner. Meaning they're taking things into their own hands when it comes to dishing out punishment, levels, adding items, and will also have some responsability for deleting glitched items or fixing bugged chars when reported by the SubGMs.

Codemaster (God 99)

Has a whole slew of commands you don't need or want to know about.
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Postby Hagios » Sat Dec 01, 2007 12:59 pm

We also added the ability for normal players to be able to sell items while being offline (still have to be a merch class to sell items, obviously).

Just to help encourage market growth, and streamline active players on a server.
/thread
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Postby Bunny » Sun Dec 02, 2007 8:57 pm

Nice job, hopefully it'll work :D
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Postby HaloPheonix » Sun Dec 02, 2007 10:15 pm

Sounds good, good structure.

Peacekeeper SGM's should be intrusted with keepig order in pvp as well. We all know some people take pvp to thee extreme with antagnism.
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Postby Rizzy886 » Mon Dec 03, 2007 2:31 am

Yeah I think I'm going to rewrite the PvP room so that you get warped into random spots in it, that way you can't camp the spawn.
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Postby Hagios » Mon Dec 03, 2007 2:40 am

HaloPheonix @ Dec 2 2007, 06:15 PM wrote: Sounds good, good structure.

Peacekeeper SGM's should be intrusted with keepig order in pvp as well. We all know some people take pvp to thee extreme with antagnism.



I imagine that is going to be the main situation they would have to kick players, or just warp them away.
We will make sure that is clear in the GM "rules to live by".
/thread
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Postby Rizzy886 » Mon Dec 03, 2007 12:01 pm

If possible I'de like to prevent the situation in the first place by non-human means. Or at least as much as I can. ;)

one day I plan to invent a automated manager to replace the management of machine shops
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Postby Hagios » Tue Dec 04, 2007 2:48 pm

Rizzy886 @ Dec 3 2007, 08:01 AM wrote: If possible I'de like to prevent the situation in the first place by non-human means. Or at least as much as I can.  ;)

one day I plan to invent a automated manager to replace the management of machine shops


That's fine, but there will always be unruly players.


Also, in case this wasn't clear enough in sting's post. SubGm's will have no ability to increase their level beyond gaining exp like the rest of us.

I think this should be sticky'd
/thread
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Postby Rizzy886 » Tue Dec 04, 2007 5:47 pm

Very true.
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