Character Name Conficts

The least you guys could do is remove names from level 1 characters that haven't been used since the Open beta wipe or even further back(months), if another player wants a certain name
Last edited by Catacrom#3132 on Mar 25, 2013, 11:35:24 AM
Or they can just do what Ultima Online did....name your characters whatever you want regardless of what others name theirs, so there could be about 50,000 Bill Murray's om Ultima right now.
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Catacrom wrote:
The least you guys could do is remove names from level 1 characters that haven't been used since the Open beta wipe or even further back(months), if another player wants a certain name


not going to happen. Your idea has been addressed over and over and over and... etc etc etc.

those that have toons made with X character name, get to keep those names. PERIOD. They earned that right by making that name and saving it for later (etc).

Why would GGG decide to "hurt one person, for the benefit of another" what sense does that make? How would this "help" them (reputation etc)? How does helping "you" by hurting "me", provide anyone with any benefit other than a bunchy of QQers that have flooded these forums since OB (most from a garbage game I won't mention)?

Enough ppl... plz... enough already
Three cheers for Heroquest!

Also, and I cannot stress this enough it is super simple to get any name you want by using a tag of any sort.

BC_Rich
OG_Tank


Any number of options are available to you, I am sorry you can't name your frost witch Drizzt though, oh wait I totally lied. I'm glad you didn't.

Edit: dude STFU those of us that were here had a right to lock names, just because we might not have moved on to that character yet doesn't mean a damn thing. Quit whining.
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Last edited by DarkNRG#0841 on Mar 25, 2013, 12:24:05 PM
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Ozgwald wrote:
Unique might have been the wrong word, but hey not native English. What I meant and that is why I took the random numbers example, is that there would be less variation. Anyways what mostly is the issue is the immersion or relation to conventional naming as we've all grown up with. Simply adding a "space" option instead of "_" would already help.

This game is rather void of any real role-playing such as MMORPG's see, which these days do pay attention to naming due to large role-playing communities. I still can see why people would want to play the game as Mark though or John and the annoyance to go around the system to create such names or come up with something else.

If we are to be just the "exile" as the game world treats you I would strip the naming convention of characters completely and everyone is the exile, with just their account name making many exile characters. Since we like to organize these characters we give them a name and we're back at the current system. It would work maybe if it weren't for the chat being linked to the character name... enfin this is all about the part of crowd wanting game immersion and easier ways to make names and I definitely support a better system, if only to never see: name is in use, ever again.

I find it funny that many seem to be fine by the system while those are the people that use unconventional naming systems. They probably write in l33t sp34k daily such as sl4yer (not the player above me, well maybe he/she does, but taking it as an example). Such names are not acceptable to many and I can understand their feeling. It really is not so f***ing hard to understand the point made by these people and how many of the suggestions made would solve the problem, while not being a bother to anyone, but the development team.

They are free to say they don't see this a priority and wish to spend no time on it for the foreseeable future, but please stop saying I have no issues when you (HAVE) to call your characters:

Mr_Bloody_W4nker

Using symbols, numbers or combining multiple names without a "space" is not conventional. If it does not matter because you are just an "exile" than the game world seems to fail to portray this image of you being a "John Doe." Let's party up with these other 5 exiles. "Hey exile how are you doing?" "Which exile are you asking, could you point your finger?" "I meant g4zallionb33rs." Which is another issue all together.


My main character's name is Slurms. It's unique, it's, interesting, and its memorable.
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Mark_GGG wrote:
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Blue_Phoenix wrote:
The "JimIsCool" or "456" is NOT part of the character name. It is an extra identifier in addition to the character name. Both characters are named "Superman".
It is part of the character name, for all practical purposes. The character name, pretty much by definition, is what identifies the character, and that prefixed part is required to do that. It's an additional part of the character name which happens not to be displayed under certain circumstances. Just as in informal settings you probably call your friends only by their first names, rather than using their full names - that doesn't mean their middle/last names aren't part of their name, only that their sometimes omitted. And this suggestions is effectively forcing all characters to have specific last-name-equivalents based on account, removing the ability for anyone to appear as just 'superman' in chat.


Meeting the different needs of identifying a character by the game's code and by another human is precisely the purpose of hashing the name. The human uses the name, and the code uses the hash. I didn't quote the rest of your post because it sounds like you've never actually interacted with a hashed naming scheme of this nature- a lot of your counterarguments are nonsense.

The only places the hashes need to be displayed to the user are:
-accessing another user by console (instead of through GUI),
-on forums, and
-in chat collisions (which are unlikely to occur in party chat or local chat).
Furthermore, in chat collisions the hash can still be hidden, for example using the hashed number as an RGB input to color the user's name. That can be done client-side, btw. So really the only one that has much impact on the UX is when using the console: at which point the user's experience has been ignored anyway because they're using the console.

The one argument you could have made that would have been convincing is one that you didn't make. Using an integer and a string to identify characters instead of just a string could be a fairly significant change to the back end. As a technical hurdle I could see the costs of making a change outweighing the benefit of whatever else that effort could have been spent toward. But to argue against the benefit of hashed names is silly. Thinking of the character as a representation of the person, it just doesn't make sense to have to name a person differently from all the other names that have come before. That is not the way names have ever worked. Peoples' names are identifiers but they are not unique.

Trying to co-opt the character name for the game's need to uniquely address everyone poses unnecessary constraints on character naming. Adding a hash removes those constraints.
Last edited by PolarisOrbit#5098 on Mar 25, 2013, 1:36:43 PM
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PolarisOrbit wrote:
Meeting the different needs of identifying a character by the game's code and by another human is precisely the purpose of hashing the name. The human uses the name, and the code uses the hash. I didn't quote the rest of your post because it sounds like you've never actually interacted with a hashed naming scheme of this nature- a lot of your counterarguments are nonsense.


It's not different. People need unique identifiers for other people just as much as the game does.
I've used hashed naming systems and hated them.
If I talked to someone named "superman" in global/trade chat before (or just remembered something they wrote), and later decide I want to message them (for whatever reason... maybe to trade?), under the current system I can do that easily... with a hashed system I can't (unless I partied with them and it remembers people you've partied with... or I added them to my friends list.. etc.). A significant percentage of social interactions (a majority for me personally) would be impossible if you can't whisper someone based on just the name that you remember seeing in chat.

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PolarisOrbit wrote:
But to argue against the benefit of hashed names is silly.


Shitting on potential social interactions just so people can name their characters the same as someone else... is silly.
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salec wrote:
Guild Wars 2:
GW2 went one step further to solve the privacy issue that was created from Champions Online. In GW2, a random number was used in place of the account name. This number was generated by the server and was not optional. The number itself is only there to ensure no duplicate names so it can be relatively small (2-3 digits). Again, the big difference between forcing a user to append the number themselves vs the server doing it is that the gameplay references by your character name without the number.


This is actually not how it works in GW2 lol

This is how account names are handled. Account names identify you on the forums and on your friends'/guildmates' friends lists.

Your character name, which is used for just about everything else, is done the old way. Despite the fact that GW2 also breaks their player base into 30+ worlds, only one person across all worlds can have the same name. (You can whisper people across worlds so it's important that there is only one player actually named "Cloud")



What you might've wanted to cite was the original Guild Wars. While it too still only allows one person in the entire game to have the same name, it enforced a rule where all character names must consist of two or more words (i.e. "S A L E C", "Salec Earthshaker", "Salec The Wise", "Executor Salec"), which made it very unlikely that your desired name was already taken.
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taekvideo wrote:
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PolarisOrbit wrote:
Meeting the different needs of identifying a character by the game's code and by another human is precisely the purpose of hashing the name. The human uses the name, and the code uses the hash. I didn't quote the rest of your post because it sounds like you've never actually interacted with a hashed naming scheme of this nature- a lot of your counterarguments are nonsense.


It's not different. People need unique identifiers for other people just as much as the game does.
I've used hashed naming systems and hated them.
If I talked to someone named "superman" in global/trade chat before (or just remembered something they wrote), and later decide I want to message them (for whatever reason... maybe to trade?), under the current system I can do that easily... with a hashed system I can't (unless I partied with them and it remembers people you've partied with... or I added them to my friends list.. etc.). A significant percentage of social interactions (a majority for me personally) would be impossible if you can't whisper someone based on just the name that you remember seeing in chat.

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PolarisOrbit wrote:
But to argue against the benefit of hashed names is silly.


Shitting on potential social interactions just so people can name their characters the same as someone else... is silly.


Your argument is based on the presumption that most character names are as simple to remember and type as 'superman', but requiring unique names ensures that over time this will not be the case, and you'll get more and more that are obscure and unlikely to be remembered, like this:

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Mark_GGG wrote:
Jezalathario, the name of my Heroquest wizard


So you'll have to right click in chat, or use your friends list or something anyway - not type it.

I think Steam does this right - I can make my name that's displayed in game anything I like at any time. When you're interacting with someone, it's clear because of context who is who even in the unlikely event of someone having the same name as you in the same team etc.

Well.. If you want classic (noob names) like dragon death shadow or mutantspacebatsofdoom u pretty much have to deal with the fact that someone else beat you to it.
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