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The obvious solution to the name problem

STAR WARS: The Old Republic > English > General Discussion
The obvious solution to the name problem

CelCawdro's Avatar


CelCawdro
07.11.2012 , 03:59 PM | #21
Quote: Originally Posted by Roalmo View Post
They, like first names, are only unique on a server, not across servers. So you have the same problem when the "skywalker" legacy from Rogue Moon comes to Red Eclipse and there is already a "Skywalker " legacy on that server.
Except the impact is much less drastic, as it is only a single name, and usually something that is more unique (not to mention less integral to an individual character's identity). I had to change 8/9 names - everything but my legacy. I would gladly change my legacy name to get the rest of them back.

Captain_Zone's Avatar


Captain_Zone
07.11.2012 , 04:04 PM | #22
Quote: Originally Posted by Sauska View Post
You do realize that the obvious solution to the name problem is stop taking names so seriously? This is just a game!
^What she said!
. OPOD
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Alphasgimaone's Avatar


Alphasgimaone
07.11.2012 , 04:27 PM | #23
Quote: Originally Posted by JerokTalram View Post
The only obvious solution is to either take an new name or move to a new server / new game. Bioware at this point is not going to redesign character naming so that you can keep your name.
Nonsense. Several games have already done just that. Others are currently in the process of implanting it. It's not as big of an undertaking as you think it is and falls well within the expected limits of any normally numbered update.

As far ask keeping your Joes separate, it's no different from how you do it in real life. You would be Joe@Jerok; I would be Joe@Alpha.

Quote: Originally Posted by Deewe View Post
The legacy uniqueness isn't a good solution as for some of us being obliged to have the same legacy for all our characters is an issue.

The less we use it the more we are happy.

So: NO to legacy.
Which is why I suggested making the Legacy a handle that is simply an account binder and completely separate from any game mechanic.

That is instead of a "Legacy" have a "clan" that is its own mechanic. Using the previous example, my clan would be Smith. And I could use that for all my characters. OR I could set up multiple clans within my Legacy.

In fact, you could even go beyond that. Say there's already Joe Smith@Alpha and you make a Bob Smith@Deewe.

Then you you get a prompt that asks "There is already a Smith clan. Would you like to join?" You can just check no because, let's face it, there are plenty of Smiths running around that are completely unrelated.

If you select yes, then you get an option to send me send me a tell or leave and email if I'm not on to see if I'm interested in working something out.

Aside from adding endless immersion and RP possibles, it's a great way for making new friends and playmates.
SWTOR PvP: now running on the Ellipsis engine.

LeeSims's Avatar


LeeSims
07.11.2012 , 08:32 PM | #24
Quote: Originally Posted by GnatB View Post
And, of course, you're missing the obvious reason why names are unique. Communication. How does "/whisper Bob" work if there are 25 Bobs? or "/invite fred" if there are 30 Fred's? or "/ignore SirSpamAlot"

Names need to be unique because that's how we, as players, identify other players.
I know this is how every MMO does things, but it is not necessary that it be so. In the real world, if I want to talk to Bob, I have to know his phone number or email address - I can't just tell my phone to "call Bob." Actually, I can, but only because I have Bob's number programmed into the phone under the name Bob. You say, how does /whisper work without unique names? I say, right click on the name in the chat window / social panel and select whisper. It's just a different way of doing things.

And yes, it would be very difficult at this late stage for SWTOR to change the way their database works. It would be a lot easier for the next MMO to consider that just because everyone has always done things this way, that they do not have to be done that way. Imagine an MMO where characters actually have decent names instead of the crap names you see everywhere that ruin immersion.

Deewe's Avatar


Deewe
07.11.2012 , 09:20 PM | #25
Quote: Originally Posted by LeeSims View Post
I know this is how every MMO does things, but it is not necessary that it be so. In the real world, if I want to talk to Bob, I have to know his phone number or email address - I can't just tell my phone to "call Bob." Actually, I can, but only because I have Bob's number programmed into the phone under the name Bob. You say, how does /whisper work without unique names? I say, right click on the name in the chat window / social panel and select whisper. It's just a different way of doing things.

And yes, it would be very difficult at this late stage for SWTOR to change the way their database works. It would be a lot easier for the next MMO to consider that just because everyone has always done things this way, that they do not have to be done that way. Imagine an MMO where characters actually have decent names instead of the crap names you see everywhere that ruin immersion.
Too complex.
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Arkerus's Avatar


Arkerus
07.11.2012 , 09:28 PM | #26
Quote: Originally Posted by LeeSims View Post
The name problem I define as the restriction on most MMO servers that each character name be unique. Essentially, this boils down to databases and their fundamental requirement for one unique field (that is, one particular characteristic that is unique for every database entry). Character name is the obvious first choice for this unique field, because names are easy to remember. However, this causes other bothersome issues with the player base, beginning with frustration when their desired name (and the first half-dozen alternates) are all taken. The problem grows as the server population does. And when you add in server merges, you get players up in arms at the prospect of losing the name they've played under for months.

The obvious solution is to choose another unique field. For instance, what about a six- or seven-digit number? Most servers will not see 10 million players, so this number can easily be unique. Also, every player in real life has to deal with ten-digit numbers on a regular basis (phone numbers). Format the number correctly (in three- to four-digit blocks) and present it as a "Galactic ID number" or "Universal call code." Implement a context-sensitive search function on mail and social windows, where the entry of a character name or partial number will result in one or more database entries, complete with character name, class, level, ID number, and perhaps other information, all in one line. EVE Online has such a function, so it is certainly doable. Also, perhaps a tooltip that displays caller ID over a character's name in chat. If a player wants to name his character John or Luke, he'll just have to make sure to tell people his call code.
Lol. I highly doubt the character table uses a NAME field as its unique index field. More so they intentionally made that.
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Tmanarl's Avatar


Tmanarl
07.11.2012 , 09:42 PM | #27
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Geoduck's Avatar


Geoduck
07.11.2012 , 09:52 PM | #28
Quote: Originally Posted by KBSIP View Post
or they could make the legacy the unique field, seeing as its already treated that way. I see no reason to limit first names in this case, so long as you make legacy available on character creation for servers and then either lock xp access to it or something similar until level X
If they were to do that, then people would be crying about how "Their" legacy name was taken on the server they transferred to, and want to have yet another solution.

As said earlier in the thread, the best solution is to deal with it and move on.

Quote: Originally Posted by BioWare co-founder Greg Zuschuck regarding WoW:
It is a touchstone. It has established standards, it's established how you play an MMO. Every MMO that comes out, I play and look at it. And if they break any of the WoW rules, in my book that's pretty dumb,"

Rafaman's Avatar


Rafaman
07.11.2012 , 10:09 PM | #29
Interesting discussion, but unfortunately there is no solution in my view. But the reason why is not because a well thought out scheme that would allow multiple "Yodas" on a server is lacking. It is quite simply because Yoda from origin server "x" wants to be Yoda on destination server "y" and be as unique as he was on his origin server.

My guess is if you implemented a solution that would allow multiple Yodas with a unique identifier, people would complain they are not in fact unique. lol. Yoda wants to be the only Yoda and not Yoda 8675309.

Larishet's Avatar


Larishet
07.11.2012 , 10:45 PM | #30
Quote: Originally Posted by Rafaman View Post
Interesting discussion, but unfortunately there is no solution in my view. But the reason why is not because a well thought out scheme that would allow multiple "Yodas" on a server is lacking. It is quite simply because Yoda from origin server "x" wants to be Yoda on destination server "y" and be as unique as he was on his origin server.

My guess is if you implemented a solution that would allow multiple Yodas with a unique identifier, people would complain they are not in fact unique. lol. Yoda wants to be the only Yoda and not Yoda 8675309.
There is a solution. Some games only keep one unique account name. So, if I want to be Yoda, I could be Yoda@Larishet and you could be Yoda@Rafaman. We could both be Yoda and both see the same character name. The only thing that changes is the way to invite players. If you want to invite someone, you can click on their name or invite by their account name.