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This effort is equal parts technical and philosophical. Underlying design decisions need to be made that all basically attempt to answer the question: what is abuse? 😄
I'm thinking that some universal decisions should be made about actions and their allowed frequencies, especially actions that change the game state or cause things to appear on other players' screens (including notifications).
It's tricky, because there could be some scenarios in the game where rapid-fire activity could be necessary. Imagine how frustrating it would be to be rate-limited or throttled when attacking an epic monster, or slowed down during some good-natured chatting with friends.
I think a trust system of sorts might be needed -- where people start off with a cautious level of trust (that come with tighter restrictions on activity), and as more trust is gained those restrictions are relaxed. Or something like that.
Lots to think about here! The goal of course is to maintain a hassle-free play experience, but I don't want the hassles that I introduce as a result of that to outweigh the hassles created by bad actors.
fix bug abuse bug
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