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	<title>Comments on: You&#8217;ve Just Gotten Better in Friendliness (28).</title>
	<link>http://madscientist.net/2006/07/05/youve-just-gotten-better-in-friendliness-28/</link>
	<description></description>
	<pubDate>Mon, 01 Dec 2008 23:10:00 +0000</pubDate>
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		<title>By: Evan</title>
		<link>http://madscientist.net/2006/07/05/youve-just-gotten-better-in-friendliness-28/#comment-915</link>
		<dc:creator>Evan</dc:creator>
		<pubDate>Fri, 07 Jul 2006 00:50:23 +0000</pubDate>
		<guid>http://madscientist.net/2006/07/05/youve-just-gotten-better-in-friendliness-28/#comment-915</guid>
		<description>Interesting idea, adjusting the score based on your own personal network. I'm not sure how well it would work in practice because of the number of people involved but it's an interesting idea none the less.</description>
		<content:encoded><![CDATA[<p>Interesting idea, adjusting the score based on your own personal network. I&#8217;m not sure how well it would work in practice because of the number of people involved but it&#8217;s an interesting idea none the less.</p>
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		<title>By: Chas</title>
		<link>http://madscientist.net/2006/07/05/youve-just-gotten-better-in-friendliness-28/#comment-914</link>
		<dc:creator>Chas</dc:creator>
		<pubDate>Thu, 06 Jul 2006 16:48:23 +0000</pubDate>
		<guid>http://madscientist.net/2006/07/05/youve-just-gotten-better-in-friendliness-28/#comment-914</guid>
		<description>Agreed on both counts.  There are some flaws with this system, but I'd like to see something similar developed in-game.

Some of the things I'd like to see happen to such an ingame system.

1) Stop the "global rating."  It's useless and subject to so much manipulation.  There are different styles of play that will automatically make a person from one style rate another as bad.  Instead, use social networking models, and give me a person's rating based on the ratings of the people I rate favorably. 

I don't care if the whole server thinks about the person. That info's going to be skewered in the many ways that made forum ratings absolutely useless in the past.  Let me know what my FRIENDS think about a person, and you remove the power from all the idiots out there... unless your friends include those idiots.  

Also, let me USE that information in the game's automated processes.  Let me choose to give discounts on my vendors to anyone of a rating of x or higher.  Let me charge more for people my network doesn't rate favorably.   Filter my LFG settings so I first see those that are rated positively or auto-refuse those rated negatively.</description>
		<content:encoded><![CDATA[<p>Agreed on both counts.  There are some flaws with this system, but I&#8217;d like to see something similar developed in-game.</p>
<p>Some of the things I&#8217;d like to see happen to such an ingame system.</p>
<p>1) Stop the &#8220;global rating.&#8221;  It&#8217;s useless and subject to so much manipulation.  There are different styles of play that will automatically make a person from one style rate another as bad.  Instead, use social networking models, and give me a person&#8217;s rating based on the ratings of the people I rate favorably. </p>
<p>I don&#8217;t care if the whole server thinks about the person. That info&#8217;s going to be skewered in the many ways that made forum ratings absolutely useless in the past.  Let me know what my FRIENDS think about a person, and you remove the power from all the idiots out there&#8230; unless your friends include those idiots.  </p>
<p>Also, let me USE that information in the game&#8217;s automated processes.  Let me choose to give discounts on my vendors to anyone of a rating of x or higher.  Let me charge more for people my network doesn&#8217;t rate favorably.   Filter my LFG settings so I first see those that are rated positively or auto-refuse those rated negatively.</p>
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