Yeah I'm looking back at all my screens and videos from open beta and I'm seeing zero signs of speech bubbles. Are we talking about 1.0 now?
It's been a good long while since I've played mabinogi, so I can't comment on any of that, though that sounds horrendously inefficiently designed. :x I've never experienced lag due to chat scroll in any modern MMO...
And your second paragraphsentence makes sense.
I just don't see how blocking the nuisance doesn't solve that problem :T And I feel like the throttling that would affect RMTs would not affect normal play usage, and if it did affect a non RMT player, they'd probably be spamming just to troll, which would be a good use of the throttle anyway. (i'm talking about the throttles that silence a character for like 30 minutes or more for rapid spam after a number of warnings, not the ones that are like "you must wait 5 seconds before you're allowed to type in /say again")
Aye.
Real talk, I'm on balmung. The only good thing that's come of the server lockdown is that I've never had any persistent interaction with RMT in this game, so I don't know how aggressive the RMT is vs how aggressive SE is at suppressing it. But I highly disagree with the idea that new players can just be denied QoL features because they're new. To me this is like if until you're level 17, you can acquire and spend gil, but you cannot see how much gil you have because it makes life less convenient for gil farmers.
Turn it off for trial accounts, sure, but my recruit-a-friends paid for this game so they can experience the same game I play and they shouldn't be punished because SE's spam detection sucks.
But, if you insist on restricting low level players because of RMT, at least be consistent. Take away the chat functionalities of anything you don't want to see a bubble for, because they can be abused just as badly, and even more intrusively now, since they actively push away lines from level 18+ players.
If someone is spamming hard enough for their speech bubble to be persistent, then the spam filter should pick them up, if not they should be reported for spam, because, considering the typical lifespan of a speech bubble, they are repeating their line way too quickly to be reasonable, and probably have a macro/bot set up.
Well, we can start the count at two, since the forum yells at me when I try to respond. :P
And you can't copy and paste war & peace in this game in one go. The chat box already has a limit to how much you can type. So no need to be afraid of bee movie script attacks.
My thing is, be consistent with this (well, any really) design. If the chat box currently allows you to type 500 characters, then either the speech bubble should allow that, or close to that, or the current character allowance needs to be lowered. And It's not really about the average use of the element. I fully believe that most of the time people will be only using twitter-length or double-twitter-length messages anyway, but for consistency's sake it should match the upper limits of the chat box.
Same with the no bubbles near market boards/aetherytes or bells. I'd rather see a toggle for not showing bubbles in cities like I have on one of my wildstar addons, than having these weird voiceless voids around objects where I might happen to get too close to one of them and accidentally ignore someone because I'm used to seeing a bubble pop up. Basically, the more consistent something is, the more predictable something is, the more intuitive its design is and the easier it is to use.
Plus, we already have tools that allow us to get around the crowding around useful objects. X! That same button can hide speech bubbles just as it hides nameplates and suppresses player selection.
Honestly, where I'm coming from is really just faith. I'm putting faith in SE's designers to mindfully create a usable and visually friendly chat system using the resources they have. I don't expect them to slap on some stock text boxes, that have no character limit, no max draw distance and no occlusion culling. And I'm certain that they will be able to keep these worries in mind if/when they design their implementation and that they will be able to handle those worries in ways that are the least intrusive to the normal players of the game.