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Posted

Today I ran into an overly-inventive use of binds that overtly resembles the annoyance of Group Fly -- I had a character in Echo: Dark Astoria waiting for the timer to run down until Adamastor could be resummoned, and got a league invite, which I declined. Shortly afterward, I got another from the same character. Their explanation was that because inviting the characters assembled to take down Adamastor was 'hectic', they'd set up an autofire bind to invite everyone nearby (presumably using the target_custom_next command to get the next live friendly target).

 

Now, I know that you can go into your team window and set 'Not accepting team invites', but this is something you have to preemptively do -- and then turn off again afterwards if you want to be able to be invited to join TFs or teams elsewhere. I recognize the utility of being able to light off a bind as autofire and have it walk through nearby characters inviting them to team/league, but either having to repeatedly decline invites or turn off accepting invites, then turn them on again later, is another of the "Oh, you can just go to Null and turn off being affected by Group Fly" problems.

 

Is it possible for a new entry in the Options list to be created that would have your character auto-decline repeated invites from the same character within an adjustable period (likely a slider, from 0 to, say, 5 minutes), so that people using an auto-invite bind like this can keep using it, but you would only have to decline their invite once and you wouldn't get hit with repeated invites?

 

Posted

I'm not finding it right away, but I know we've talked in these forums about a time-limited /ignore function... something like /ignore_timed 5 Oklahoman

 

The downside to that versus what you suggest is that you may still want to have the banter with the player while you are waiting on Adam, just not the invite every time they target you.

Posted

Yes, this is specific to the team/league invitation. The autofire invite bind is a clever use of what little scripting functionality the game allows, and I think that killing it entirely is too draconian a countermeasure; that sort of ingenuity should be encouraged, and an autodecline repeat invites would both let them keep using their bind and let you accept an initial invite if you wanted to join their team/league without making you play with your invite settings every time. 

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Posted (edited)

What about making Ignore itself modular, akin to how SG permissions work? When ignoring another player you select how ignored you want them to be across chat, tells, e-mails, invites (or all of the above). Expands on existing ignore functionality without compromising it, directly addresses situations like this one where players want to keep chat available, and retains bind/macro usability.

Edited by El D
  • Like 1

Global is @El D, Everlasting Player, Recovering Altaholic.

Posted

If you have this modularity, then having ignore-for-invites set for a character/account means they won't be able to invite you to any team, even one you may want to join. Having a repeat-invite lockout still allows them to send you invites; it just prevents them from spamming you with invites after you decline one.

Posted

You'd have to make sure it didn't get hit with the auto-decline that happens from being the wrong alignment if not in the zone yet.

It would be even more annoying if that happened, then you couldn't be invited for X amount of time because of that.  Though if the game can tell between an auto-decline and actually pressing the button, then never mind. 

Posted
On 9/9/2025 at 7:20 AM, Uun said:

An existing option is using the /hide command, which can block invites and/or searches.

It's still something that you have to actively turn on and off to manage declining invites; having an automatic 'decline repeat invitations from same source within X minutes' option would mean you'd see (and accept if you were interested) the first invitation, but not repeated attempts to invite you.

 

On 9/8/2025 at 10:34 AM, lemming said:

You'd have to make sure it didn't get hit with the auto-decline that happens from being the wrong alignment if not in the zone yet.

That would depend on how that check was implemented internally; if it was a "this character is not eligible for you to invite" check that happened before it got far enough for you to decline, it wouldn't be a problem, since you wouldn't be declining.

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