✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Mark Bot accounts different from human controlled avatars
Second Life as a platform is unique in that it is user driven and user built. There should be no doubt that when approaching an avatar that it's directly controlled by a human. While it is undeniable that scripted agents provide utility and amusement, they should not exist in any form that allows them to be confused with a human controlled avatar. Ideally there should be no task in SL that needs fully fledged antonymous scripted agent to accomplish and LSL needs to be expanded to remove these edge use cases. Survey and traffic bots are an annoyance, likely privacy breaching and often operating in ways that break ToS. Self identification of accounts as bots has broadly been a failure and cop-out on the part of Linden Lab. LL need to be marking bots as bots automatically. It doesn't even need fancy AI to accomplish. Metrics such as teleports per hour, time spent in the same location, viewer channel, etc etc etc. Confusion over what is behind an avatar has created a trope in SL that unresponsive avatars are in fact bots, that clubs and venues aren't occupied by individuals, the direct implication being that SL isn't a real place made and populated by real people. No one wants to waste time trying to be be social with a bot. AI chat bots are novelty and not a substitute for real people. At the very least name tags should be flagged in some way that makes it obvious an agent is scripted in some way. Participation in local chat should be equally differentiated. profiles should be limited, etc etc.
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Wearable (BOM) Layer slots for Materials (specifically)
As an applier creator for body materials and tattoos for mesh bodies using the SLUV - it is tiring and quite redundant to program applier scripts for each body (and heads) that I would like to support. It would be an infinately more efficient system overall for all bodies if they could simply utilize a specified UUID channel that grabs those textures from a BOM wearable to get directly applied as materials on the rigged mesh wearable. Something like additional AUX layers that had multiple channels for normal and specular (or even PBR materials) for head/body UV in them. Almost all mesh body wearers have updated to BOM skin for bodies and heads, and often struggle with adding and removing materials in HUD based systems. Implimenting a system like this would make changing materials on bodies easier for base line consumers who are about to experience materials for the first time when all viewers have updated to PBR. Along with this request, I need to stress the importance of 2K bakedown service for these materials to be worth making a BOM asset. The payoff being - bodies would not need to add another stack of scripts to compensate for PBR materials on their mesh bodies and heads, which consumers are already wanting. Addressing 2K BOM requests with the ability for materials to also be BOM would greatly combat an increase in constantly running scripts in bodies and heads, and would make the entire community much happier for it!
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