|
|
| ~ and & prefixes? |
| Good. |
|
33% |
[ 8 ] |
| Bad. |
|
41% |
[ 10 ] |
| Don't care. |
|
25% |
[ 6 ] |
|
| Total Votes : 24 |
|
| Author |
Message |
SATAN-HHH Eleet

Joined: 29 Nov 2003 Posts: 942 Location: Texas
|
Posted: Aug 18, 2005 10:27am Post subject: |
|
|
| w00t wrote: | | Personally I'm no fan of the extra prefixes. The modes aren't standard, and neither are the prefixes.. plus they just look weird imo :p |
Yea, same here lol. I'm use to the regular @+ modes i suppose. |
|
| Back to top |
|
 |
CyberWar none

Joined: 13 Jun 2006 Posts: 15
|
Posted: Aug 20, 2006 11:10am Post subject: |
|
|
| braindigitalis wrote: | In my opinion they are bad. Here is the reason why:
When you have prefixes for +a and +q, they are mutually exclusive. They become another level directly above +o, +a and +q indirectly infer +o. As well as breaking some clients, this can restrict the granularity of control you can give to your users.
For example, if you want to give someone both +h and +a (yes i've had need for this) to make them halfop, but protect them from kicks and dehalfops... or if you just want to make someone +a to protect them from kicks (nothing more) then this is impossible, because as soon as you give +a, they get ops. You might want to protect someone *without* giving them ops too, especially in the case of bots, etc.
This is why unreal gives the option of choosing between prefixes and no prefixes, amongst the fact that some clients do not support it. I would like to point out that many channel bots (e.g. eggdrop) do not support prefix_aq, because to them, +o is +o, if you give someone +a, they do not no that that also means they have the +o too
Hope this explains my reasoning  |
|
|
| Back to top |
|
 |
|
|
| |