Just curious.
Counselors never had that kind of power, at least not at the time I was counselor. We could teleport to the player calling us or we could teleport the player to where we was. Else we could mainly give advices and send the call to a GM if GM power was needed. Most of the call did not need a gm. If we did move a player, who was stuck, we should report it. Old counselors had very little power.In general I do wonder how much power they give these guys. I assume they're just volunteers, hopefully they're not unlocking all my stuff and decorating their house with it, lol. When you call for support you kinda assume it's a person you can really trust. Not sure if I can trust these folks or what. I'm sure EA isn't running an FBI back ground check, lol.
As others have said, Counselor's don't have very much power to do anything other than teleport players and answer questions...and telestorm/jail unruly players assuming they will still have that power.In general I do wonder how much power they give these guys. I assume they're just volunteers, hopefully they're not unlocking all my stuff and decorating their house with it, lol. When you call for support you kinda assume it's a person you can really trust. Not sure if I can trust these folks or what. I'm sure EA isn't running an FBI back ground check, lol.
Pretty much the old Counselors were basically the hall monitors of UO. We didn't have the authority to jail players or the powers to create items, move items, solve player disagreements, ban players, etc. We were the front line help desk for players and acted as sort of a buffer between questions / issues that really needed GM intervention and weeding out questions that didn't. If we did see issues that needed immediate GM intervention we typically had the fast track on GM communications.
Senior Counselors had a little more power and were mainly there to watch the regular Counselors to make sure they weren't abusing their power.
The return of the Counselor program is a good thing for UO.
While we did have those powers, I remember them being extremely frowned upon using without permission from the senior counselor and generally they'd just show up and handle it themselves if it came to it. Perhaps different seniors handled it differently, it's been a long time and can't remember if that was just our senior's rule or the overall guideline.As others have said, Counselor's don't have very much power to do anything other than teleport players and answer questions...and telestorm/jail unruly players assuming they will still have that power.
I agree, but this is also one of the things that can get out of hand easily. There are those obvious troublemakers that need to be dealt with (can't the EM teleport them?) but the potential for a Counselor to get a little over zealous is certainly there as well. Hopefully, if this power is available it has to be at the request of the EM running the event and not the Counselor's own discretion.Would be nice to have a Counselor or two assist at EM events and teleport troublemakers away from the event.