I think it's great to prevent people from accidentally metagaming by asking them not to use Curse Song so there is no threat of the damage log reporting that "Someone took damage." I think it's great, also, that we made it so you can't exploit by hostiling the server and resting to learn if there's someone behind a door or something. The trap changes look like they will be helpful to cut down on spam too.
However, it's become clear to me that the @server hostile spam hasn't really changed since the curse song rule was implemented.
I also think our hostile system, while I'm sure it's working as currently intended, could have room for expansion or modification.
Most of the systems on the server seem to have been designed for when it was normal to have 30-40 players around. Now that we have a 75+ player peak, things are different. You really notice the caravan wait times, and some days there's a line up to 10 minutes. The merchant cleanup script is a thing now to prevent lag from vendor inventories. Every now and then, people complain that every dungeon is completely wiped out and they can't get their adventure fix even after covering most of a domain, to the point that even with new dungeons being added & old dungeons made easier or being given more rewarding loot, this complaint still surfaces periodically.
These are all things that will change with time based on what the developers decide to do and if players decide to group up more instead of using the caravan alone, or travel the mists to get to their destination more, or simply adventure less and linger in one place more. Some people might not even be aware of the fact that these things happen from time to time or that people complain about them, because of their playstyle or other reasons.
But this thread isn't about things that are based on scale. The hostile server function ignores all notions of scale and alerts the entire server, with a message that floats up above your character's head, that some bard somewhere is using Bard Song in a bid to detect nearby hidden characters. Or that someone somewhere is using Ethereal Jaunt. Or that a rogue is using traps for PvE and he's worried he might hit another rogue (and this is being changed). They could be in your area or they could be across the entire server, 20+ minutes of travel away, locked behind plot doors. You could have never met them but still this message has to float above your head.
I suggest a few different possibilities:
1) Hostile all players in the current area.
2) Hostile all non-visible players in the current area.
I think these are the two weakest options. They are ripe for metagame because all you have to do is use them and then you'll see on the list who is suddenly hostile to you. I don't think they can be added in a useful capacity and would be just as bad as the Curse Song damage issue, so I left them here for posterity.
3) Bard Song only inspires characters who are visible to you.
I think this is the strongest option by far. It would entirely remove the need to use the hostile command to detect other players. The spam would almost completely vanish, and there are few situations in which
someone the bard isn't singing for should receive their benefits. By the description of the ability found
here, it's only meant to affect their allies. The party settings on the server are the reason they affect everyone, not just allies. They can currently control who they are singing for & providing benefits to by toggling hostile, just like anyone else can buff only the people they want to receive buffs by marking non-allies as hostile. In the
3.5e SRD, a bard can even choose to exclude
himself from the benefits of his own bardic music, so I don't think there is evidence that bards cannot control who they inspire with their music, especially considering Inspire Competence (the skill-boosting component of bardic music)
requires the bard to be able to see the ally whom they wish to inspire.
4) The hostile message no longer floats over your head.
This might interfere with the desire for "fair warning for PvP" as it's very in your face and hard to miss, but it's kind of annoying to see this message floating over your head when it has nothing to do with you and it sometimes goes on for a few minutes at a time.
5) Change the rules so that enemies you cannot see who suffer damage from you are considered to have "grunted in pain" etc.
This was mentioned a few times and I think it should to be posted here for posterity even if it would never be considered on account of it being so contentious.
6) Hide damage dealt to enemies you cannot perceive from the combat log
If this is possible, I think it should be done, but then we're back at square one with Curse Song detection rituals leading to hostile spam again, and I can't think of a solution.