These notes describe how the framework communicates important information without overwhelming players with alerts.

Messages can appear through the world, interface, sound, or other suitable channels. The system considers urgency, repetition, accessibility, and what the player is already doing before deciding how and when to present something.

Administrator Tools Arranged Around The Work

ADK can place independently secured administration functions into coherent pages without turning them into one all-powerful tool. Framework defaults, shared server pages, personal layouts, and automatic frequently used views may all reference the same stable actions.

For example, a cheating-investigation workspace may place case evidence, combat history, spectating, temporary restriction, and sanction actions together even though each function keeps its own owner and permission.

One UI Description, Several Surfaces

ADK is designed to let plugins describe controls, information, actions, and groups without drawing the interface themselves. A compatible renderer could turn the same definition into an in-game panel, an administrator website, or another supported surface without giving the plugin unsafe UI code.

If one surface cannot display a requested control, the definition can provide an alternative. A dropdown might become a short button list, for example, rather than silently disappearing or forcing the plugin to maintain a separate interface for every game.

In-Game Player Feedback

This optional service collects player feedback through believable NPC, mission, faction, medical, or investigation interactions. Prompts follow knowledge and privacy boundaries. They stay limited and non-manipulative. They cannot directly grant rewards or change gameplay state. This service only captures structured answers. It does not provide rewards or alter game events. The system respects all privacy limits and safety rules.

Player Experience Feedback

Players may give short feedback about their experience. Prompts are rare and can be ignored. Players are not punished for negative feedback. Rewards do not depend on positive feelings.

Player Inference Feedback

Players may confirm, deny, qualify, or decline framework inferences. These answers help improve system understanding. They are not used to judge or change gameplay. Responses are self-reported calibration evidence only. Players never face penalties for declining to answer. The system does not use responses to alter game behavior. All feedback is optional and non-binding. Players control their own participation. No personal data is collected through this process.

Player Notification Routing

This service controls how messages reach players. It considers who the message is for, how urgent it is, what the player prefers, and where they are in the game. It also makes sure that plugins cannot force players to see unwanted messages.