Jerks: How to deal with them in MMORPGs
#1 Members - Reputation: 122
Posted 13 November 2001 - 09:12 AM
#2 GDNet+ - Reputation: 112
Posted 16 November 2001 - 02:42 AM
quote:
How do you make a MMORPG that discourages and reduces DDIs while still making it fun to play? We wanted to make the solution generic enough that it would not be relative to the world in which the game takes place, so that it could be applied in as many situations as possible.
That''s really where I disagree. Instead of creating a generic solution (which would pretty much lead to a generic type of game) each individual game should find its own solution to the problem (grief players).
Other than that, the system does seem to touch on a lot of aspects. Still, I think violence is not the worst ''grief'' factor. Violence can be dealt with (because the fact that someone can use violence against me, means I can use violence myself against my attacker). I think a much bigger source of frustration is the non-violence factor. Foul language, bugs in coding that are abused by grief players, harassment etc.
My personal opinion on jerks and how to get rid of them?
A system should not be designed to deal with jerks. If you decide to not let players loot bodies, not gain experience etc, for the simple fact that you don''t want jerks to gain anything from killing, you''ve let the jerks dominate the entire game design.
I think the system you SHOULD work with is something along the lines of your bounty system:
the players themselves should be the ones that take care of jerks.
And believe it or not, but I think that a game can flourish with a limited amount of jerks. After all, they can represent the criminal element in your virtual world. They can rob innocent bystanders for a while, but eventually the law will somehow catch up with them (in the form of players hunting him down).
The bounty combined with a possible conviction (and jail time) might be enough to keep the number of grief players under control.
The difficulty lays in defining what actions warrant a bounty and how the system should be set up.
Another problem with this system is that some players might feel neglected. A casual player will be drastically affected when he loses all the items he''s gained in the past weeks. Even though he knows the culprit will probably be hunted down and brought to justice, he might still be upset with the game design.
In my opinion, you as a designer should just make it clear from the get go what the rules of engagement are. Yes, you can gain items. And yes, you can lose them to other players. Yes, those players will most likely suffer for their ''crimes'', but nothing is certain.
Heck, experienced ''criminals'' might thrive for months before being caught. Or they might never be caught at all. Entire cities of lawlessness might come into existence. Criminals might band together. They might form Thieving Guilds...
Which will only add flavor to your game.
But again, the solutions to the ''grief player syndrome'' should be dealt with on an individual basis.
#3 Moderators - Reputation: 2963
Posted 16 November 2001 - 05:37 PM
You should look into MUD documentation, as they have covered this area extensively before MMORPGs came into existence.
#5 Banned - Reputation: 103
Posted 17 November 2001 - 11:41 AM
when the player that killed comes along, the police would brutally beat him to death, and when he dies, he wakes up in the hospital with no items, money or anything, even if it was banked.
#6 Members - Reputation: 122
Posted 22 November 2001 - 05:09 PM
SDB - If you are the only one that can fix it, why are you complaining to me?
#7 Members - Reputation: 151
Posted 22 November 2001 - 05:22 PM
Its wouln not be as fun is a SP situation, but it sounds very promising for a MP situation.
The bounty-hunter system sounds nice.
What would be cooler would be to have a bounty hunter guild, of both NPCs and PCs, who would go and attempt to collect bounties on characters. Of course, you would probably want to make it so if hat there are very few PC bounties, the server genereates some NPC criminals...
I can see myself going to he local B.H. Guild Office, checking out the list of bounties, and going and hunting them down.
~V''lion
I came, I saw, I got programmers block.
~V''''lion
#8 Members - Reputation: 122
Posted 23 November 2001 - 09:41 AM
Secondly, i think player killing is not even an issue, since games that allow it seem to work fine. Paper says UO has a problem because outside town, its basically a PK''ers dream. Well, maybe, but maybe it gives the good players another role, such as the county sherif or something...maybe the wanted it this way?
Third, the bounty system isnt that great. Unless you REALLY work out some rules it can be abused more so then not having it. Also, like kyto, the ratings systems is very bad. I would never let my players gain that kind of power. Imagine CLANS, oh wait, no need to imagine since there are plenty of PK Clans out there, who would this system to keep them going...bad, very bad.
Last, this paper mixes 2 VERY DIFFERENT PLAYERS TOGETHER INTO 1 GROUP: the player killers and the rude, racists, 15 yr old jerks.
Player killers play the game the play because its ROLEPLAYING, which is something you normally cant do in life, and its fun too. Orcs vs Elves, player vs player. The paper is all wacked on this point!! I REALLY REALLY HATE writes/designers who cant understand this.
Solution to Rude, Racists 15yr old punks: tell the moderators and the company letting them play, give them a 1 warning, then cancel the membership next time.
#9 Members - Reputation: 122
Posted 23 November 2001 - 10:01 AM
#10 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 27 November 2001 - 05:29 AM
I liked your post. the details of what you were all thinking was very revealing.
I have an idea that I think would provide an efficient *partial* solution. It would mainly address the issue of PKers, but could conceivably be used against extremely irritating players as well.
In real life, we normally don''t encounter much crime (well, depending on where you live. Assume a decent suburban area.) People know they can be tracked. They can''t morph into a new body, and can''t "leave the game." They know that each time they commit a crime, there''s a fair chance of being caught.
But there''s an element we''re missing. Consider how robberies are typically committed when the owner is not at home (again, unless you live in certain, specific areas.) Why is this? Because the robber doesn''t want to risk getting shot. Some people won''t like hearing this, but if there''s not enough law enforcement available to do the job, the safest thing those in power can do is give people the ability to protect themselves. Hence my idea:
The S&W Series: The Great MMORPG Equalizer
Basically, most things can stay the same, except that the idea of extremely durable characters is done away with (replace outrageous HP with better skills, stronger attacks, whatever.) Leave a few "safe" zones if you like. Now sell, in as many shops as appropriate, S&Ws. They would all pretty much function identically save for a few minor features that could be purchased at higher cost. They could be simply labelled the S&W 100, S&W 200, up to 1000 (for poor beginners, maybe have a dirt-cheap S&W Friday Special.) The point of an S&W? Simple, it allows you to, with ONE shot, kill any player (and ONLY players), regardless of level, armor, strength, enacted spells, etc.
Here''s how it would work: you have an S&W. You''re out minding your own business, when a player tries to kill you. He may be using typical means (sword, spells, etc.), which means death isn''t (or at least SHOULDN''T be) immediate. You can use your S&W to take him out, although for reasons explained further, it''s a choice you''ll have to make with caution.
"But what if he uses his S&W against me?" This is where the design of the device comes into play. An S&W only has a 50% (maybe only 33%) chance of connecting with a shot. This bypasses all other accuracy modifiers. Plus, it takes a few seconds to recharge. So yeah, a PKer might take out one or two people with his toy, but eventually he''ll lose out and one of his targets will take him out.
"So what!" you say? So what, indeed! Consider the case of when he shoots at you and misses (if he hits, yes you''re dead, but hey, if you want to remove ALL PKing, it''s far simpler to just not let characters attack characters.) Since you hadn''t used your S&W recently, upon targeting and shooting at you--whether it was a miss or hit--the player begins to flash and is "redlined." While redlined, a character''s actions are all at half speed, including the S&W recharge. The accuracy of the weapon drops as well, to 1/3 or 1/4. Anyone who fires at HIM while he''s redlined WON''T be redlined. And, there are more severe consequences for death (possibly loss of all current items, or maybe even make the death permanent.)
So, the guy shoots and misses. Now you (and all bystanders) have free reign to fire away at the guy until the redline wears off (it lasts a bit longer than the time it takes for the guy to get off another shot.) Under these circumstances, you''d be much more likely to win the engagement.
But what if he''s killing you WITHOUT the S&W? Then you have a choice to make. If he''s trouncing you and you feel you have no other options, you can take the risk with the S&W, knowing full well that it could escalate the conflict further (but hey, if you''re dying anyway, that shouldn''t be too much of a concern.) You''ll get one good shot, and even if you miss and become redlined, you''ll be able to make more shots, you just won''t be as good with it. Frankly, I would imagine that if killing you takes a while, and you pull out your S&W, even if you miss, if the attacker doesn''t have one he''ll likely run. Even if he does have one, you''re really no worse off since he was killing you anyway.
Should you be killed while not redlined, you should lose something... maybe all your cash, and a random item (or whatever you have equipped). That''s all the attacker will get. But if you kill he attacker, and he''s redlined, you get his cash, most or all of his items and weapons, and leave him with whatever other consequences come about from dying while redlined. (Any other consequences should be chosen so as not to make getting someone to redline themselves too profitable, but still as to be detrimental to a PKer; possibly a temporary inability to use any S&Ws.)
I think this sort of setup, while allowing in-character PKing, would also have the benefit of reducing homicidal maniacs who just plug away at others for their own entertainment. You could, if willing to take the consequences (especially if others are around) even use this technique to take out an annoying loudmouth. I really do think it would add an element of "justice" to online games.
Comments?
RJ
#11 Members - Reputation: 313
Posted 27 November 2001 - 01:50 PM
Consider the option to duel. I have tentatively suggested to someone I work for that in their RPG they should provide that a player, who wants to battle another player 1-on-1, can issue a challenge when they are nearby one-and-other, the recieving player must accept before the fight begins.
In general, a player attacking another player does half damage, and all the usual status effects, except that a player cannot be killed by the attack of another player unless both agreed to a challenge.
If a challenge was not issued, then the death of the reciever is left to the monsters and traps of the world. This is incorporated with the thought that if PCs travel together, they may hurt each other, but never unintentionally kill one-and-other.
There is one special case:
Territorial challenges, involve one player staking out an area of land. Such a challenge becomes effective after the challenger spends ten minutes in the stake-out (allies may be declared, but they too must spend ten minutes in the stake-out before they become party to the territorial challenge). Any non-allied character who attempts to enter or pass through the stake-out is automatically challenged by the guardian players. The area is indicated after it is entered. The radius is extended by fifty meters for those who attempt to flee. So if you go into a clan''s hide-out, they can attack you for full damage and risk until you get some good distance away from their territory.
George D. FiliotisAre you in support of the ban of Dihydrogen Monoxide? You should be!
#12 Members - Reputation: 122
Posted 27 November 2001 - 04:23 PM
I have a tendency to hubris, as has been pointed out by various people. Lest you misunderstand my meaning in posting, I should make myself clear in the most humble way possible.
The methods I proposed are almost definitely not the best way to deal with PKing. They certainly aren''t the only way, or the only good way. Many solutions have been given to problems arising from PKing, and it is a widely discussed subject. Everyone who has posted about PKing solutions has been most insightful, and their recommendations are certainly not to be ignored. I''m glad to hear that my ideas on limited HP advancement have been received so warmly.
My intent was to cover PKing to a certain extent, but to consider it in the context of an overall ruleset for a self-maintaining online community. When developing these ideas, I looked not only at games but also at other online communities, such as bulletin boards, which must be maintained to an extent by their users. The idea was to create a set of rules under which people could come together for a purpose without having that purpose subverted by childishness or stupidity.
I have thrown my net wide, perhaps too wide. But those were my goals. To everyone who has posted so far, my sincere thanks. To anyone who considers posting now, keep this clarification in mind. The topic is self-regulation in communities of essentially anonymous actors. It''s a tough nut to crack, and I''ve just about dulled my teeth trying, but feel free to take a whack; it would be much appreciated.
Most humbly yours,
SpittingTrashcan
#13 Members - Reputation: 122
Posted 27 November 2001 - 10:14 PM
There is no way of pleasing everyone, but this way the game can adapt to what the majority want.
This system would allow to vote rules which would be enforced either by NPCs or hired players.
These rules would be defined in a way that the game can understand them, action = penality/reward
For example:
- killing an innocent player is punished by death
- killing a guilty player give right to a reward of 100 gold
Each player could propose laws which would need a 2/3 majority to be validated.
Before entering the game a player will be informed of the current proposals and will be able to vote.
A player can only propose one law at a time.
Only a specific number of proposal at a time.
Admins could manage the proposals, if they want to override the players.
So if the server has a majority of players wanting to pk freely they would propose and vote laws allowing them to do so.
Admins could set some rules at the beginning to indicate how they want the game to be played.
#14 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 27 November 2001 - 10:22 PM
There is no way of pleasing everyone, but this way the game can adapt to what the majority want.
This system would allow to vote rules which would be enforced either by NPCs or hired players.
These rules would be defined in a way that the game can understand them, action = penality/reward
For example:
- killing an innocent player is punished by death
- killing a guilty player give right to a reward of 100 gold
Each player could propose laws which would need a 2/3 majority to be validated.
Before entering the game a player will be informed of the current proposals and will be able to vote.
A player can only propose one law at a time.
Only a specific number of proposal at a time.
Admins could manage the proposals, if they want to override the players.
So if the server has a majority of players wanting to pk freely they would propose and vote laws allowing them to do so.
Admins could set some rules at the beginning to indicate how they want the game to be played.
#15 Members - Reputation: 122
Posted 27 November 2001 - 10:35 PM
So yeah
-Greg
Hopeful Purveyor of the Open Source Community
#16 Members - Reputation: 122
Posted 28 November 2001 - 08:17 AM
anonymous poser:
what the heck is S&W?? Personally, if a S&W is some kind of weapon that is trying to help defend players from being PK''ed, then its the WRONG way. I think adding game objects is the wrong way to go! You want to design game RULES, which help make a world the way you want. Well, thats my opinion.
Symphonic:
I think your absolutely right about including PKing in a game. If you cant design it with rules that WORK, dont use it!!!!!!!! Dueling is the only gamer friendly way to use it, if you dont want to make a more realistic and open-ended system.
Visionare:
I didnt play UO, so im not sure what your trying to say, except that they designed it wrong i guess. Exactly what was wrong because you complain about the employees and not the game rules??
Any of you play or read about DARK AGE OF CAMALOT? Dont know how it is gonna work, but i think they designed a SLICK PK system. There are 3 different REALMS. So, if you are a player from realm 1, you can only PK players from realms2 or 3. Of course, there are surely more rules governing this type of system, but I could not find any info on it...
Spitting trash can:
Are you british or something, with the "most humbly yours" stuff??
#17 GDNet+ - Reputation: 438
Posted 28 November 2001 - 08:34 AM
quote:
Original post by GalaxyQuest
anonymous poser:
what the heck is S&W?? Personally, if a S&W is some kind of weapon that is trying to help defend players from being PK''ed, then its the WRONG way. I think adding game objects is the wrong way to go! You want to design game RULES, which help make a world the way you want. Well, thats my opinion.
Smith & Wesson... it is a handgun... while i didn''t especially like the way he would implement it, i don''t see why a "get revenge on a PKer without crying to the operators" is the wrong way to go. what he suggested needs refining, but it could work (would you run around killing everyone you see if you know they will shoot you and take your stuff? even if you WERE a 12-year-old dork?)
quote:
Symphonic: I think your absolutely right about including PKing in a game. If you cant design it with rules that WORK, dont use it!!!!!!!! Dueling is the only gamer friendly way to use it, if you dont want to make a more realistic and open-ended system.
i suppose i agree too, although i wouldn''t play a game without PKing... that would be not much better than playing a single-player RPG and chatting in an ICQ window at the same time....
quote:
Spitting trash can: Are you british or something, with the "most humbly yours" stuff??![]()
well, i can''t say if he is british or not, but there are a few people in america that are polite
--- krez (krezisback@aol.com)
#18 Members - Reputation: 260
Posted 28 November 2001 - 11:06 AM
As for all other forms of DDI, there was a very effective means to control them: STAFF. Any problems at all the players have (they''re playing for this service, after all, so they should have plenty of help available) they report to the GM''s (game masters), who then come down from on high and deal with it. I was amused to find the EQ GM staff featured in a Maxim magazine article- letsee... Oct 2001 issue, page 120. Of the several problems given that they would deal with in a day, someone was inquiring various fellow users about their sexual preferences involving dairy products. His account was frozen for a week, in pay-to-play time.
-Tok.
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#19 Members - Reputation: 122
Posted 28 November 2001 - 01:43 PM
In ultima, there are lil smurfs that run around called Game Masters, which are the gods of the game and can make your account go *poof* if they consider you being unethical. There are also Counselors that are like demoted Game Masters, that can only attempt to resolve problems of in-game players by talking with them. I was a Counselor.
Every year that the game existed online(100''s of years
I can go on but I will just get frustrated and no one will know what im ranting about...so I''ll just hush...
-Greg
Hopeful Purveyor of the Open Source Community
#20 Members - Reputation: 122
Posted 28 November 2001 - 06:51 PM
If you can list a few RULES which you can tell us about that were poor game-design decisions(without blowing a fuse), then i think you SHOULDNT *HUSH*.
I can understand WHY you are on edge about it, but this *IS* a great topic to post some of these design blunders you may remember.






