Quote:Original post by makeshiftwings
Quote:Original post by Fournicolas
First of all, removing the griefers.
I have a feeling we could go back and forth on this forever. I don't believe it's possible for any multiplayer game with any ruleset to ever remove griefers entirely, but lots of people will believe there is some simple solution that all the big corporations were just to blind to see. In any system of rules that allows one person to negatively affect another person, there will be a person willing to do just that, regardless of how difficult you think you are making it.
And I have to restate what a lot of people are forgetting: there is no clear definition of griefing. If griefing is based around killing other players, then why are you including the ability to kill other players? When is killing someone else NOT griefing? Is it only ok if the killer talks in proper RP medieval english while doing it? If he only kills one person a week? If he only does a one-on-one duel and never gangs up on anyone? If he sends an email to each person he's going to kill asking their permission first? In this example game, where one person can instantly obliterate your character and most of your online persona, accusations of griefing will fly every time someone is killed.
Anyway, here's how I would grief under your ruleset, as well as how your ruleset negatively affects "real" players without solving the problem of griefers.
I am perfectly okay with being attacked by other players, as long as it pursues a goal. Being attacked for the sake of being attacked and, basically, having a biased from the start "virtual biggest dick" contest doesn't interest me in the least, which I consider puerile and plain stupid, and therefore I wonder why it should be allowed at all. On the other hand, a double opposite mission generator, in which one character gets to do something, and another character gets a mission to stop him by all means, well, that satisfies me hugely, yes. Even though I'll have to continue playing with another character.
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Make PvP only available after five or ten hours.
Why it doesn't stop griefing: Most griefers will gladly sit around or macro through a 10 hour tutorial if it means they get to ruin 5 months of someone else's life.
Why it hurts the good guys: Sitting through a 10 hour tutorial is fine the first time you play, but in this game most players are expected to die a lot and constantly create new characters. Forcing them to do something they don't want to do for 10 hours is not going to make the fun of dying any more tolerable.
The difference between the griefer and the non griefer is that a grifer will choose the instant gratification solution, and start attacking people on sight, regardless of what it takes to create another character. A non-griefer may choose GAMING, playing the game to full extent, and therefore caring for a family, and for his future lives. If your character's full lifespan, no matter wether you macro-sit it there, or play should be two months real life at max, in order to make it playable. Having some characters be three years old RL, whereas some others are only two days shouldn't be possible at all. Permadeath doesn't mean that you can remove all barriers, but that you have to impose the same playstyle to everybody, with the same restrictions. I suppose you can skip the intro and morality test once you've got a family, because you're supposed to raise your family with your own morals...
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Let's say the social quest requires you to attend to hurt characters for a while, first by learning the basic ailments, then by learning how to cure them, then showing your mastery of basic potions by going in the Hospital's garden, finding the simples, brewing your potions, then giving them to people in need. The whole process might require as much as two or three hours, with all the talking and mixing and running around. Having to wait three hours before being able to run around, finding a target, fighting for thirty seconds and then dieing or killing, then search for another target and then die might very well put off most of the griefers. Even more so if the combat is character skills' based. A beginning character may not even have the slightest clue about combat, whereasz a seasonned character may be versed in disarming or slaying silently, not even breaking a sweat.
Why it doesn't stop griefers: As above, waiting 3 hours is no big deal.
Why it hurts the good guys: Multiple ideas in this one. First, as above, you're forcing everyone to do this 3 hour long, intentionally boring, repetitive herb gathering quest every time they die. Dying is plenty punishing enough under permadeath; the more annoying you make it, the less anyone will want to play. Secondly, you're adding the idea that high level characters are much better than low level characters, indicating that there is a substantial investment in time in each character, which puts you back in the spot of high-level character death being so horrible as to warrant most people quitting. The first example game said that levels wouldn't be so different, for example, a group of level 1's could take out a level 5, so there's not much grinding to get to level 5, so you don't feel like you've lost as much when your level 5 dies. In your example here, it sound like you're going more of a WoW route where the level difference is huge, but most of us would agree that adding permadeath to WoW is a terrible idea. If you keep the huge power level difference but make it super fast, ie, after you die, you need to grind for 3 days straight and then you hit max level, then again, you're just delaying the griefers, but you're causing all the good guys to have to spend 3 days doing something boring just to get back to a playable character state.
As above, having to wait three hours before being able to play for thirty seconds the utter moron would definitely put ME out, even though there is a way for me to macro this. And I think there is a HUGE misunderstanding there. You seem to have decided that an RPG cannot be an RPG if it doesn't include a Beat'em all fighting fest. There are tons of things outside the realm of number-crunching that are interesting enough to have people actually seek them. Some of them are actually called "pretending"... Let's presume, for the sake of the argument here, that the game mostly revolves around virtual negotiations? or maybe enquiries? Where fighting is only the last choices, because it would be the one that spoils you from any real end to a quest? What if fighting mobs was only a hobby, or maybe a job, if you were to gather hides to sell them, to feed your family? Would you feel the same when you die at the hands of a demon? Knowing that you've left your family with nothing?
Once again, I'm going to blast down open doors, but, as far as I am concerned, Role-Playing means that you're supposed to take on a role. Including "thee"s and "thou"s in your speech won't make it any better if what you do, as a daily task, is run the wild and kill everything on sight. You're not affecting the rest of the world, and therefore are having no role to play. If you were to affect, personnally, the small stories that, in the end, are the big History, then it would be different. If you were to organize the "Wolf Hide shortage of 1146", well... you've got your reasons, I suppose. Money, possibly. Or a personal hatred for wolves. You're doing something. It's not fun for me, but I'm not you. I would want to play a crafter, because I don't care a bit how things get done in a game. But I suppose some people just love that. Once again, remove all possibility to macro things, and you're done. Make crafting a mini-game, and maybe you'll see me crafting all day because it's fun. Make fighting mobs fun, and maybe I'll do it, even though I have no reason. It's called hunting by some, in real life. Or fishing. Or washing with intent. Anyway.
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A system which may allow a more "simulative" fighting system, with ambushes, overnumbering, backstabbing and the like, could be used with advantage in the most dangerous areas of a city in which muggers and griefers could flourish, whereas in other areas, a more standardized combat system would give an edge to thos with more experience of this. This would mean that ALL griefers would be locked together, mostly griefing one another, with a huge delay before being able to even reach said area, while you would have to invest even more time before being able to fight in PvP in other areas, and still have to suffer drawbacks from your PvP desires.
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The main problem with all this is that you're assuming anyone who PvP's is a griefer. If that's what it comes down to, then you should just disable PvP in the game entirely. If a game clearly allows me to attack other players, and I do it, and I suddenly get sent to some area called "The PvP Griefers Area", I'm going to quit the game. You need a way to separate the "good" pvpers from the "bad". Your solution just punishes everyone who pvp's across the board, and it doesn't do it that well since, as said originally, griefers don't care that their character gets a negative reputation since they'll just start a new one. The people who are punished under this system are the legitimate players who want to keep their character but are involved in PvP, for example, someone RPing a bandit, or worse, someone trying to be a good guy by running to the defense of newbies getting picked on by griefers. Your solution in here also includes a ton of grinding to get back to a playable character state after death, which I've already mentioned is a bad idea mixed with permadeath.
I think I must have badly explained myself, here.
If your character doesn't do more than everyone else, then it is definitely normal, and should be allowed by anyone normal to do what everybody else is doing, and therefoe have access to the normal areas. But a "norm" is only what most people do, on average. Check the "kills" value against the average kills value of the whole population of the game, and whoever is below 20% of said average value will be considered "human-friendly", with whatever effects of said title could have over NPC population and PC population alike, have that value be anywhere between 20 and 50 % of average, and have nop effect. Have the value be between 50 and 80%, and be considered dangerous, only some NPCs will accept to deal with you in normal areas. Be above that 80% limit, and you're considered too dangerous to be around, and are penned to the "dangerous PvPers only area ". Maybe, to make it effective, you could have that value be divided by the time spent playing the game, to give an "average kill per hour of play" value an effective measure of your dangerosity. Attacking other payers isn't griefing. Doing that as sole occupation IS griefing, in my opinion. When you don't care about the rest of the world and are only there so that you can beat the crap out of the others, well, then you're not there to play the game, you're there to screw the others, and should be screwed too... What if dieing in the "more than 80%" range made you the shame of your family, which turned on you, and did not let you play a member of it after that? This way, the casual PvPer can still continue his playstyle, alternating between mobs and PCs alike, remaining within the acceptable range of PvPing, whereas the professional griefer would get to wait ten hours before being able to create a PvPing able family?
Quote:Finally, a few words on why permadeath will annoy some people regardless of how powered up you make their heir. In a typical role-playing game, where I'm actually role-playing and/or interacting with other players, I will ALWAYS feel bad about losing my character in a stupid way, regardless of numbers, grind time, the fact that I could restart with a bonus, etc. For example, I'd be angry if someone could "kill" me on this forum and force me to change my screen name. It doesn't matter that this screen name has no physical game data or levels attached to it. Destroying it means I'll need to re-establish my reputation, re-contact all my friends, send out annoying emails saying "Hey guys, this is makeshiftwings. My new name is permadeadwings. Everyone update your address books." In a RPG, if my original character had a personality and back story, I will be angry about losing those, and annoyed at needing to come up with new ones all the time because I keep getting destroyed by (what I would see as) a faulty ruleset or griefers. Even if my heir gets every single thing I had on my body and all of my stats and hell, for argument's sake, he even gets a bonus so he's in all ways immediately stronger in every way than the character that died, I will STILL be angry about losing that first character, because to me, the name, RP background, and list of friends is far more important than the stats.
That's because in most RPGs, your characters are NOT meant to die. Imagine one in which you know from the start that you ARE going to die, no matter what you do. Would you still feel that much attachment to your character? or name?