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Preventing Newbie Killing

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[font=tahoma]Despite the fact I've made it so you get zero points on your killscore for killing newbies in my crime browser game (http://balamoosh.com), some continue to kill em for no reason.

Any ideas to battle this?[/font]

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[font="tahoma"]Despite the fact I've made it so you get zero points on your killscore for killing newbies in my crime browser game (http://balamoosh.com), some continue to kill em for no reason.

Any ideas to battle this?[/font]


As long as players have powers over others, they will abuse it.

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Give newbies "innocent bystander" status, and punish killing innocent bystanders.
Post snipers on rooftops all around the city, and have them target killers of newbies.
Build trapdoors on all the sidewalks and floors (they don't exist until needed, and come into existence as needed), and let all newbie-killers have a visit with Satan.
Revoke newbie-killers' licenses, take their badges, give'em negative points, make'em spend a night in jail.
Put impenetrable forcefields around newbies until they can defend themselves.
A newbie-killer is sent back to newbie status whenever he kills a newbie.

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^ These are good points.

As long as players have powers over others, they will abuse it.


I would say, as long as it's fun to do, they will abuse it. Players don't necessarily care about points, it's more about entertainment. So I think the key here is to remove the fun component of killing n00bs. Either make new players immune, or punish the player who kills them.

Another solution is making getting killed part of the fun, and inform n00bs that it's ok to die. Perhaps reward them with a few experience points until they reach a threshold.

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A newbie-killer is sent back to newbie status whenever he kills a newbie.
That's too harsh. "Killer" play style is one of the basic gamers personality types (Bartle Test) http://en.wikipedia....iki/Bartle_Test and http://www.gamerdna....amer-psychology , we might not like it, but the fact is it is a valid playstyle, not a degeneration.

First you should define your game style. To what personality types it will cater? What type is the most important to you? Do you want to eradicate "K" type players?

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That's too harsh.

I didn't say they were all good ideas. Just throwing out sparks, since the OP needed some.

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[font="tahoma"]Despite the fact I've made it so you get zero points on your killscore for killing newbies in my crime browser game (http://balamoosh.com), some continue to kill em for no reason.

Any ideas to battle this?[/font]

Killing the weak is the way of nature, and generally produces a victorious outcome.The only motivation that immediately comes to mind for engaging a harder opponant is the possibility of a greater payoff. Because temptation is also entertaining.

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[font="tahoma"]Despite the fact I've made it so you get zero points on your killscore for killing newbies in my crime browser game (http://balamoosh.com), some continue to kill em for no reason.

Any ideas to battle this?[/font]

Some people grief just to grief. There are groups out there that exist solely to screw with other people. I first encountered such a group in Eve Online. They'll pop you in full sec (1.0 space where all the "space cops" are) knowing full well they'll be blown up as well just to mess up some random dude's day.

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I'd like to see MMO's with a "reputation" stat alongside the regular stuff like XP etc.. You get rep for completing quests and being a good guy, but lose it for killing newbs, killing NPC's, quitting groups etc. The rep stat could be taken further and influence other factors in the game, like maybe you can only get certain quests if your Rep is high enough (or you can get bad-guy quests, like go assasinate an NPC, only if your Rep is low).

Of course, there will always be players who aim to get as much negative Rep as possable!!

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