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Anti-grief

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Anti-grief

Postby goldsmyths » Thu Mar 29, 2012 6:13 pm

So it was my first game, I had a good game at the island maps. People were rushing to build up some form of fortifications and stuff while sniper make easy picking from the side lines, BUT. Some dude switched sides, starts destroying the teams hard built fortifications, and then just switch sides again.

The problem is that no matter how obvious these trolls are, you stop nor kill them so long if he's in the team. And nobody seems to be kicking anyone. Basically, this is a fundamental flaw in the game concept itself.
Where building is not always for fortifications, but also allow trolls to block entrance or windows and allows creation of enemy friendly fortification in friendly areas.
Where destroying things allow for creative tunneling, but also allows trolls to destroy fortifications of friendlies.
Having the ability to switch sides only made matters worse. But you cant kill this feature for the sake of game balancing.

Simple solution, new problem. If we add special tag to placed blocks, and whomever destroys 3 blocks placed by his team mates shall be changed to RED, and could be killed by both teams. New problem would be having these people intentionally blocking sniper windows, hoping for resident sniper to break his blocks and then shooting him in the face with a shotgun.

Better solution, stubborn trolls. In a game, auto assign team & if a player changes sides, he loses his ability to use shovel or place blocks for the rest of the game. Stubborn trolls would simply login and join a team, simply for the sake of destroying all friendly buildings from the beginning.

Having leaders with privilege of kicking would also not work, if the leader is the troll, you could as well leave the game.
IP Blocks could be countered by proxy or IP randomization.

The only solution to weed out these trolls are locking games with passwords/cookie, which would make filtering troll easier, but severely hurt the number of players and new players.

Apart from this troll issue, the game is good, thumb up for the concept.
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Re: Anti-grief

Postby Funk » Thu Mar 29, 2012 6:47 pm

you can kill griefs that smash your teams blocks on your side of the map, you just have to be fast at shooting them as you can about 2 secs in witch you can hurt them.
never tryed to dig at the same time as a team mate?
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Re: Anti-grief

Postby Fleischgeruch » Thu Mar 29, 2012 7:09 pm

To the post above: Killing them won't discourage the griefers from griefing. So no, TKing them is not a solution.
Here's my thought on griefers:
Those of you who know a bit of biology will know that in every ecosystem, there are predators, and there is prey. If there were no predators, the prey would breed out of control and eventually would strip the ecosystem of all nutrients and organisms would die out. If there was no prey, the predators would also die out (if they didn't adapt, but that's irrelevant). So the only way to balance the 2 factors is if one controls the development of the other - much like predators will hunt down prey that wasn't smart, fast, or strong enough to survive. Same thing in AoS.
Imagine if a builder builds a huge fortress. With towers, walkways, gates, signs all the good stuff. The team gets excited and keeps making hundreds of these gigantic forts. Pretty useless. Especially for AoS, since it's a shooting game. So the griefers are your basic predators here - they maintain the levels of these useless fortresses low, thus keeping the amount of pointless structures low enough to have a walkable map.
This may be too complicated for some of you to understand but the point is: AoS maps NEED griefers.
No griefers: map filled with pointless, stupid structures which waste space. (ecosystem messed up)
No structures: griefers have no job, and 'die out' (i.e. log off)
Easy solution: don't build huge forts. You'll save yourself time, blocks, and the disappointment when your fort falls to the ground with that 'KHHRRRK' sound we all love.
a simple wall 2 blocks high will most of the time fulfill your purpose of slaying the enemy scum. There's nothing a griefer hates more than having to break a long 2 block high wall. Back in spring, I became a griefer for a week to try to convince people that huge forts don't win rounds in AoS. Unfortunately the narrow mindedness of people on this matter still proves to be victorious.
And for everyone's sake, don't go all 'MOMMYYyy herpaderp he broke mah tooweerrr!! D':' 9 year old action on the all-chat. It's a game. Whatever you do there doesn't count. It's a program run by a server. Which means at the end of the day, nobody, not even you, cares if you made a hugeass fort and some asshole broke it. Big deal. Grow up and forget about it.
No offence people, just sharing thoughts.
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Re: Anti-grief

Postby Derpylicious » Thu Mar 29, 2012 7:39 pm

Anyway to start: WELCOME TO THE GAME!

On most servers we already have several methods of policing the griefers.

Your number one tool is /Votekick but always give a reason otherwise you run the risk of it being ignored or deleted by an admin.
You can already teamkill griefers as a preventative measure, the only problem is that it doesnt register grenades.

your third option is move to another server where there are more admin and guard staff.


Again Welcome to the Forums and game ^.^
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