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Player vs. Player Play Examined

aws910 writes "An interesting story at news.com.com tells of the various efforts employed by various MMOG companies to abate the problem of Griefers." From the article: "Social miscreants can do more than ruin the game for better-behaved competitors. They can hurt game companies' bottom line by driving away customers and burning up support lines. Problems related to grief players often account for 25 percent or more of customer service calls, according to game publishers." Commentary from the old men of MMOGdom available at Broken Toys and Terra Nova.

415 comments

  1. Fix the Problem by Anonymous Coward · · Score: 0

    Charge for support lines and dont reward the bad guy.

  2. n00b Bashing: the Sport of Losers. by SIGALRM · · Score: 5, Insightful
    Ganging up on newbies is typical griefer behavior in games with large multiplayer universes, such as "Sims Online" or "EverQuest."
    Not restricted to the MMOG universe, fractious behavior can be found in just about all online games. I was suprised once when a really good Q3A player stopped for awhile to give me a few tips, like adjusting /sensitivity and /cl_* vars. Respect for newbies who are genuinely interested in getting better ultimately leads to more competition. If they enjoy playing--they will likely stick w/the game and increase their skill.
    --
    Sigs cause cancer.
    1. Re:n00b Bashing: the Sport of Losers. by override11 · · Score: 0

      griefing is what was FUN about MMO's! Before Trammel in Ultima Online, griefing was the best entertainment. Killing / taunting / general mayhem. The whole point is that ITS NOT A REAL WORLD, you can do what you want there. Its a fantasy. We would get 4 - 5 people in the same room in real life and go on gank-fest's. Was beautiful. Back in the good'ol days

      --
      No I didnt spell check this post...
    2. Re:n00b Bashing: the Sport of Losers. by Squareball · · Score: 2, Interesting

      And that is what makes the more honest players quit playing. Example, I love(d) Madden Football (not now since I'm boycotting EA). I gave away my PC to my father since I have a mac now and I got an XBOX from a friend for really cheap just to play Madden. I played online a few times and never did it again. I never played online on my PC since it always caused it to crash but on the xbox it worked well but the players were LAME. They would constantly go for it on 4to down (even if it's 4th and 25 on their own 10). I was given Halo2 and I went online once to play it and quickly left becuase of the lame people on there. I have since become bored with the xbox and am giving it away for xmas to my little brother. Screw playing online when there are so many cheesers out there.. it makes it zero fun.

    3. Re:n00b Bashing: the Sport of Losers. by Samrobb · · Score: 2, Interesting

      Had something very similar happen to me playing Quake online... I ended up on a map, alone with one other player, at 3 in the morning. He was slagging me pretty well, we got to talking...

      JimmyB: Have you set your mouse so you can right-click to do X?
      Croaker: I don't use the mouse.
      JimmyB: WHAT!
      JimmyB: You're kidding me...

      Yep. Until he took the time to convince me I needed to learn how to use the mouse, and let me practice with him, I was a keyboard-only player. Once he knew that, he was amazed I'd been able to do as well as I had against him :-) I'd probably have carpal tunnel in both wrists if he hadn't gotten me to learn how to use the mouse in FPS...

      --
      "Great men are not always wise: neither do the aged understand judgement." Job 32:9
    4. Re:n00b Bashing: the Sport of Losers. by Anonymous Coward · · Score: 0

      Ironically, the problem stated in the article is lost on you. I wonder, are you just socially inept or are you taunted in your real life and just transferring.

    5. Re:n00b Bashing: the Sport of Losers. by Gravatron · · Score: 1

      Somepeople don't like to pay money each month so a group of lowlifes can kill your toon 30 times a day while you try to grind or complete a quest. Greiefing pretty much destroyed EQOA, and makes alot of other mmorpgs a chore rather than a fun experience. Personaly, I say throw the book at them. If a persons out there killing/hurrassing people just because they can, I'd have they account canceled, their IP adress and CC banned, and their toon publically exicuted before the other players.

    6. Re:n00b Bashing: the Sport of Losers. by Anonymous Coward · · Score: 0

      Didn't you tell this same story before on a previous article? I could swear that I read the exact same thing a week or so ago somewhere on /.

    7. Re:n00b Bashing: the Sport of Losers. by Some_Llama · · Score: 1

      That was probably me, man there were a lot of people who used keyboard only with quake (because until quake there wasn't any real way to use mouse effectively (full range of movement, up-down-left-right)) so there was a big delta between skill levels of those who used mouse and those who didn't ;)

      You ever play on mplayer back in the quake days?

    8. Re:n00b Bashing: the Sport of Losers. by MikeFM · · Score: 1

      I think there needs to be a distinction between harassing other players and finding more effective ways to play. Just bashing newbies for no purpose is mean. Tricking them into helping you become a better player is fair game IMO. If the game designers don't want this kind of thing to happen then design the system such that it can't happen.

      I for one find most video games boring because when you play against the machine it has no intelligence and is therefore more repetition than stimulation. Multiplayer games should fix that but most don't. Players are afraid of any real competition so the game is rigged to pander to people who want a game where they can never face any real challenges.

      They're complaining that players aren't playing nice but I think they're missing out on a large market for fierce player vrs player gaming where everything is fair. You should be able to battle other players either one on one or in groups. You should be able to earn experience and harvest equipment from these battles. Death should be a permanent condition for your player. Make a MMOG with some real competition and where real strategy can be employed. Make it dark and a bit demented. Make it hard to play but make the victory worthwhile. Make players into real villians and heroes. Use what the players are doing on their own accord to put a plot back into these games. Don't fight them, make what they're doing part of the game. If group A is attacking newbies when they logon then make it a quest for other groups to defeat group A and protect the newbies.

      For God's sake stop being such pansies. ;) It's a game. Play to win. As kids my little sister always started crying and then quit when she didn't do well in games. What'd she learn because nobody ever made her keep playing? She quits at everything now. No backbone at all.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    9. Re:n00b Bashing: the Sport of Losers. by Anonymous Coward · · Score: 0

      This is why I loved MUDs in the "old days"...b/c they were run by people who were intimately involved in the game, and were small enough that griefers were promptly banned.

    10. Re:n00b Bashing: the Sport of Losers. by Control+Group · · Score: 2, Insightful
      I take your point, but...if your defense is incapable of stopping a 25-yard 4th down play, then what, exactly, is wrong with going for it on fourth-and-twenty-five?

      It's not like they're taking advantage of a game bug, or using a modern Bo Jackson to be unstoppable. You just have to prevent that gain. I'm quite certain that every NFL coach would go for it on every fourth down if the other team wasn't able to stop them and immediately score. The only way you're going to get the game to model real life is if your play also models real life.

      The correct response to this play you don't care for is to spank them. They keep handing you the ball inside their own 40, you keep scoring. Simple.

      Don't confuse "players using a style you disagree with" with "players being lame."

      If you demand that your opposition only call the plays you think they should call, you're not going to find any sort of online gaming enjoyable, 'cause that's never going to happen.

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
    11. Re:n00b Bashing: the Sport of Losers. by WoBIX · · Score: 1

      I found that after most people moved on from Q3:Rocket Arena the community that stayed behind had a lot of people who were just there to have fun and blow the crap out of each other.

      The odd jerk would come on to a server now and then, but for the most part it was a blast.

      The "pro" griefers tend to stick to whatever is new and hot, because there's more victims and with that, more people who don't know how to deal with them.

    12. Re:n00b Bashing: the Sport of Losers. by Llama_STi · · Score: 1

      not just related to online, either? This sort of thing happens to all businesses. You don't think car dealerships or retail stores have those customers that require additional attention?

      Honestly, this sort of thing shouldn't even be news to anyone who's ever stood behind that annoying person in line at a store. So ???

    13. Re:n00b Bashing: the Sport of Losers. by dnoyeb · · Score: 1

      If games allow a big strong veteran to slay a newbie without repercussions, whose fault is that?

      In RL we have punishments to supposedly discourage this. Why don't developers?

      Because they are lazy bums who want to blame the community for the flaws in their game design. Maybe hire a psychologist to explain societal techniques to prevent this? No, thats just more work and money...

      And you cant compare persistant games to ones that are not. People do all sorts of stupid time wasting things when nothing is on the line. You can't be griefed in online Chess...

      It should not matter if a player is honest or not. You can steal from me in Eve. But there are ways in the game for me to hunt you down and inflict some quality restitution.

    14. Re:n00b Bashing: the Sport of Losers. by Anonymous Coward · · Score: 0

      Back in the good'ol days

      Let me guess... It was all good until you turned sixteen and discovered your penis?

      Seriously, griefing is 12 year old behavior. Grow the fuck up.

    15. Re:n00b Bashing: the Sport of Losers. by j_rhoden · · Score: 1

      Yeah, but if you can constantly stop 4th and 25 from your opponent's 10, then you're always getting the ball on the 10 yard line and scoring in one play. This is isn't any fun either. All you ever get to do is score in one play and kick the ball right back to the guy who's just going to go for it on 4th down again.

    16. Re:n00b Bashing: the Sport of Losers. by Short+Circuit · · Score: 0

      It's amazing (to mouse users, anyway) what kind of damage a keyboard-only person can do. Right up until my mother banned FPSs at home (shortly after Columbine), I was a keyboard user all the way, usually in the top 20% on whatever servers I was hanging out on.

      Well...that was before grappling hooks became popular. You really need a mouse to aim a grapple well.

    17. Re:n00b Bashing: the Sport of Losers. by Short+Circuit · · Score: 1

      When my family ran a local BBS, Trade Wars 2002 and Tele-Arena were our two most popular games. We ended up creating PvP and non-PvP instances of each game because we had a couple of fierce players.

      Yes, Crutch, I mean you.

    18. Re:n00b Bashing: the Sport of Losers. by Anonymous Coward · · Score: 0
      a grapple, a shotgun, a rocket launcher, etc. etc. etc....


      You just don't get the precision and quick response you need with a keyboard to effectively compete with a mouse user.

    19. Re:n00b Bashing: the Sport of Losers. by Short+Circuit · · Score: 2, Informative

      a grapple, a shotgun, a rocket launcher, etc. etc. etc....

      You just don't get the precision and quick response you need with a keyboard to effectively compete with a mouse user.


      Depending on the tactics allowed and the map, you don't need a quick pitch response for any weapon. If you can anticipate where an opponent is going to be, you can set up your shot seconds before they get there. If the encounter areas are mostly 2D, you don't need to change your pitch. (Which is what the use of a mouse helps the most with.)

      Grappling hooks forced every non-enclosed environment to become a 3D encounter area, hence requiring quick pitch control, hence requiring a mouse...

    20. Re:n00b Bashing: the Sport of Losers. by Golias · · Score: 0, Redundant

      Damn, I loved getting guys like you into the low-G level of Quake Deathmatch. I would go arcing across the room plunking away at Keyboard Joe while he took futile pot-shots at me with his rocket launcher... and Heaven help him if he dared to stand or run on the ground while trying to draw a bead on me. I'd switch up to rockets or grenades, and turn him into tasty chucks of meat.

      You hardly ever see extreme low-gravity in deathmatch maps anymore. They were very unpopular with the 95% percent of gamers who couldn't stand the fact that they couldn't change directions at a sudden twitch the way you can on the ground. The 5% of us who embraced the madness had worlds of fun, though.

      I was pretty good at Quake in general, but when given the chance to do the low-gravity floating strafe, I was death incarnate.

      Good times, good times.

      Hmm... I'm bragging about my Quake skills on Slashdot. I feel like I've gone back in time all of the sudden...

      --

      Information wants to be anthropomorphized.

    21. Re:n00b Bashing: the Sport of Losers. by genner · · Score: 1

      SO true, so very true. Ganking, scamming, and getting thrown in jail for protesting lag. Thats what made that game beatiful. Then EA got their hooks into it. Sniff...I still tear up rembering how the Renisance came and ruined it all.

    22. Re:n00b Bashing: the Sport of Losers. by wizarddc · · Score: 1

      Am I the only one who sees the "problem" of noob bashing a universal human experience, not just something experienced in online gaming? Hazing is hazing, whether it occurs in Everquest, the football team, the fraternity, the military, the job, pretty much anywhere there is some form of competition, and one group of people is more skilled or experienced than another group, which is, well, almost every aspect of life. "Griefing" happens.

      --
      Th
    23. Re:n00b Bashing: the Sport of Losers. by Short+Circuit · · Score: 1

      Er...low-G wasn't possible in stock Quake except in e1m8, and even then onlye because of a specific accommodation in the QuakeC. Some mods, however, added support for low-G, if you included an entry in the map. I don't recall any servers that set the cvar manually, either. But that doesn't mean they weren't out there.

      Also, in e1m8, the most of the locations where you could see to target the best placed you very near walls. Since the rocket launcher is an area-effect weapon, my effective target size just got a lot bigger. I don't have to kill you in one shot, just whittle you down and annoy you.

      FYI, There's a bug in Quake 1 (even in modern versions of the engine such as Darkplaces, Twilight and QuakeForge) that lets you change direction mid-jump. Hold down "+forward" and change yaw...you'll drift through the turn.

    24. Re:n00b Bashing: the Sport of Losers. by Golias · · Score: 1

      Also, in e1m8, the most of the locations where you could see to target the best placed you very near walls.

      What, did you play on a 9" black and white monitor or something?

      Since the rocket launcher is an area-effect weapon, my effective target size just got a lot bigger.

      Which is why the key to winning in that level is: stay away from walls and floors, and keep moving. People could fire rockets at me all they liked, they would only get me with a direct hit. They could wait for me to land and shoot rockets at my landing spot before I jump again, but odds are they would not live long enough to see me land.

      FYI, There's a bug in Quake 1 (even in modern versions of the engine such as Darkplaces, Twilight and QuakeForge) that lets you change direction mid-jump. Hold down "+forward" and change yaw...you'll drift through the turn. /g/bug/s//feature/

      --

      Information wants to be anthropomorphized.

    25. Re:n00b Bashing: the Sport of Losers. by Short+Circuit · · Score: 1

      What, did you play on a 9" black and white monitor or something?

      Close enough...back then, I was on a 15" monitor playing at the highest resolution allowed by the DOS version of Quake.

      /g/bug/s//feature/

      Indeed.

      Merry Christmas.

    26. Re:n00b Bashing: the Sport of Losers. by Minna+Kirai · · Score: 1

      Depending on the tactics allowed and the map, you don't need a quick pitch response for any weapon.

      How silly. While it's true that a drastically superior competitor could beat newbies even with a handicap, that's quite uninformative. I suppose that insurgents in Falluja dosn't need bombs, they could hide in careful position themselves in hiding places and wait for marines to walk into knife-range.

      If the encounter areas are mostly 2D, you don't need to change your pitch. (Which is what the use of a mouse helps the most with.)

      Totally false. Before Quake came out, there was Doom deathmatch (2d terrain), and possessing a mouse was an insurmountable advantage over a keyboarder. Binary inputs are inferior to analog: keyboards can be fast, or precise, but never both.

    27. Re:n00b Bashing: the Sport of Losers. by JuggleGeek · · Score: 1
      if your defense is incapable of stopping a 25-yard 4th down play, then what, exactly, is wrong with going for it on fourth-and-twenty-five?

      If your offense was able to convert 4th and 25, they wouldn't be stuck at 4th and 25 on their 10 yard line.

      If the game you are playing requires so little skill to beat, then the game is pointless.

    28. Re:n00b Bashing: the Sport of Losers. by Impy+the+Impiuos+Imp · · Score: 1

      I think he's complaining this poor strategizing makes other lame online football players look like shooting fish in a barrel. What that has to do with PK griefing I don't know...

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    29. Re:n00b Bashing: the Sport of Losers. by override11 · · Score: 1

      As long as there are newbies (like yourself), there will be griefers (like me) who will love to kill, bother, and otherwise harass you.

      --
      No I didnt spell check this post...
    30. Re:n00b Bashing: the Sport of Losers. by Short+Circuit · · Score: 1

      You've never been fragged repeatedly by a camper? Funny, they bother enough other people for it to have become a cliche. I've even played a mod that specifically had a weapon named "anti-camper" ... The theory is, if the guy keeps moving, it'll miss. If the guy stops, it'll hit.

      keyboards can be fast, or precise, but never both.

      That's why you build a strategy that doesn't depend on it.

  3. The whole idea is crazy by Anonymous Coward · · Score: 0

    I don't get it.

  4. Online Games are Raily fun anymore by jellomizer · · Score: 1, Insightful

    As a non avid game player especially with multi-players games is because I will die before I get any handle of the controls in the game. So with people who are interested in upping their kills is more important then having a good time. There were some times when we have team games in Starcraft (Where me and a friend try unconventional strategies, that sometime work and other times fail) the person who is usually the Greafer when in a loosing battle will unhook their internet connection other then having it marked as a loss, this type of stuff is frustrated for a person who plays just to have a good time if they win great if I loose it is no problem. But it is frustrating playing against a person and you are about to win and they drop off thus not even give you a legit win. But yet they would be the first to brake any social rules before the game such as no rush for 5 minutes. Also being a non-hardcore gamer I don't have all the state of the art gaming equipment so I am already at a disadvantage such as in a 3d shoot them up because I just have a normal mouse and keyboard. I wish the Hardcore gammers would play in a different area then the people who are in it for a 1/2 hour of fun. And Not just try to get a bunch of wins. It is akin to a company softball team hiring professional baseball players just to win. (yea yea simsons did it). But there are different cultures for games.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:Online Games are Raily fun anymore by Anonymous Coward · · Score: 0

      Raily? You mean rarely?

    2. Re:Online Games are Raily fun anymore by king-manic · · Score: 2, Interesting

      But yet they would be the first to brake any social rules before the game such as no rush for 5 minutes

      I really detest this social convention. It basically permanently hinders your ability to get better as a player. If you can't stop an early rush, your never going to get good. I'm a pretty occasional Sc/war 3 player. I have never had any trouble defending my base. Early rushes deplete yoru abiltiy to compete later, it's a valid strategy but most new players refuse to play a whole game and prefer to get higher in the tech tree. But I'm telling you now, time is the friend of a experienced palyer. If you think I'm a threat when all I have is 6 zerglings wait until I have lurkers ready to drop. I ussually humor people who ask for 5 min no rush or even 20 min no rush. But at the set time I ussually wipe them out int he next 2-3 minutes.

      Upgrade to war 3 a lot of the problems with greifers are fixed. Disc = win for you. Your paired against people of approximatly your skill level. and their is eady tp use natural defence at all bases. I have rarly gotten a griefer except in a 3v3 rt game even then, the griefer gets a loss too and he won't rise very far.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    3. Re:Online Games are Raily fun anymore by Kesh · · Score: 1
      I really detest this social convention. It basically permanently hinders your ability to get better as a player. If you can't stop an early rush, your never going to get good

      What about those of us who just want to play a game and have fun, but can't get better?

      Seriously. I've been playing *craft games since WC2, and I'm simply not good at building. I can't get it. By the time I have a small group of soldiers, I'm getting rushed by an entire friggin' army. Game over, fun over.

    4. Re:Online Games are Raily fun anymore by king-manic · · Score: 0

      Thats a lack of basic skills. Not even advanced skills. If you dont' want to get better thats fine. I will humor you. So instead of facing 6 lings when you just made your first marine you'll face 5 lurkers backed by 16 hydras and 6 lings being dropped in by 10 over lords while I have 2 expos as you get out your first tank. So you have to get the skill eventually. Extra time just garentees your doom.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    5. Re:Online Games are Raily fun anymore by Anonymous Coward · · Score: 0

      Wow. You get many friends with that attitude? Or do they simply "Humor" you too?

    6. Re:Online Games are Raily fun anymore by dajak · · Score: 1

      Also being a non-hardcore gamer I don't have all the state of the art gaming equipment so I am already at a disadvantage such as in a 3d shoot them up because I just have a normal mouse and keyboard.

      Nonsense. Some people play to win and that is ok. I am quite an accomplished player in some fps and I use nothing but mouse and keyboard (although I do own some fancy equipment that I never got used to). Practice more. How many hours did you train before going online? Do you know the tactical possiblities of the maps on the server before you connect?

      If you don't want to play to win, play a game that doesn't keep scores.

    7. Re:Online Games are Raily fun anymore by matric · · Score: 1

      But yet they would be the first to brake any social rules Social rules are simply some unspoken belief a person has created to justify their actions to themselves. If I call you a nigger while we're playing Quake or Counter-Strike, and you become offended, I AM IN CONTROL OF YOUR EMOTIONS. Effective competitors will do everything they can to psych out their competition. If I can divert your concentration away from the game, then I've probably won. I'm always amused by the people who think I want to knife them when I slash a wall in CS. No, I'm baiting you and it worked. I wish the Hardcore gammers would play in a different area then the people who are in it for a 1/2 hour of fun. CAL-IM+++ ONLY PLZ ... yeah, that actually attracts some of the worst players I have ever seen. The only way you're going to get what you want, is to join a private community that caters to such. Otherwise, you'll just have to roll with the punches. Life sucks sometimes.

    8. Re:Online Games are Raily fun anymore by IgnoramusMaximus · · Score: 0, Flamebait
      You sir are a prime example of a humorless, self-absorbed, egomaniacal, suffering from delusions of grandieur player to avoid at all costs.

      The so called "strategy" games are in fact nothing but a eye-wrist coordination click fests. The person who can click and manipulate the map faster always wins. While there is an inanely shallow tactical element present, an overall imbecillic dumbness of the "combat units" coupled with utter and complete micro-management gives away anyone who thinks proficiency at these games is somehow commendable as someone with little or no thinking power who wishes to pretend that their jerko-click skills are somehow equivalent to planning and analysis.

      Starcraft/Warcraft etc are nothing but glorified board games and people who play between friends at 0 to next to 0 skill level just to have fun are the only ones who are using those games in the right way, since the object is to derive mild amusement for all parties involved.

      You sir are an equivalent to somone who can stuff two decks of playing cards up his nostrils in 2 seconds flat, while balancing on a third one inserted in his rectum, and are thus from a position of "superiority" lecturing people about "basic skills" in having fun at card play.

    9. Re:Online Games are Raily fun anymore by jellomizer · · Score: 1

      We are ready for the action and usually kill off his first wave. But once we see this action we know if they get put to hopeless they will disconnect. (As well many times it is that guy who rushed is the one that said no rushing).

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    10. Re:Online Games are Raily fun anymore by IgnoramusMaximus · · Score: 1
      Ok, this post above is the complete explanation of what is wrong with these online games.

      Let me translate: My life sucks, I am a low-life mean-spirited jerk who is too chicken to go put real-life bullets into convenience store clerks' heads to "get ahead", I will instead win at any cost in an online game to relieve my frustrations.

      You see this is all in the definition of "game" and "play". Most people who are not sociopathic psychopaths play games to enjoy outlandish virtual situations these games offer and to harmlessly "compete" in mock-pretend battles against like minded people. The object? To relax and have fun. Sociopathic psychopaths a.k.a. "effective competitors", like the poster I am replying to, "play" to "win" at any cost. Emotional abuse of "enemies" ("game play partner" is waaaay to weak to describe how they see their oponent) is fair play. In traditional non-computer games those are the people who put drugs into other members of their family's coffee at the Sunday evening card game at aunt Thelma's so that they can win.

      Life sucks sometimes.

      Chief reason of which being that there are poeple like you in it.

    11. Re:Online Games are Raily fun anymore by Anonymous Coward · · Score: 0

      Agreed. -nt-

    12. Re:Online Games are Raily fun anymore by Kesh · · Score: 1

      Wow. How is it that this gets rated flamebait, and the parent gets to be an ass?

  5. WRONG! by Anonymous Coward · · Score: 0, Redundant

    It's news.com.com.com.

    1. Re:WRONG! by grolschie · · Score: 0, Offtopic

      The is /. so shouldn't it be something like news.com^2?

      Disclaimer: IANAM

    2. Re:WRONG! by tanguyr · · Score: 1

      It should be "News.com.com (a Com.com company)", but then people would just laugh.

      --
      #!/usr/bin/english
    3. Re:WRONG! by Anonymous Coward · · Score: 0

      I Am Not A Moron?

    4. Re:WRONG! by Anonymous Coward · · Score: 0

      very ironic that this was modded "redundant"

    5. Re:WRONG! by Anonymous Coward · · Score: 0

      Hmm.... Doesn't the dot operator mean multiplication? So com.com would be the same as com*com or com^2?

    6. Re:WRONG! by Anonymous Coward · · Score: 0

      I don't know. I Am Not A Mathematician.

  6. Nothing for you to see here. Please move along. by OverlordQ · · Score: 4, Interesting

    Kinda fitting IMO since this is the stance that most of the GM's in the MMORPGS I play take. The usual response is "Use the in-game PvP system/It's part of the game". May sound good on paper, but when you're 20+ levels behind, it's hard getting a group together to go after that one lone griefer.

    --
    Your hair look like poop, Bob! - Wanker.
    1. Re:Nothing for you to see here. Please move along. by Total_Wimp · · Score: 2, Interesting

      I've never played MMOGs but I'm a vetran to online FPSs. The voting systems works fairly well on these. If a guy is causing problems, someone will call for a vote, the vote will be tallied and the troublemaker gets the boot.

      Based on what I know about MMOG, I'd imagine a citizen police force might work well. Though I'm sure they'd be subject to the same temptations as real-world police, the idea of a bunch of good guys hunting down and exterminating bad guys is pretty appealing. They could get tips from "regular citizens", investigate, then band together and kill the bad guys. As a game scenerio, I imaging being an Everquest "police" would be quite fun and have a certain amount of status.

      Of course, maybe such things already exist. If they do, then why aren't they effective? Maybe they just need some tweeking to do a better job.

      TW

    2. Re:Nothing for you to see here. Please move along. by OverlordQ · · Score: 1

      Most players are too busy making money or doing the grind to take time out to go patrol for a suspected Griefer, especially if they dont know exactly where they're at.

      --
      Your hair look like poop, Bob! - Wanker.
    3. Re:Nothing for you to see here. Please move along. by wastingtape · · Score: 1

      It could be a skill/quest/whatever that pays money for each capture. An alternative to quests or something of that sort.

    4. Re:Nothing for you to see here. Please move along. by Total_Wimp · · Score: 2, Interesting

      The quest could be paid off with a bounty and the bounty could get higher and higher based on the number of complaints against the character in question.

      Of course, you could boot the character without the police force, like the article said X-box live does, but I kind of like the idea of the universe taking care of itself. I think troublemakers tend to learn their lesson better if their peers teach it rather than some megacorp.

      TW

    5. Re:Nothing for you to see here. Please move along. by Anonymous Coward · · Score: 0
      'd imagine a citizen police force might work well.

      I played a mud where this was implemented. It was counterproductive because the wrong people joined "The Watch," as it was called. There were two or three (maybe four) serious members over the whole course of the Watch. These were people that were trustworthy enough for the position, but they were also the serious players. They want the MUD to run well, but policing the dingleberries is an all time job. Having serious play interrupted by someone's little brother logging on to one of his friend's characters and making an ass out of himself gets to be overwhelming, and so the good players stopped bothering.

      Bereft of members, less desireable players joined up. These were the guys that were causing the problems four years ago, but had the social order beaten into them crookedly, and they don't really follow it:

      guy1 tells you, "wht lvl r u"

      [a minute later]

      guy1 tells you, "wht level r u?????/"

      you tell guy1, "i don't want you to know what level i am."

      [30 seconds later]

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      you tell *watch member*, "guy1 is spamming me with the word "asshole.""

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      guy1 tells you, "ur an asshole"

      [after a minute or so, the spamming stops, and...]

      *watch member* tells you, "he says he wasnt doing anything but u were being mean 2 him"

      you tell *watch member*, "i don't want him to know what level i am. i'm not going to tell him."

      *watch member* tells you, "but he wants to know what level you are so hell know whether or not he can xp wit u"

      you tell *watch member*, "i don't want to xp with him, and i'm not going to tell him what level i am. i just want him to stop spamming me."

      *watch member* tells you, "just tell him 60 or something to get him to just up"

      you tell *watch member*, "i don't have to lie to him. he's spamming _me_"

      you tell *watch member*, "i didn't bring you into this to bring resolution to a social situation, i just want him to stop spamming me."

      *watch member* tells you, "so cut tells off or something."

      you tell *watch member*, "i don't have to cut tells off. why should i be punished because he's spamming me? i was being nice giving him a response at all. if i'd not responded and treated him like the nothing he is, he'd have assumed i was linkless, and i wouldn't have to be dealing with him OR you right now."

      You have been sanctioned by *watch member*.
      You will be allowed to interact with the world in 1 hours.

      guy1 tells you, "my friend is an imm and he sez ur lvl 18 asshole"

      There you have it. If you're going to bother with a citizen's police force, then you have to staff it with people that came into the MUD with a sense of respect and some intelligence. It does no good to staff it with incompetant fucks who only act reasonable so they won't get thrown out of the game; furthermore, you're assuming that the administrative staff will know the players well enough to make good decisions. This isn't usually the case. Lastly, people who would be good policemen won't do the job, because they don't need the hassle. They don't associate with rabble anyway, and won't go out of their way to do so.

      The best solution is to have a clued-in administrative staff, and a secret level of players. Create a game and administrate it solely for the enjoyment of a few who are invited into it and belong to an "inner circle" of sorts. Everybo

    6. Re:Nothing for you to see here. Please move along. by Dachannien · · Score: 1

      Under rare circumstances, this has happened in the old days of MUDs. Of course, sometimes one person's justice is another person's grief:

      http://www.bat.org/library/index.php?str=168

    7. Re:Nothing for you to see here. Please move along. by Anonymous Coward · · Score: 0

      You haven't played on a server that actually implements this sort of thing, have you? The results ain't pretty.

    8. Re:Nothing for you to see here. Please move along. by Anonymous Coward · · Score: 0

      I've played on MUDs (especially one MUD in particular) where this process would've sped up the growing-up of a large number of morons. Perhaps if this had been done, some excellent players wouldn't have lost heart over a great influx of offensive, schoolaged newbies and left. The administrators would not do anything, the good players could not do anything, and preferred to throw away the time they'd spent rather than stay and have to deal with the hyperactive problem children.

      A MUD can't exist with _only_ the desireable players. It has to have fodder, and it needs to have much more fodder than good players to be healthy, but it creates terrible social problems when the scrap-children aren't kept in line.

      At the end of the day, a MUD system that rewards intelligence, respect, and shame[1] is far better than one which rewards those who shout the loudest and the most.

      [1] Egos get overinflated. People do things they later regret. People do things they genuinely didn't realize were wrong and stupid. I don't want to be in contact with a person that doesn't have the grace or the capability to be ashamed of their stupid actions.

    9. Re:Nothing for you to see here. Please move along. by SydShamino · · Score: 1

      Why don't they do this? Because they don't *want* to waste time with griefers. This is exactly what griefers want.

      I got into an argument once with someone who insisted that all servers should be open PvP, any levels, to make it easy for folks like him who had fun jumping lower level characters on merchant runs.

      Then, when told that it was stupid with no repercussions, he came up with this:
      1. If I kill lower level merchant characters, then I'll become an outlaw in the town, and I'll have to sneak around in underground tunnels and stuff!
      2. If the people I'm killing don't want to PvP, then they can form into big anti-PvP teams and come try to kill me.

      His suggestions for "punishment" were just more fun for him. The second one is about what you suggest.

      For real punishment? Put his character in jail. Make it stay there for 4 hours of in-game time. While in jail, make him play some trivial game that requires a human to be at the keyboard the whole time, but is otherwise incredibly boring. Have it involve making belt buckles, or picking up soap. When he decides it isn't fun and doesn't want to do it anymore, he'll either quit the game or stop griefing.

      --
      It doesn't hurt to be nice.
    10. Re:Nothing for you to see here. Please move along. by Anonymous Coward · · Score: 0

      Here's the thing. I've played on MUDs that have developed such systems, either overtly or simply by admins 'playing favorites'. I will be entirely blunt:

      You are correct in that it is impossible to have a MUD/MMOG with only 'desireable' players; one that is too selective will eventually acquire no new players, and thus will not grow.

      However, you miss one very key problem. Sometimes the 'elite' players are more troublesome than the overwhelming idiocy of random noobs. If you set out to nurture and pamper a specific set of players, you will eventually empower them a smug sense of superiority. Whereas once these players might have been cool and intelligent in your eyes, who knows what kinda assholes they will turn into several months down the line?

      What happens when your elite circle of players decides that, despite your careful balancing, that certain features that disadvantage them need to be changed? Will you allow them to force your hand and make the changes, knowing that this will only invite more arm-twisting in the future?

      What happens when there is a very public falling out amongst your elite players? A major schism, where a decision one way or another would cause you to lose a good portion of your circle?

      What happens when it becomes apparent to oft-ignored players that there is an obvious stratification amongst players, even a subtle one, and that some are being singled out more than others? Players are not sheep - they'll pick up on such things eventually.

      What happens when the elite rest on their laurels, and choose to stand around whining about disrespectful noobs rather than doing cool shit that you picked them for in the first place?

      What happens when your elite players eventually get tired of the game and eventually drop out? Sure, you can replace it with new ones, but it'll never be the same for you, will it?

      What you suggest is extremely hazardous and in my own experience, not worth the trouble. Oh, it'll work - If you play your cards right you might last for a good long time with such a system. 'Ell, you might even develop a little cult of personality with your circle, binding your players with loyalty. But I guarantee it'll often be a draining, headache-inducing experience.

      Better solutions? In my experience, it's better to simply keep your distance. Rather than focusing your energy on entertaining your most desirable players, it's easier to build frameworks that allow them to entertain each other. A healthy guild framework goes a long way with this. Code solutions, such as ignore functions for tells, can simply eliminate methods of 'griefing'.

      In short, being a babysitter isn't fun in the long run, whether it's noobs or 'elite' players you're dealing with.

    11. Re:Nothing for you to see here. Please move along. by Anonymous Coward · · Score: 0

      Sometimes the 'elite' players are more troublesome than the overwhelming idiocy of random noobs.

      Then they weren't picked right, but I don't disagree with what you said outright. I'll respond to some specific stuff, then put my conclusion.

      admins 'playing favorites'.

      I've experienced this before, and it's intolerable when it's used to some players' advantages. Divulging information to specific players, telling of secrets, etc., kills a MUD eventually. It leads to true classism, because on a MUD there are two powers: administration and information. The administrators can realistically do anything they want. You're playing on their dimes, and you have no recourse if they're cheating you. The only thing you can do is throw away all the hours you've spent building up characters and leave. The second power can be held by anyone. MUDs don't keep secrets through obscurity. Once one person has found some new piece of equipment, new mob, or new zone, then you have to assume everyone knows. No matter how hard you make finding/acquiring a piece of eq, it will eventually become commonplace.

      In short, before you can start picking the right kind of players for a Circle, you have to have good administrators, but you can't attract good administrators if your playerbase consists of whiney eight year olds who cannot be trusted to behave without constant supervision. The worst thing that can happen to a MUD is that it starts recruiting administrators just because it needs them, because that inevitably ruins the MUD.

      If you set out to nurture and pamper a specific set of players, you will eventually empower them a smug sense of superiority.

      On one MUD that always has fewer than 40 players, I can think of five people (although I probably missed a few) for who that wouldn't be true. Two of those don't play that MUD anymore because there was no mechanism for them to handle social problems that were affecting the MUD. The administrators clocked less time than these folks, and wouldn't take their word on the problems and wouldn't stay long enough to verify it one way or the other. One other plays by ignoring anyone he doesn't know outside of a few people. He is without compare among the active players, but has no desire to write code or build for the MUD. Instead of him, much less reliable people get rewards of information for doing low quality work on the MUD.

      What happens when your elite circle of players decides that, despite your careful balancing, that certain features that disadvantage them need to be changed?

      On the MUD I'm thinking of, it's usually the people I'd pick for the Circle that bring up balance issues anyway. Typically, they find the unbalanced classes, disclose the unbalanced part to the administration, then when a sackful of morons start using the same superclass to rock all over the place, the class gets balanced.

      Will you allow them to force your hand

      No. They're not privy to more information than anyone else. They just get taken on their word.

      What happens when there is a very public falling out amongst your elite players? A major schism, where a decision one way or another would cause you to lose a good portion of your circle?

      They aren't competing for anything. Such a thing shouldn't make them untrustworthy.

      What happens when it becomes apparent to oft-ignored players that there is an obvious stratification amongst players, even a subtle one, and that some are being singled out more than others? Players are not sheep - they'll pick up on such things eventually.

      Not all players are sheep, but many are. Fodder is exchangeable with other fodder. If they'd grow up then they would be part of the Circle, too.

      What you suggest is extremely hazardous and in my own experience, not worth the trouble. [...] But I guarantee it'll often be a draining, headache-inducing experience.

      Maybe, bu

    12. Re:Nothing for you to see here. Please move along. by Anonymous Coward · · Score: 0

      You seem to circumvent the point that I was driving at obliquely:

      When you cater to a specific group and care if they leave the server above anyone else, you are handing power to them. What happens when they exercise it towards their own ends? I have personally seen major (and very much needed) policy changes reversed, simply because the 'elite' revolted and threatened a mass exodus in response.

      You propose a system where one simply cares about certain players and listen to them - I see a system where these players can leverage you behind the scenes, because their opinion 'matters'. I would not trust a full-time player on matters of balance nor societal threats - those that play too much and have such an emotional investment often lack the ability to step back and look at the issues from an objective perspective.

      All of my previous questions have to deal with issues that arise should you care whether or not a specific group is going to up-and-leave over this issue or that. I ask them not out of theoretical concerns, but from previous experience from an administration that 'cared' about such players.

    13. Re:Nothing for you to see here. Please move along. by Anonymous Coward · · Score: 0

      When you cater to a specific group and care if they leave the server above anyone else, you are handing power to them. What happens when they exercise it towards their own ends?

      I responded to that point first of all: "[t]hen they weren't picked right." I can think of a small handful of people who wouldn't do what you suggest. They're interested in the MUD being a better place to play, and this is a mechanism that sees "griefers" punished quickly and harshly, which leads to a better MUD.

      I also never said that I cared about them above all else. I care about them more than twenty times their number in schoolchildren, but an administrator's power on a MUD is absolute. If they think they can use their preferred status (they have no power not allotted to them by me) to force me into a position, I will disabuse them.

      This really isn't as much of a big deal as you imply. You probably have friends in real life that you know to be stalwart and trustworthy and would listen to their words above the words of a complete stranger (or, every person you know might be a complete jackass--I don't know your situation). That's what this is.

  7. This looks familiar by Mindee · · Score: 1

    I can't find where, but haven't we seen this story a few weeks ago here or elsewhere? Maybe I read too much web stories lately and it's all becoming mush in my head...

    1. Re:This looks familiar by belg4mit · · Score: 1

      Best Buy devil customers?

      --
      Were that I say, pancakes?
    2. Re:This looks familiar by Kurrurrin · · Score: 1

      This story is over a week old. Look at the published date: December 13, 2004. So you probably already read it ;)

      --
      -Doug
  8. Is Punkbuster spyware? by sphealey · · Score: 1, Interesting

    Semi-OT, but the only forum I know of that might have the answer: My kids have been bugging me to install Punkbuster so they can log on to better game servers. We are careful about analyzing any software we install to ensure that it is not a trojan or spyware vector. But I cannot find any solid information one way or the other on Punkbuster.

    The description of how the software works sounds like a perfect setup for installing spyware, but I cannot find any documented reports.

    What has Slashdotters' experience been with this product?

    sPh

    1. Re:Is Punkbuster spyware? by koreaman · · Score: 2, Informative

      PB is fine. It is used in a lot of high-profile games, gmase which wouldn't dare install spyware, lest their producer's reputation be gone forever.

      Install it.

    2. Re:Is Punkbuster spyware? by aeroelastic · · Score: 1

      I used it with CounterStrike, it worked pretty well. Basically it stops most common, easy to do cheats. I haven't tried it recently, but as far as I know it is the standard for people who hate cheaters.

      --
      "It doesn't take a rocket scientist" -I guess I should leave then
    3. Re:Is Punkbuster spyware? by BlurredWeasel · · Score: 2, Informative

      Not as far as I know. It is anti cheat software supported by such big games as America's Army and others.

      What it does: scans the harddrive/memory checking for known hacks and cheats. If it detects something, it tells the game server you're connected to, and the server kicks you off. It also updates itself with new cheat definitions (think virus definitions...)

      Thats what I know about it

    4. Re:Is Punkbuster spyware? by ip_fired · · Score: 2, Informative

      No, I don't think it is.

      I think I used punkbuster a while back. It may be similar to a program called Cheating Death, which was made for Half-life mods.

      Basically, it ensures that the game hasn't been tampered with. The game server admin installs a server copy of punkbuster, which queries the copy installed on your computer (client). This happens when you connect and periodically checks while playing the game. If an illegal modification is made to the game, the client will disconnect from the server, thus preventing cheating (such as aimbots, transparent walls, etc).

      I recommend using some kind of anti-cheat software. The servers that have anti-cheat measures installed are generally a lot more fun to play on.

      --
      Don't count your messages before they ACK.
    5. Re:Is Punkbuster spyware? by Anonymous Coward · · Score: 0

      haha you just got busted you punnk!

      Punkbustas fo life, fo shizzle

    6. Re:Is Punkbuster spyware? by teh_dg · · Score: 3, Informative

      "Is Punkbuster spyware?"
      short answer: no

      Long answer:
      The description of how the software works sounds like a perfect setup for installing spyware, but I cannot find any documented reports.

      perfect setup how? because... its a program?

      It's anticheat software. It's approved enough by quite a few major publishers for them to pay evenbalance to implement it. It's used on 99% of servers for most of the biggest MP games out there, despite millions of users, you yourself say you cannot find any documented reports. Punkbuster even comes with most of the game above, or comes with their patches. There is a limit to how careful you need to be without a certain modded-down 'troll' reply being justifed and fair.

      Personally, for when playing it's supported games, there is no way I would play on a server that does not have PB enabled.

    7. Re:Is Punkbuster spyware? by phorm · · Score: 1

      I've played quite a few games with PB installed. It seems to me that it's actually a product sold to the game producers to make their games more playable (reduces cheaters). That being so, they (makers of PB) are making a profit and it's unlikely they would install spyware for fear that it would taint their market.

      The only arguement I have against PB is that it sometimes will cause moments of lag as it tests your local machine against random hashes from the PB server.

    8. Re:Is Punkbuster spyware? by Tibor+the+Hun · · Score: 2, Informative

      i don't think it's spyware, i allow it to run on my system for ET, but i can tell you that your kids will be surrounded by better people online.
      punkbuster keeps away all the lamers that use wallhacks, auto-headshots, and other forms of cheating.

      the "matches" they participate in will be of higher quality and generally have less whiners or TKers.

      --
      If you don't know what AltaVista is (was), get off my lawn.
    9. Re:Is Punkbuster spyware? by Anonymous Coward · · Score: 0

      +1

      you're a twat

    10. Re:Is Punkbuster spyware? by Anonymous Coward · · Score: 0

      It's not spyware. It is a very trusted application in the online gaming community used to prevent cheating. It is endorsed and used by several large software publishers to prevent cheating, E.g. Call of Duty uses Punkbuster.

    11. Re:Is Punkbuster spyware? by JohnyDog · · Score: 1

      Punkbuster is well estabilished anti-cheat software, it comes preinstalled with many games and it's backed by game publishers. The punkbuster webpage clearly states what it does:

      * Real-time scanning of memory by PB Client on players' computers searching for known hacks/cheats
      * Throttled two-tiered background auto-update system using multiple Internet Master Servers to provide end-user security ensuring that no false or corrupted updates can be installed on players' computers
      * Frequent status reports (highly encrypted) are sent to the PB Server by all players and the PB Server raises a violation when necessary which causes the offending player to be removed from the game and all other players are informed of the violation
      * PB Admins can also manually remove players from the game for a specified number of minutes or permanently ban if desired
      * PB Servers can optionally be configured to randomly check player settings looking for known exploits of the game engine
      * PB Admins can request actual screenshot samples from specific players and/or can configure the PB Server to randomly grab screenshot samples from players during gameplay
      * An optional "bad name" facility is provided so that PB Admins can prevent players from using offensive player names containing unwanted profanity or racial slurs
      * Search functions are provided for PB Admins who wish to search player's keybindings and scripts for anything that may be known to exploit the game
      * The PunkBuster(TM) Player Power facility can be configured to allow players to self-administer game servers when the Server Administrator is not present entirely without the need for passwords
      * PB Servers have an optional built-in mini http web server interface that allows the game server to be remotely administered via a web browser from anywhere over the Internet


      So it's not spyware. Of course there's always problem with it being it closed-source, untrusted binary, but than you should worry about the game itself in the first place.

      --
      People who like this sort of sig will find this the sort of sig they like.
    12. Re:Is Punkbuster spyware? by rbrinkman · · Score: 1

      Pukbuster has been around a very long time in computer gaming terms (2001?) and is most assuradly NOT spyware. Its has the support of most of the big gaming companies, in large part due to its success in stopping cheaters in on-line games by scannign for hacks installed locally. Its now required by many games (and gaming companies) to play on-line (thus your kids request) and based on my own use I have had no problem iwth it, or heard of any. No documented reports about spyware (use google) kinda tells you the story right there. It does one thing and does it well. Thumbs up

    13. Re:Is Punkbuster spyware? by Anonymous Coward · · Score: 0

      Geez, if you are so anal about analyzing software to make sure it isn't a trojan or spyware vector I can't imagine what sort of software you've managed to find and install and I can imagine that your daughters wear chastity belts and your sons have been imprisioned in barrels to be fed through the bunghole and that you'll decide whether they are civilized enough to be let out on their 18th birthday or whether you'll just bung the hole and bury the barrel.

    14. Re:Is Punkbuster spyware? by _KiTA_ · · Score: 1

      Punkbuster is clean. It was created by a bunch of gamers tired of griefers ruining their fun in FPSes. IIRC The Punkbuster guys have been hired by a few FPS publishing companies to help build Punkbuster support directly into some newer FPSes.

      So yeah, I'd let them get it. From what I remember from Penny-Arcade.com's discussion on the matter, it really does improve the experience.

    15. Re:Is Punkbuster spyware? by Anonymous Coward · · Score: 0

      PB may not be spyware, but it comes with an EULA that no one should accept.

      For example "Licensee further acknowledges and accepts that PunkBuster software may be considered invasive. Licensee understands that PunkBuster software inspects and reports information about the computer on which it is installed to other connected computers and Licensee agrees to allow PunkBuster software to inspect and report such information about the computer on which Licensee installs PunkBuster software. Licensee understands and agrees that the information that may be inspected and reported by PunkBuster software includes, but is not limited to, devices and any files residing on the hard-drive and in the memory of the computer on which PunkBuster software is installed. Licensee agrees that any harm or lack of privacy resulting from the installation and use of PunkBuster software is not as valuable to Licensee as the potential ability to play interactive online games with the benefits afforded by using PunkBuster software."

      The way I read that is by accepting the EULA I give PB the right to grab pretty much whatever they want from my PC.

      No way in hell I'm going to accept that EULA.

  9. Punish everyone? by AtariAmarok · · Score: 1, Interesting
    "Charge for support lines...."

    Punish everyone by degrading support? Now, if you only charge for support for the bad guys....

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:Punish everyone? by Anonymous Coward · · Score: 0

      heh

    2. Re:Punish everyone? by downbad · · Score: 1

      charging for something doesn't degrade it

    3. Re:Punish everyone? by AtariAmarok · · Score: 1
      "charging for something doesn't degrade it"

      It certainly does in the case of support. If a free support line suddenly starts to charge, it has definitely gotten worse.

      --
      Don't blame Durga. I voted for Centauri.
    4. Re:Punish everyone? by NevermindPhreak · · Score: 1

      having to pay additional money for support for a product you already pay a monthly subscription on would definately frustrate a lot of people.

  10. greifers by Anonymous Coward · · Score: 0

    "griefers," a small but seemingly irradicable set of players who want nothing more than to murder, loot and otherwise frustrate the heck out of everyone else.

    newsflash - there are @ssholes in real life too.

  11. Xmas Story written all over it ;) by bushboy · · Score: 0, Offtopic

    This has "fluff" all over it - bring on the lights, bring on xmas ! - send us the snow, because there aint none in Africa this Christmas ! :D

    --
    A slashdotting - you get the stick first and then the carrot !
  12. So.... by IceFox · · Score: 1, Insightful

    What you need to do is make a game where either the rules constantly change or the more experienced you are the weaker you are (thus newbies are killers).

    -Benjamin Meyer

    --
    Do you changes clothes while making the "chee-chee-cha-cha-choh" transformation sound?
    1. Re:So.... by chris_eineke · · Score: 1
      What you need to do is make a game where (...) the more experienced you are the weaker you are (thus newbies are killers).
      Well duh, how about getting a Driver's License?

      That was easy ;)
      --
      "All you have to do is be fragile and grateful. So stay the underdog." Chuck Palahniuk, Choke
    2. Re:So.... by slycer9 · · Score: 1

      SWG?

      --
      Don't park drunk, accidents cause people.
  13. honey pots by bm17 · · Score: 3, Interesting

    If it were me (if I was a developer) I would create a character that had unlimited power but looked like a noobie. Sort of a sting operation. It might not work, but it sure would be fun.

    1. Re:honey pots by gl4ss · · Score: 1

      fun for what? gettting everyone who enjoyed pvp out of the subscription base? yeah that would be real fun, not. what the hell would be the point of pvp, if it was discouraged so? why would you aspire to have a mega asskicking super character if you were unable to spank some idiot begging for gold?

      getting angry from getting spanked... now that's stupid - what would be the point in playing then if you couldn't get spanked, why would you bother to improve your character and play if it didn't really improve your ranking? if you're in just for a chat get a goddamn irc client, it's free! (even more stupid is the simultaneous single player type of mmorpg's. totally pointless.)

      --
      world was created 5 seconds before this post as it is.
    2. Re:honey pots by bm17 · · Score: 1

      I was thinking of the people who lurk around spawn sites. That doesn't sound like it's in the spirit of the game.

    3. Re:honey pots by Anonymous Coward · · Score: 0

      You sir, are a complete fucktard. This is why I refuse to play online games- because of people who just want to make grief for those who don't have the free time to play 60+ hours a week!

      What they need to do is make it advantageous for these assholes to pick on people their own size. If you're a 20th level character, you should only attack say level 16 and up. If you attack lower level characters like 1st and 2nd level n00bs, you actually *LOSE* experience and/or precious items and gold.

      The amount of loss would be determined by the difference in level between the asshole and their weaker target. A 20th level guy attacking a 1st level guy should lose several levels of experience and a ton of gold. The gold would be transferred to the weak characters account as "compensation".

      Of course, the inverse of this would also be true- if the same 20th level guy takes on a 30th level guy and wins, the reward would be greater than killing a guy around his same level of skill.

    4. Re:honey pots by Anonymous Coward · · Score: 0

      if you're in just for a chat get a goddamn irc client, it's free!

      Or better yet, try Furcadia, www.furcadia.org, it's free, grief-free basically, no attacking mechanism, no killing mechanism.

    5. Re:honey pots by mmkkbb · · Score: 1

      MMORPGs could adopt a chess ranking system for PVP play. If you don't spank the n00b hard enough (impossible when the rank differential is too big), you lose points!

      --
      -mkb
    6. Re:honey pots by NeoSkandranon · · Score: 1

      In LIneage II people would do that all the time. Some char would go into the newbie zones and visibly appear to be wearing low level quipment or be naked..someone would take a shot at him and instantly he or she would equip their real armor and weapons and appear to be what they were, about level 40-ish...and proceed to whack the bastard preying on newbies.

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    7. Re:honey pots by Cederic · · Score: 1


      Heh. On one mud, in Jan/Feb '92, the rules were, PvP only within a 5 level range, none under level 5, and level 5 and under were the only ones allowed in the newbie area.

      So I create a character, get him to level five, give him very very good armour and weapon in the (my friends and I were amongst 3-4 of the top 10 players on the mud) and went killing.

      Found a high level that was twinking his friend, and had actually given that friend the best armour/weapon in the game. Friend wimpies away from monster, I kill him, suddenly I have best weapon/armour going.

      Another chap challenged me to a fight, and twinked his level 10 second-char with decent kit. Foolishly he didn't check my equipment first; one dead char happened.

      There was a player guild with the ability to PvP outside the normal level range, but whenever they went for me I'd flee to the newbie area, or just move around the mud so fast they got left behind. So it became pointless for them to try. I'd tease them by running into their guild, patting them on the head and running out again.

      Eventually the admin created a level five, boosted its stats, and came hunting me. They were healing it as they went along, when I ran off they'd teleport it in, and he still didn't kill me. But I did log off, as there wasn't really any chance of a fair fight.

      I'm not sure to what extent you'd call it griefing. I didn't strictly break any game rules (except the one on 'second chars') and the couple of times that character did die I didn't abuse the people that got me (congratulated them generally). I just explored the limits of the game rules and made life much more interesting for everybody.

      I don't think I'm remotely in the same league as Fansy though :)

      ~cederic

    8. Re:honey pots by gl4ss · · Score: 1

      strong characters kick weak characters asses! HOW SHOCKING! introduce a system that doesn't have experience advancing, or a system where you can't be better than anyone or do fucking anything. or just remove the pvp and make them a SINGLE PLAYER GAME WITH DOZENS OF OTHER PEOPLE RUNNING AROUND WITH NO EFFECT TO YOUR GAMEPLAY(expect that when you play it through the 20th time for xp you get fucking bored and quit, because the game isn't really going anywhere.. coh).

      guess what, in real life you don't go on picking fights you can't win unless you want to get spanked! that's just how it works, the players with weak characters should play like the weak people their characters are. they should avoid confrontrations with higher level characters at all costs.

      btw, mostly i only play *skill* games(and team games mostly at that as they even out the differentials), for the exact reason that i don't enjoy killing rats in dungeons endlessly to gain xp, or playing crappy imitations of single player rpg's with just other players thrown in for scenery.

      what next, people complaining that their level 1 jedi counsular can't kill dark nihilus? that it's unfair for people who don't have time to play that single player game, to gain experience to be able to be the hero that's needed for doing the deeds the plot demands from them?

      --
      world was created 5 seconds before this post as it is.
  14. MOD PARENT -1, FUCKING MORON by Anonymous Coward · · Score: 0

    Well, duh.

  15. How about moderating players like Slashdot posts? by Anonymous Coward · · Score: 4, Interesting

    Let each player give other players a single positive or negative "reputation" point, with a certain maximum number possible. When you first see someone, you can check out their reputation, and if they are +5 helpful you might trust them more than a -1 annoying player.

    You could go farther, and those with negative karma might be banned from certain areas, like around spawn points.

  16. You know why this occurs? by Anonymous Coward · · Score: 0

    Because pissing people off is fun. Especially when those people are self-righteous jerks aka geeks. Face it people, these are just the jocks of your adult life. You deserved it in high school and you deserve it now.

    1. Re:You know why this occurs? by Anonymous Coward · · Score: 0

      I myself play Halo online. I must admit that every now and then I like to piss off people that setup games like "no niggers" or "obey my rules", and other self-riteous stuff. I do actually take pleasure in upsetting these people. What's most annoying is all the people that follow them like sheep because they have elite skills in starting a server game.

    2. Re:You know why this occurs? by Anonymous Coward · · Score: 0

      self-righteous

  17. Welcome to society by saddino · · Score: 4, Interesting

    I'm surprised developers of MMORPGs didn't realize that simulating social interaction on a grand scale introduces the exact same problems a real society has: namely violence, theft and other lawlessness. The solution is to implement exactly what the real world uses: a police or security force as a detterence.

    A virtual police or secuirty force that could 1) recognize "crime" and 2) had the authority to "detain" (perhaps indefinitely, depending on the seriousness of the breach) and even fine "criminals" would solve the problem to a large degree. But like real life, there will always be those who want to break the rules and get away with it.

    1. Re:Welcome to society by SIGALRM · · Score: 5, Insightful
      A virtual police or secuirty force... would solve the problem to a large degree
      Intriguing idea... but would it be feasible to implement a solution that has real-world legal implications? If I ban you from a *game*--not a server--you purchased, depending on the EULA--I could envision some potential legal troubles for the studio/distributor.

      Another point is, couldn't the virtual police become corrupt (again, as is common in many societies), and wouldn't you need extraordinarily complex systems such as...

      a judiciary

      lawyers

      ombudsmen

      investigatory units

      a bar association

      ...etc, etc... to eliminate the possibility of abuse by the "authorities"? How would you like to be "imprisoned" in a MMORPG by some rogue "virtual cop" who decided you were acting improperly? Something to think about.

      --
      Sigs cause cancer.
    2. Re:Welcome to society by gl4ss · · Score: 1

      they could make 'illegal' things just impossible, like player killing and others.

      it would make them boring too.

      --
      world was created 5 seconds before this post as it is.
    3. Re:Welcome to society by GJSchaller · · Score: 1

      There is one key factor here that only applies in MMORPGs, and not Real Life - Griefers are paying customers.

      If I was a Griefer, I would probably be annoyed that I was being shut down by an in-game system I was paying real-life cash for. A few loud, public complaints of "Why should I pay for a system that screws me? I'm taking my allmightly dollah somewhere else!" and most corporations will bend and let them continue to Grief.

      I play in a lot of Live RPGs (LARPs), and the same thing happens there. The end result is different only in that a majority of the time, the game is run for fun, not profit, so any Griefers get booted by the owners even when they wave their wallet (although sometimes it takes a bit of pressure from the rest of the player base).

      As other people have said, it's a fact of (real) life that asshoels exist, and people suck. The thing is, people play games to *avoid* real life and have fun, and are dissapointed when the fantasy they are paying for doesn't meet expecataions or what's on the box.

    4. Re:Welcome to society by maximilln · · Score: 1

      Another point is, couldn't the virtual police become corrupt

      People get enough of crooked politicians and corrupt cops in real life. They probably don't want to deal with it in a game (unless they can shoot first).

      --
      +++ATHZ 99:5:80
    5. Re:Welcome to society by scooteratl · · Score: 1

      I'm not sure they didn't realize that there would be anti-social behavior. However, I think the incidence level and severity may have been severly underestimated. After all, MMORPGs (and any online venture, for that matter) tend to foment some of the most extreme behavior in people for the same reasons the meek and mild-mannered sometimes engage in the most extreme road-rage incidents.

      It's real easy to be an a**hole when 1) you're anonymous, 2) there is no real negative consequence, and 3) you CAN! Particularly when you are put-upon in real life. When you get sand kicked in your face during the day, it can sometimes be cathartic to be on the other end of that type of punishment.

      So much for the innate goodness of humans!!

      (Note that I don't condone the behavior, and I typically don't engage in it - on Halo my handle is usually EZKill for self-descriptive reasons. However, I've seen it in action and can understand why it would seem attractive to engage in)

      --
      He's just zis guy, you know?
    6. Re:Welcome to society by WotanKhan · · Score: 2, Interesting

      "How would you like to be "imprisoned" in a MMORPG by some rogue "virtual cop" who decided you were acting improperly? Something to think about." In original everquest there was just such a prison. It was located under the "city" called Qeynos. The GMs (I think it stood for Game Masters) would teleport players there if they were deemed to be "disrupting the zone" and try to get them to cool off.

    7. Re:Welcome to society by Jarnis · · Score: 1

      MMOs ban troublemakers - for good - all the time.

      Basic bullies get temporary boot or warnings from customer service reps.

      Repeat offenders may upgrade to permanent ban.

      Cheaters usually are put out of their misery for good on the first offense when caught.

      Rules of Conduct that you approve when you *subscribe* to the game are pretty watertight. Basically you are presented with the rules you are supposed to play by. If you break the rules, you won't get to play. Simple as that. And the EULA states that if you fail to follow Rules of Conduct, your license can be terminated.

      Haven't heard any challenges based on that. Heck, I think I saw somewhere that Final Fantasy online version (PlayOnline) actually *turns your boxed game into paperweight* after certain time has passed since you cancelled your subscription to PlayOnline. CD-keys are oneshot, and once your account is purged due to cancellation, that's that...

    8. Re:Welcome to society by maximilln · · Score: 1

      GMs (I think it stood for Game Masters) would teleport players there if they were deemed to be "disrupting the zone" and try to get them to cool off

      Which of course led to exercises in taunting, or baiting, or social manipulation, or outright cliques, and GM worship (similar to op-worship on IRC, which is really disgusting)...

      Enforcing "the law" never makes anything better.

      --
      +++ATHZ 99:5:80
    9. Re:Welcome to society by fbjon · · Score: 1

      Yeah.. MMORPG makers should watch .Hack//SIGN. There they had these knights, normal players, that belonged to a kind of "police force" and was founded by the players themselves.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    10. Re:Welcome to society by Dr.+Evil · · Score: 1

      Introduce aging and heirs. Then introduce children as a method to keep player-control of their fortune. Then players are forced to have kids... who are weak and need defending... which means the wealthy and powerful have a vested interest in a system which protects them (can't be logged in all the time!), along with the newbs :-)

      Anything which requires "laws" implemented in game logic sucks. It has to be player-driven.

      Make everywhere a PVP zone and now in the game logic, you do need to have serious consequences if you die, maybe related to the age/strength of your character at the time of death. For one, all your posessions are probably going to be looted, and the system which the players decide upon determines how your heir might get access to your fortunes.

      It could be fun to play MMORPGS with in-game court orders and bounties, both on the criminal, vigilante and law enforcement side.

    11. Re:Welcome to society by Anonymous Coward · · Score: 0

      > Enforcing "the law" never makes anything better.

      Remind me to rob your house sometime.

    12. Re:Welcome to society by Anonymous Coward · · Score: 0

      There was this soft of a system in a game called Dransik.
      It was free, and everything worked great. Players were locked
      in "prisons", and whenever they logged in, they 'spawned'
      into the prison, and couldn't leave. After some time they
      were released. This was especially applied against player killers,
      and people killing guards. et cetera.

      Nowadays the game costs, it's called 'Ashen Empiers', and it sucks.

    13. Re:Welcome to society by bynary · · Score: 1

      I'm surprised that you think MMORPGs are a true escape from reality. They might be an escape from your set of personal circumstances and experiences, but the unspoken laws that govern human behavior offline also govern it online.

      --
      http://www.bynarystudio.com
    14. Re:Welcome to society by vandoravp · · Score: 1

      EVE Online has a NPC force such as this and marks each zone of space with a numerical security rating. 1.0 is essentially perfectly safe (anyone who breaks the rules gets vaporized almost instantly). 0.0 has no security at all.

    15. Re:Welcome to society by Anonymous Coward · · Score: 0
      It's real easy to be an a**hole when 1) you're anonymous, 2) there is no real negative consequence, and 3) you CAN!
      Yes yes, fuck you too, sir!
    16. Re:Welcome to society by Anonymous Coward · · Score: 0

      I don't see how that would work. I would just log-in and leave my computer on overnight.

    17. Re:Welcome to society by Anonymous Coward · · Score: 0

      Um, okay. The tin foil hat stuff is in another thread. The list you outlined is required because the police have the ability to deprive you of property, freedom, and (in many states) your life. These people could kick you out of a video game.

      There should be oversight that runs right up to the CEO (or at least head of the online devision) -- it should be a primary concern of the business. Ultimately, how much the business cares about the quality of its users' experience is up to it.

    18. Re:Welcome to society by Anonymous Coward · · Score: 0

      How would you like to be "imprisoned" in a MMORPG by some rogue "virtual cop" who decided you were acting improperly? Something to think about.

      Unlike real-world governments, the profitability of most servers is directly connected to the service provided. If a real world government screws you, it is a signficant hardship to take your tax dollars elsewhere so a real world government has little motivation to satisfy its constituents. If a virtual government is providing poor service, it is relatively trivial for the user to pull up stakes and go elsewhere (possibly taking their entire community with them). A "rogue cop" would probably cost the operators real world revenue so I'm sure they would act accordingly.

    19. Re:Welcome to society by DrXym · · Score: 1
      I once ran a DikuMUD back in '92 where the city guards would knock unconscious any players they found fighting in the city and drag both of them to jail for a few minutes. PvP was by consent, but if it wasn't, even the above would be a recipe for disaster since newbies could grief resting players simply by attacking them while guards were present. Despite not being advertised outside the faculty I'd say we had 20 or so regular players. That's not much by any standard but it gave me a hell of a lot of experience in running and maintaining an online system.

      One particular player, a fellow student who was an Arsehole. He had no friends in real life, had greasy hair, a mousey moustache, wore a dirty raincoat (even in summer) and a satchel around his neck. "Satchelman" started off playing like a normal person and I had no problem with that, but soon he started being a dick, shouting worldwide messages and so forth. So he was booted after warnings. Satchelman didn't like this and would roll a new character start spamming, griefing and being a prick again. Myself or the demi-god admins would ban his character and his IP address and he'd move to the machine over and do the same. We'd mute his character so he couldn't shout or speak and he'd roll a new one. Eventually we created a special room for him called the "Sad bastard room". Any time he acted up, he'd be transported to the sad bastard room where the room description explained in detail that he was a sad bastard and all commands responded with "piss off you sad bastard". Believe it or not he kept coming. Anyway with the room and other controls we developed we kept him check. Looking back I should have put an email validation rule into the new character screen, but it didn't occur to me at the time. He got in trouble later when he was caught taking screendumps of our X displays, for which he was crapped all over by the sysadmin. After that things quietened down.

      Anyway, I suppose the moral here, is that some people are arseholes. Their pathology means that they are compulsive dickheads and will do anything to ruin the game no matter how many times they are banned. I have no idea where "satchelman" is today, but it would not surprise me if he was not inflicting his arseholery onto others in the same way he did to us back then. You can't do much to such people unless there are clear consequences for their behaviour. I suppose the easiest punishment is financial - the T&C chould state that the admin can at their discretion remove all their remaining credit, wipe their characters, disable their game code, refuse the credit card and their address. If they want to play again (after getting a new card) - fine, but dish out as much grief to them as they give to you and they perhaps might move elsewhere.

    20. Re:Welcome to society by SillyNickName4me · · Score: 1

      > A few loud, public complaints of "Why should I pay for a system that screws me? I'm taking my allmightly dollah somewhere else!"

      Why should it give you the right to prevent others from enjoying what they payed for?

      When the number of 'others' is big enough, the company will care more about them then about you.

    21. Re:Welcome to society by maximilln · · Score: 1

      Bring it on. It won't be a matter of law. It'll be a matter of a rottweiler on your nuts and my shotgun in your hind end.

      --
      +++ATHZ 99:5:80
    22. Re:Welcome to society by maximilln · · Score: 1

      but the unspoken laws that govern human behavior offline also govern it online.

      Which explains a lot about taunting, baiting, harassment, and why there are "griefers".

      IMO, the real "griefers" are the people who get a power trip out of setting up a social clique online and then using it to harass to the death anyone who doesn't put up with their online snobbery. There's nothing more enlightening than seeing how online games allow 14-year old brats dictate rules to you.

      I guess they learn it from their parents who work in corporations though. That's exactly how the corporate ladder functions.

      --
      +++ATHZ 99:5:80
  18. Stampy by Anonymous Coward · · Score: 0

    [Stampy butts another elephant]
    Marge: Gosh, I thought he'd be happier in his true habitat.
    Warden: Oh, I think he is.
    Marge: Then why is he attacking all those other elephants?
    Warden: Well, animals are not like people, Mrs. Simpson. Some of them
    act badly because they've had a hard life, or have been
    mistreated...but, like people, some of them are just jerks.
    Stop that, Mr. Simpson.
    [Homer butts the warden repeatedly]

  19. Diablo II by Anonymous Coward · · Score: 0

    Anyone remember Sirian and his flameware about Diablo II's PvP?

  20. Griefers? by maximilln · · Score: 2, Insightful

    Are those like USENET, or IRC, or /. trolls? Typically (most often?) they're moderators, or ops, who are bored to tears all day long and happily lie in wait to start arguments and feed flame wars as often as possible?

    Just like in business and government: we can't get rid of the bad apples because they're composed of the oldest, most well-established, most wealthy individuals.

    --
    +++ATHZ 99:5:80
    1. Re:Griefers? by HisMother · · Score: 1

      Dude, do you really believe this? That's the worst attitude I've ever heard -- and the most ill-informed.

      --
      Cantankerous old coot since 1957.
    2. Re:Griefers? by maximilln · · Score: 1

      Ill-informed? Oh please, enlighten me.

      --
      +++ATHZ 99:5:80
  21. You mean like... by Anonymous Coward · · Score: 2, Funny
    1. Re:You mean like... by tm1rules · · Score: 1

      I have noticed Wikipedia getting in on it: http://en.wikipedia.org/wiki/Ceciliantas/

  22. Re:Don't forget... by Anonymous Coward · · Score: 0

    Sorry Pirates ... Terra Nova != SuprNova replacement

    How about you buy something for a change?

  23. I quit multiplayer by Anonymous Coward · · Score: 0

    I enjoyed playing the last Rainbow Six when it was only a multiplayer online demo. Everyone played well and was friendly.

    Then the game was released and I bought it and anytime I joined a server to play online, my own team would shoot me. Same with Return to Castle Wolfenstein. I took the games back to EBGames and haven't bothered since.

    I can't be bothered wasting my time with retards with the mentality of three-year-olds. These days I might play a game a couple of times a year and that's LAN only. I've written off online completely.

    1. Re:I quit multiplayer by Anonymous Coward · · Score: 0

      dumb of you. play on moderated servers, or even servers with friendly fire turned off.

  24. Wouldn't work by Gordonjcp · · Score: 1

    All the griefers would do is just create throwaway characters.

    1. Re:Wouldn't work by CoffeeJedi · · Score: 1

      limit players to 1 character per account, one account per IP
      if you want a new guy, cancel your account and start a new one

      --
      May you be touched by His Noodly Appendage. RAmen.
    2. Re:Wouldn't work by 0racle · · Score: 1

      What if you have a dynamic IP?

      --
      "I use a Mac because I'm just better than you are."
    3. Re:Wouldn't work by Anonymous Coward · · Score: 0

      simple you get a dynamic character

    4. Re:Wouldn't work by BayBlade · · Score: 1

      And if you have a significant other/room mate? Perhaps you're behind a NAT?

      --

      The key difference between a Programmer and a Senior Programmer is that one of them is Mexican.

  25. If your idea was RAILY so good.... by Anonymous Coward · · Score: 0

    If your idea was raily so good, we would be relying on this wonderful mod system right now, and not posting as AC, right mate?

    1. Re:If your idea was RAILY so good.... by mungtor · · Score: 1

      ugh! my irony detector asplode!

  26. Easy by Erwos · · Score: 4, Interesting

    Just make PvP opt-in. For 90% of games, this makes a lot of sense, since the _focus_ is not on player vs player combat as compared to simple player interaction. Why force people to participate in a system that they don't particularly care for?

    Variant: PvP "zones", which, IMHO, are worse, since you can lure people into them. Better to have opt-in PvP and then have PvP-Free zones.

    For that 10% where player killing action is the point of the whole game, if the game is properly balanced so that players at equal level are equally good at combat, level limits would seem to work best.

    An alternative system for mandatory PvP games where combat is _not_ balanced level for level:
    The more a player is killed, the less experience s/he is worth. The more a player kills, the _more_ s/he is worth. This discourages people from getting killed, and encourages people to kill "griefers" (aka, jerks). This works very well in conjunction with no-looting.

    IMHO, the griefer syndrome stems from the fact that modern commercial MMORPGs are not RP-enforced. On the best MUDs, this problem is solved to a large extent by administrator judgement ("no assholes on my MUD!" *deletes and sitebans player!*).

    -Erwos

    --
    Plausible conjecture should not be misrepresented as proof positive.
    1. Re:Easy by RealBothersome · · Score: 1

      I'd say you're mostly correct in those aspects.

      I'd also say that Project Entropia has got this problem solved. They HAD to solve this problem because it's played with REAL money. Their target audience is not the Uber gamer but the people like me that have to work all day and don't have time to develope the ultimate character. The people that would come home and play a few hours and PAY their way to play an adventure game. That is their customer.

      That being said, they must absolutely protect that type customer. So they made zones that when you walk into, your are at risk of getting killed by another player. And the loot-player zone has to have a one-time antidote to stay alive while in the zone. No antidote, you die in 5 seconds, no other player can loot you.

      This way the player-vs-player is opt-in for those that enjoy killing each other. And those that do not, don't have to be bothered with them.

      As a matter of fact. I quit playing Diablo II online exactly because of the ridiculus PvP player behaviour.

      These companies that want to have paying customers are going to eventually be forced (or go out of business) to play the way the paying customer wants to play.

    2. Re:Easy by Anonymous Coward · · Score: 0

      That's stupid. You're stupid. CmdrTaco has a huge child porn stash. I hate you. I hate your family. I hate your country. I hate your face.

    3. Re:Easy by {8_8} · · Score: 1

      The more a player is killed, the less experience s/he is worth. The more a player kills, the _more_ s/he is worth. This discourages people from getting killed, and encourages people to kill "griefers" (aka, jerks). This works very well in conjunction with no-looting.

      This system does not solve the problem of pure grief kills, where higher-level characters kill newbies just to hear them complain. I had someone do that to me in a mud once. The mud had no real player death, just unconsciousness when you lost all hp followed by a set time where you sat in a dream world until you woke up again. I was attacked and knocked unconscious, then when I woke up I was attacked until I went unconscious, ad nauseum. My body was looted when I first got knocked out, but the griefer stayed around and knocked me out again and again until I got sick of it and logged off.

    4. Re:Easy by Anonymous Coward · · Score: 0

      This system does not solve the problem of pure grief kills, where higher-level characters kill newbies just to hear them complain

      How about negative experience then? Kill someone much lower than yourself, and you lose XP.

    5. Re:Easy by Anonymous Coward · · Score: 0

      Because all MMORPGs should use inneffective and outdated advancement systems like levels and XP.

    6. Re:Easy by Shajenko42 · · Score: 1

      A couple friends of mine in college played EverQuest incessantly. They told me how, even though you couldn't directly kill other players, some people would lure high level monsters over to newbies, resulting in a very quick death for said newbie.

      There's always going to be people who find and abuse little loopholes like that.

  27. Re: by Anonymous Coward · · Score: 0

    It's very easy to fight griefing. Look at EverQuest II. There is no explicit PvP, it's impossible to loot other people's corpses, and encounters are locked ( so you can't interfere with someone else's fight without his consent ). Result? Antisocial behavior is virtually nonexistent.

  28. What about... by schon · · Score: 1

    ... penalizing players for killing PCs?

    Say, you kill someone, you lose some experience/life/karma/whatever points.

    1. Re:What about... by Tsuke · · Score: 1

      Unfortunately, that defeats the purpose of having PvP in the first place, unless you envision PvP to be for the purpose of ritual duels and the like.

    2. Re:What about... by schon · · Score: 1

      that defeats the purpose of having PvP in the first place

      Not really - you can kill someone, you just have to know there are consequences for doing so.

      But what about a modification then - each player can opt to enable/disable the penalty for someone killing them - something that other players can see (so they know.)

    3. Re:What about... by Anonymous Coward · · Score: 0

      But what about a modification then - each player can opt to enable/disable the penalty for someone killing them

      DING! DING! DING!

      We have a winner!

      Something like this exists on CS with some of the admin mods and likely other first person shooters.

      If someone TKed you and you knew if was an accidental killing you could say "forgive TK" and they'd not be subject to the TK penalty on the next round. On the other hand if someone deliberately killed you your silence would ensure they didn't avoid the TK penalty.

    4. Re:What about... by schon · · Score: 1

      Not quite what I was thinking.. (and kind of orthogonal to the discussion of MRPGs, as pretty much the goal of CS is to kill other players.)

      Instead of something happening after the fact, you'd have a flag on your character that says "allow other players to kill me with impunity". Everybody can see this flag, and you must leave the game to change it.

      Allows dueling, and provides disincentive for PKs, while not eliminating PKing completely.

  29. As a former Ultima Online emulation PK by Clay+Pigeon+-TPF-VS- · · Score: 0, Troll

    I would have to say that pvp is part of the game. If you dont like it, dont play games that allow you to die. Dont go offline in unprotected areas, and learn how to defend yourself. Your death is a result of your own stupidity if you are an even match for your attacker, if not then you should have run as soon as you saw red.

    --
    Viral software licensing is not freedom, it is in fact GNU/Socialism.
    1. Re:As a former Ultima Online emulation PK by Anonymous Coward · · Score: 0

      You might be posting too much. Try not posting for 2 weeks or so, just log on to check the articles occasionally. When I take some time off, I get so many mod points it's rediculous. Cuz then you feel like you should use them, so you can't comment until you use them up.

    2. Re:As a former Ultima Online emulation PK by crashfrog · · Score: 1

      Your death is a result of your own stupidity if you are an even match for your attacker, if not then you should have run as soon as you saw red.

      Unfortunately for your argument, griefers aren't generally polite enough to refrain from using their stun attacks, snares, roots, holds, etc. Of course, game balance is often an issue as well; a class with front-loaded damage has an inherent advantage in griefing if he catches his victim off-guard.

      There simply is no defense against the tactics employed by griefers, which is why they call them "griefers." It's an inherent problem when PvP merges with level-advancement-based video games.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    3. Re:As a former Ultima Online emulation PK by Anonymous Coward · · Score: 0

      Also, if you leave your door unlocked and get robbed, you deserve it, because you're stupid. Also, if you're a woman walking down a street alone at night and ...

      Welcome to the ethics of selfish rationalization.

    4. Re:As a former Ultima Online emulation PK by Clay+Pigeon+-TPF-VS- · · Score: 1

      In sphere pvp there were defenses. Magery was the most important tool in anyones arsenal. Anyone with over 40 magery could recall to a rune marked in a guarded area if they were attacked, and using line of sight casting you could evade most offensive spells by staying out of LOS. I am not a troll, I am speaking from experience on one type of emulation program of UO. People who dont like pvp should go play on servers that enforce strict rping, and hope they reject applications of people who propose to play the role of sociopathic criminals. I mainly hunted monsters for money, and usually only killed people hunting where I was (if it was a good place to get cash), or miners so I could get good tournament armor using their ore and a friend of mine who was a gm miner and gm smith. I was only a criminal when its benifits outweighed its costs.
      Griefers, as you call them, are players who bring a bit of reality to games. The rule of law is not supreme everywhere, and it never will be. Venture out unprotected at your own peril. This goes for real life as well in less civilized places.

      --
      Viral software licensing is not freedom, it is in fact GNU/Socialism.
    5. Re:As a former Ultima Online emulation PK by crashfrog · · Score: 1

      Griefers, as you call them, are players who bring a bit of reality to games.

      You seem to think I can't distinguish between regular PvP and griefing. Or maybe you can't. The behaviors you describe are not griefing; they're legitimate PvP play.

      I don't mind a little PvP; even when I'm the prey rather than the predator it adds a unique thrill to the game. That's why I play on PvP servers.

      But I don't like uber-players who I don't stand a chance against camping my body, or stalking me all around the area. The battle itself can't be any fun for them, because there's no challenge. The only possible explanation for their behavior is that they derive a sick pleasure from making my play experience suck. What kind of wacko would think that was fun?

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
  30. Honey pot by AtariAmarok · · Score: 1

    ....If you make this character look like Jessica Rabbit, you will have one honey of a honeypot indeed.

    --
    Don't blame Durga. I voted for Centauri.
  31. Only if you're an asshole. by Anonymous Coward · · Score: 0

    No, actually, it's because there are geeks who got beat up by jocks, and are socially mal-adjusted, just as you seem to be.

    Anti-social behaviour is only "fun" if you're socially maladjusted. Once you grow up, you don't find it fun anymore.

  32. Re:How about moderating players like Slashdot post by bm17 · · Score: 2, Interesting

    I used to work as a software developer at a small startup company with a large customer base. I had a tech support database where you could see a customer's call history. We rated customers (internally and informally) by how stupid their questions were (i.e. the insist on doing the impossible or they refuse to consult the manual). Customers who reported bugs or supplied all the information we required were rated higher. Again, this was just an informal system to let us know what to expect during a call / how much time to allocate. We would frequently ship out t-shirts with our releases and someone came up with the idea of choosing the t-shirt color based on the customer's rating. Then, when we went to trade shows we could see who was who. A tie-dye for the cool people and a red shirt for the clueless ones. We never actually did that. If word got out we would have taken a lot of flak, I sure.

  33. it really is by putch · · Score: 0, Flamebait

    why are things like battle.net and steam so popular? is it to foster teamwork and good spirits? no it's to go in and hand some fool their ass. it is better when there is legitimate competition. but online play is, primarily, popular because it allos you to play AGAINST people not with them.

    now, mmo's tend to be more touchy-feely circle jerks. but if you dont want to get owned by some 'griefer' don't play a PvP game and/or get a clue.

    i have to admit though, i remember being duped in some silly D2 scams. remember that one where they made you fill your inventory with potions so when you went for your corpse all your loot would land on the ground?

    or now in cs:source the f10 deal? yeah i fell for that the first time.

    hazing aint going away. but it is always good charma to every once-in-a-while tell some guy named 'Player' how to change his name.

    --
    just because I don't care doesn't mean I don't understand!
  34. I remember . . . by High+Jumbllama · · Score: 1

    I remember a bunch of punks like this in the old game subspace camping in the T20 safety zone so players (newbies and experienced) would get obliterated just nudging within a few screens of distance. The way to deal with these types of people is to do the same thing back. It's no fun for them. I got an armada together and we linked ships to beat the crap out of them for a good 30 minutes straight. That was such sweet victory.

    1. Re:I remember . . . by Reapy · · Score: 1

      haha t20 wasn't a griefing area, it was an awesome cluster fuck, 25-7. It was like, everytime you log on, if you wanted, you just find a t20 freq, get a port down into the safe zone and continue to spam bullets at each other. Freqs would war, just like you did, for control of the save zone. It also made for a fun place to spam bombs from a20 and get a few kills. Occasionly you could take your ship down there and see how long you could survive among the mess of bullets and shrapnel and players before someone eventually killed you.

      One of the reasons I miss an alpha with 80 people in it. I wish ss had the playerbase it once did, it's still fun with enough people playing svs settings. Only thing left is 30 person chaos or 4v4 league play, or go over to a super zone like trench. Blah.

    2. Re:I remember . . . by Xaviar21 · · Score: 1
      I got into trench more than any of the svs zones. WB duels in TW against a decent opponent were probably the most fun times I had. It always seemed like a dance to me, y'know? Anticipating, dodging, snapping off that one shot, and praying your energy comes back before theirs, to get another shot off. WB Elim was pretty fun, too.

      It's entirely possible that svs was like this with good players, as well. I suck ungodly ammounts of suck at svs ;)

  35. Griefing within the rules by Dekks · · Score: 1

    One problem with mmorpgs is that people can grief while still playing "fair". In SWG, if I was trying to run low level faction missions from the city I lived in, there was always one guy who had far more combat skills than I who would actually lie in wait to kill me daily (in swg you become pvp-able when you run a faction mission). Yes I could of gone to another city or run non faction missions but I would of got a fraction of the experience and money for them. So I would constantly be attacked, killed and taunted by one individual who was playing within the rules of the game and until I finally had a character to match his, there was nothing I could do about it and it really sucked, it made me consider quitting many a time.

    1. Re:Griefing within the rules by maximilln · · Score: 2, Funny

      If that's all you have to worry about...

      Call me a paranoid nut but it sounds to me like you've just described my entire life.

      --
      +++ATHZ 99:5:80
    2. Re:Griefing within the rules by Reapy · · Score: 1

      Why is he griefing? I don't play swg, but to run this faction quest, you probably go pvp for a reason. The reward you are getting isn't supposed to be free. They probably enable pvp so people like him can kill you. I doubt the guy even waited for you specifically and just wanted to pvp with anybody running this probably very popular faction quest. If the game turns you pvp, obviously one of the challenges is avoiding other players out to get you.

      As a side note, pvp in level up games is lame and always will be. There is just no way to ever deal with the situation where one person has lower level skills then the other person. Either you have to softcap a players power early on, or just remove the level/skill barrier and keep everyone equally. Otherwise you are just stuck with a guy who put more time into his char then you who's going to win no matter what you do, which is no fun, even if you are the higher level player.

    3. Re:Griefing within the rules by Dekks · · Score: 1

      He is griefing because he would always target me, and would actually try to follow me whereever I went. Spending 20 minutes waiting to kill a specific person repeatedly even though you got barely any experience for it? In swg you had to run faction missions to really get anywhere, you could convert faction points to regular experience on top of the exp you received from the missions plus 75% of the content was faction based, which was the main reason I quit. I can understand someone saying hey thats an easy kill, I'll do that, but its another when you repeatedly target someone for no other reason than pure satisfaction from killing someone many times lower stats thatn yourself.

    4. Re:Griefing within the rules by category_five · · Score: 1

      ____________________
      As a side note, pvp in level up games is lame and always will be. There is just no way to ever deal with the situation where one person has lower level skills then the other person. Either you have to softcap a players power early on, or just remove the level/skill barrier and keep everyone equally. Otherwise you are just stuck with a guy who put more time into his char then you who's going to win no matter what you do, which is no fun, even if you are the higher level player.
      ____________________

      There are some ways to control this. One is to have a level cap that people can reach that will even out high level PvP (in a game where power is primarily determined by level). Another way is to impliment item decay, where your items do not last forever (in a game where power is determined by items).

      You're right though, most people do see this as detrimental. However, some people see it differently. There are those who see it as assurance that even though they lack skills their dedication to the game ensures victory. Other people who are on the short end of the stick see it as adding a danger element to the game. That type of thing is not for everyone but there is a die hard element to MMOG's that enjoy it, which is why most games have seperate PVP servers.

    5. Re:Griefing within the rules by techno-vampire · · Score: 1
      As a side note, pvp in level up games is lame and always will be. There is just no way to ever deal with the situation where one person has lower level skills then the other person.

      There's a obvious way to deal with this, and I'm surprised I've never heard of it being done: you may not initiate PvP combat with a player more than N levels lower than yours, where N is some reasonable number. Naturally, you're allowed to attack players higher level than yours if you're willing to take the chance. That way, griefers can harrass you, but they can't force you to fight if you're enough levels lower than them.

      --
      Good, inexpensive web hosting
    6. Re:Griefing within the rules by Jason1729 · · Score: 1

      What happens is the griefers for a group and hunt down people near their level who are soloing. Level limits wouldn't help. They also wait until you're weak from having just killed a few creeps and then pounce.

      The best idea I've seen is that every kill you make increases the Exp players get for killing you, and you're clearly marked as having high exp. It will give the bigger players reason to hunt down griefers.

    7. Re:Griefing within the rules by Fareq · · Score: 1

      Precisely,

      The key thing that differentiates annoying losses due to unwanted PvPing and truly awful consider-leaving-the-game losses due to griefers is more in the griefers attitude and desires.

      Consider, for a moment:

      I play EVE Online. I occasionally venture into "0.0 space" -- that part of space where all things of moderate or high value are to be found, and where nearly any tactic is considered legal.

      I frequently get blown up when I do this. You know why? Because there are whole groups of people, frequently flying around in gangs of 6 or more that just sit at a stargate for 6-12 hours waiting for people to come through so that they can taunt them and blow them up.

      They pick the stargate so that they can target you the second you appear -- before you have the opportunity to do anything... The moment you appear, they use ship items that make it so that you can not move, you can not shoot, you can only sit and watch. Because there are so many of them, there is literally no single ship that they can not kill 100% of the time, with absolutely 0 risk of any loss whatsoever.

      In most cases, they don't get any benefit out of it -- your ship is destroyed, you had nothing of value in your cargo (most of which was destroyed), and they don't even get any money out of it. In fact, its a money-losing venture, since they waste loads of ammunition.

      And I can't imagine its that much fun, sitting at a gate for hours... literally sometimes I'll log off (because I new about them, and they were in my way) at, say noon. When I sign back on at midnight to finally move my stuff, they're *still there*

      The crazier part is that, given the remoteness of the location, they probably only saw and killed 5 or 6 people the whole day!

      The EVE developers are taking a very interesting tactic, however. They keep loosening up the rules, making it easier and more legal to do these things...

      For example... in "secure" space, you are not allowed to attack people. That does not stop the griefer from stealing ore that you are in the middle of mining -- however, doing anything to the individual who steals from you gets you blown up.

      The devs have made it clear that they are taking the side of the griefers...

      I think they figure that they can let everybody *else* quit, and get all the griefers from all the other games to join, and have a paradise where nobody actually builds anything -- they just stand randomly at different gates waiting for each other to fly through so they can blow them up.

      And because they keep increasing the supply of NPC-generated items, and keep reducing the prices of those items, soon there will be absolutely no benefit to building anything anyway... The ideal place for the morally bankrupt... Infinite supply of weapons, and rules that give the griefer nearly unresistable superiority.

    8. Re:Griefing within the rules by virg_mattes · · Score: 1

      > The best idea I've seen is that every kill you make increases the Exp players get for killing you, and you're clearly marked as having high exp. It will give the bigger players reason to hunt down griefers.

      This is exploitable. I make two accounts, and use the second account to PvP kill my main, over and over. I'll never "steal" my own loot, and the experience value "bounty" for my secondary will climb and climb. Then, I have my main or some selected beneficiary kill my secondary for huge experience gains. Since most PvP kills don't cost experience to the loser, I can use this tactic to ramp up my main or my friends very quickly with no risk, since if I'm killing them they're never going to lose their gear, so they can just stand and let me whack them for profit. If my grief-bot never leaves some very out-of-the way place, I can do this without worrying about other toons stepping in on my experience loop.

      Virg

  36. X-Box Live.. by Sandbox+Conspiracy · · Score: 1

    I just wonder how they account for the "I'm reporting User So-and-so out of spite because he/she won," factor. I wouldn't expect an all out investigatory thing, but it seems like the very system meant to get rid of griefing could be used as a tool of abuse by griefers.

    --
    Why am I on Slashdot? I'm bored. Why am I bored? I'm on Slashdot.
  37. Reminds me of a story by Albert+Sandberg · · Score: 3, Interesting

    Back in the days I was playing tribes a lot (online game, similar to cs etc), perhaps 5 years ago or so, and by then there was really no exploits to the game known. There was no cheats or wallhacks, it was a good game.

    So one day, a guy invents this autoaim patch which is quite hard to install (near impossibly) and the whole community freaks out in pain, since 99.9% of the players didn't want this kind of mods. Note that this was a very respected modder, he called himself or his mods "sixpack" and was really good stuff otherwise, but nothing that really was cheating.

    People on the online servers go nuts, "you use aimbots!", "these people are too good" etc. The comments if you shoot somebody in the head on first sight was almost always "cheater!" etc.

    Then of course, after a week or so, the modder said that the whole thing was a hoax and it didn't work at all. Everybody realized people where just that good :-)

    Oh the good times.
    Albert

  38. Re:How about moderating players like Slashdot post by Quattro+Vezina · · Score: 2, Insightful

    It's never work. You'd have griefers modbombing people. Hmmm...just like Slashdot.

    --
    I support the Center for Consumer Freedom
  39. Re:How about moderating players like Slashdot post by Anonymous Coward · · Score: 0

    Yeah, and there could be a kind of meta-reputation system where people with good karma get to evaluate whether the reputations that had been assigned were fair. That would stop the trolls^h^h^h^h^h^hgriefers!

  40. What the problem really is.. by Usagi_yo · · Score: 1
    Some players want PvP as sort of a comptetitive bench mark on playing ability. This would be fine, but in my experience ...which encompasses many mmorpg's the problem is level disparities. Which simply means that in most games, a lower level toon has absolutely no chance of defeating the higher level toon.

    Orindarily this would be no problem, however, there are many high levels that take it to an extreme and "camp" low level people just to rack up kills. On a single incident basis, this is no problem because well ... we play the PvP servers for the added excitement and added difficulty it presents, but multiply these incidences by 100X and you can see that it goes from challeging to impossible.

    This then becomes a viscious circle as lower people quit because they perceive the system as imbalanced with no hope or opportunity to overcome that imbalance -- leaving only the higher level toons to own the server. Witness Asheron's call 2. PvP population on the servers dwindled from two servers 800 each to two years later where there is one server and the high population is now about 30 people.

    There is no risk for higher level toons to PK much lower level toons -- particularly when they really can't be defeated. So, have a bad day at work and go home, log on, and commence the mayhem by killing all the noobs you come across.

    One way of dealing with this, which would be very unpopular but nonetheless balance the system is to have PvP servers "PERMA-DEATH". Meaning, you get defeated in PvP and your toon is put back to square one with all your money and bankables taken away. This would give you the politics of PvP, but the actual PvP being the last resort because of the inherent risks involved in losing your toon. This combined with giving even the lowest toon a certain percentage chance to defeat anybody who attacks him, would certainly cut back on the random PvP'ing that ruins the game.

    1. Re:What the problem really is.. by hal9000(jr) · · Score: 1

      A good solution in PK is to penalize high level players for attacking lower level players. It would have to be enforced that a higher level player MUST attack a lower level player, but that would work. The greater the disparity, the greater the loss.

      Add in an ignore player feature and you can pretty easily make noob bashing a painful experience.

    2. Re:What the problem really is.. by Mitijea · · Score: 1

      This could be a good idea if you took it one step further and made the "PERMA-DEATH" possibile only for the initial attacker, rather than the one attacked. This would put the risk on the one who is making the decision in the first place and give them pause to ponder if it is really important enough to try to kill the other PC or not. This would definitely cut down on random killings especially if, as mentioned by the parent, no matter how desparate the level/power difference, there was still a possibility that the higher level/more powerful char could lose.

  41. Re: by netsavior · · Score: 1

    as well as social behavior... thank god you can finally be all alone in your own virtual world, just like in the real one.

  42. Gangs of them are even worse. by Warlock7 · · Score: 1

    This is why I don't play Star Wars Battlefront anymore. Teams of these types would wait around spawn points and demolish other teams...

  43. Being a MUD player myself... by nathan+s · · Score: 5, Funny

    I have to admit sometimes it can be fun to pick on newbies, particularly the more annoying "give me equipment/gold/etc" newbies who seem to think that they have some sort of god-given right to everything you've worked hard to collect.

    Being a MUD player, though, my form of revenge is limited to amusing things like charming mobs that the newbie is about to attack, so it would be something like:

    Newbie: Oh, there's a giant spider...let me try to kill it...
    @ Kill giant spider
    Sorry, you must MURDER a charmie.
    @ Murder giant spider
    Sorry, you can't murder another player's charmie.
    @ CHAT Y KANT I KILL THE GIANT SPIDER
    [Silence is secretly ordering the spider to speak.] The giant spider says, "Why do you want to kill me, Newbie?"
    Newbie: WTF?
    @ CHAT THE GIANT SPDIR IZ TALKING TO ME!
    Silence chats, "Maybe he just doesn't want to die." [secretly typing 'order giant spider fkiss Newbie']
    @ CHAT BUT I WNT 2 KILL IT!
    The giant spider kisses you passionately.
    @ POKE GIANT SPIDER
    Nothing happens.
    @ KILL GIANT SPIDER
    The giant spider dances around you merrily.
    [Silence secretly uncharms the giant spider.]
    @ DANCE GIANT SPIDER
    The giant spider TOTALLY DEMOLISHES you with its fangs!!

    Muahahahahha.

    Note that this type of newbie is usually some lamer who has played other variations of MMORPGs before and has never had to work for anything. I agree, the ones who are seriously wanting to get better always get my help.:-)

    1. Re:Being a MUD player myself... by IgnoramusMaximus · · Score: 1
      has never had to work for anything

      Just to satisfy my curiosity, the object of these "games" is to pay good money in order to "work for things" so that other "players" like you are sufficiently satisified with these penants and leave one be unmolested? Am I missing something here?

    2. Re:Being a MUD player myself... by Dachannien · · Score: 3, Funny

      On some LPMuds, this was a lot easier:

      Griefer shouts, 'All newbies type "set delim e" to get new loots straight into your inventory!!'

      This set the delimiter character that separated one command from another to the letter 'e'. Since 'e' appears in the middle of the keyword 'set', as well as probably a good third of the keywords you might use in the game (including 'e' for 'east'), it's impossible to change back without wizard assistance.

    3. Re:Being a MUD player myself... by lifeblender · · Score: 1

      Very, very funny. I always loved how the flexibility of text muds allowed such complicated chicanery. But in FPS MUDs, including the new World of Warcraft, retribution is difficult to achieve, or at least I think it is. I would suggest that the only MUDs which will overcome this issue are those that allow creative manipulation of the envirnment, and also have full player participation in a closed economy. Only then would players be able to affect each other. Just a guess, though.

      --
      Playing pornographics games during the day is evil! Play at night!
    4. Re:Being a MUD player myself... by Xyrus · · Score: 4, Interesting

      Multi-Undergraduate-Destroyer....memories. :)

      Anyway, how about a bounty system backed by incredibly strong "police" NPCs.

      Players could have a karma modifier or something. The bounty on their heads doesn't kick in until the karma gets bad enough. The police start eyeing you when your karma dips negative, will arrest if it is too negative, and will kill you on sight if you're extra naughty.

      Jail time would be real, i.e if you get arrested for robbing another player and the jail time is 30 days, that means 30 days of real time of not being able to use that character. You will also need to pay a fine which will be taken out of your possesions (gold, armor, etc.).

      Bounty's get paid out upon capture or kill, depending on whether the player is wanted dead, alive, or doesn't matter.

      If you are a habitual player killer and you are caught or killed in the game, your death is permanent. As in you will not be able to use that character ever again.

      If you keep creating characters that do lots of naughty things, then you get permanently spanked from the game.

      This would encourage people to play nice.

      ~X~

      --
      ~X~
    5. Re:Being a MUD player myself... by Anonymous Coward · · Score: 0

      That was you!? Dammit!

    6. Re:Being a MUD player myself... by Anonymous Coward · · Score: 0

      You are not. Although 99.9% of true MUDs are free.

    7. Re:Being a MUD player myself... by Short+Circuit · · Score: 1

      For a brief while, I played Diablo 2 online. I figured I'd earn my own way through the game, getting everything I needed through my own efforts.

      I was amazed when helpful people kept giving me things, without me ever asking for them.

      (More frustrating, and less enjoyable, was when I played at home with my brother and cousin, who were already well on their way through the game when I started playing with them. They yanked me through the acts much faster than I liked...I was never able to go outside the civilized portion of the map alone in whatever act they'd most recently raised me to.)

    8. Re:Being a MUD player myself... by Anonymous Coward · · Score: 0

      Actually, I'm already working on a design similar to that. It's quite interesting, and also has so far lead to players policing themselves.

      Yes, some people still MUD.

    9. Re:Being a MUD player myself... by Anonymous Coward · · Score: 1, Funny

      A common one for Quake was "gamma gun". This was equivalent to, IIRC, "gamma 0", which made the screen completely white, but you could still *hear* yourself being shot.

    10. Re:Being a MUD player myself... by slittle · · Score: 1

      Freelancer had something like that... you have a reputation with each of the factions, which were interdependant (if you killed someone, their allies with start to dislike you, and their enemies start to like you). When your reputation hits Hostile, NPCs of that faction will attack you on sight. If you're neutral with one of your Hostiles' Allies, they will turn Hostile on you temporarily too, and join in.

      Unfortunately the Freelancer universe was a little too simplistic (methinks they didn't finish it in case there was $$ to be made on a subscripion based version), so newbie areas had pissweak NPCs, and the bounty missions were limited to NPCs. But the thought was there.

      Permadeath sucks though. Better to lose all your stuff and get teleported to some unholy corner of the universe that takes ages to get back from.

      --
      Opportunity knocks. Karma hunts you down.
    11. Re:Being a MUD player myself... by Onan · · Score: 2, Informative

      These things help... some. The problem is that once you've done all this, you've essentially created a new and different game: "see how unpleasant I can make other people's lives without 'losing' in these various ways." The same set of people who are so antisocial in the first place will tend to find this new game more compelling than the one that the sane participants are interested in playing.

      This new rash of for-money games actually have a somewhat easier time of it, as you get some fairly conclusive information about which characters are the same player. In the old world in which you had nothing more authoritative than source IP or email address, it was hard to enforce any kind of lasting punishment anyway.

    12. Re:Being a MUD player myself... by Nyder · · Score: 2, Interesting

      In EQ, there's been a few times when people have bothered me, like edge in on my camp, when there's plenty of places they can go without getting in on someone else's action. I'd just buff and heal whatever they were fighting. Sooner or later they get the point, or they die, either way, they then leave me alone.

      But I haven't had that much problems on EQ, all in all. And now that alot of people have moved on to the other games, it's sort of nice there, mostly the hardcores who are trying to enjoy the game (like the raid that went on from 6pm (it's 2:30am how) and where still playing when i logged off a half hour ago.

      But i did check out some of the "free" mmorpgs that are being made and besides that aren't as nice as something you pay for, theres still a lot of the lame aspect of online going off. Which is people that think because they basicly anonymouse they have the right to act like lame fucks.
      But since the days of BBS hosted on peoples home computers (before Internet became main stream, the old days) there has always been a rather large poplulation of lame-asses who enjoy flameing, being obnocious, and any other words i can misspell.

      --
      Be seeing you...
    13. Re:Being a MUD player myself... by Nyder · · Score: 1

      Freelancer is a fun game, and surprisedly, some people fixed it's universe addressing most of your complaints, if not all.

      http://www.starfyrestudios.com/

      They recently updated it to it's latest version.

      My only complaint is they changed the clothes and I think it looks worse then before. And why I say worse, I mean these people are dressed as the totally lame New Wave look that TV made popular. Not the cool New Wave look that made the 80's great. But I didn't play it for how it looks, I hit escape on all those scenes anyways.

      --
      Be seeing you...
  44. In a well designed game griefing is not a problem by WotanKhan · · Score: 4, Insightful
    Much of what passes for griefing, isn't. The true definition of a griefer is someone who is trying to inflict grief on the other player. Seems obvious right? When a player "attacks and kills" another player, on a specially designated "Player vs. Player server, where everyone there has chosen PvP, when all of the supposedly "normal" players are shouting insults and vulgarities at said player in chat, who is the one trying to cause grief?

    Exploiting of bugs could certainly be termed grief play, but this is essentially a game mechanics issue and should be addressed as such. The bottom line is, the game mechanics define the rules of the game, and if an action is allowed it is a legitimate part of the game. For example: if wildly unbalanced encounters between high-level and low-level characters are not desired, then they should be prevented by game mechanics.

    In-game chat, and mechanics exploits are the only real tools of the griefer. An /ignore command, and timely patches in a quality game make this a non-issue.

  45. EULA and Other issues of self policing by FunOne · · Score: 1

    Banning has already been upheld and practiced by companies running MMORPGs on the basis of cheats and other improper behavior.

    A 'legal' force could work in a gaming environment.

    You could be put in jail for up to a week. For serious crimes you would be killed. You could implement fines, strip people of titles, or confiscate land or properties (if the game allowed that).

    I think the biggest problem is that MMORPGs don't provide a framework for anything like this, they don't provide a real society framework. They expect everyone to behave in a certain way, and it just plain doesn't work. Everyone is walking around armed to the gills for fighting monsters, there is no cause-effect reason to not kill people in your way or causing trouble.

    UO had this problem for the longest time. You'd be killed quickly by mobs of characters if you stepped outside the city limits with too much money on you. The only punishment for the players was that they could no longer enter city limits (guards would kill them on sight) but many just had secondary mule characters for doing any in-city work.

    Eventually UO added a bounty system but it did little to take down many of the evil players, there just wasn't enough reason to good in the game.

    Personally, I think the game would have much better balance & results if the players had more stock in the game. More power over its running, ruling, governance, etc. Police/Private armies would go a long way (you could be inside of a kingdom and the king could raise an army and send it against criminals) towards combating lawlessness in the land (without artificial limits against it). I also think that if there was some finality in death then people would play with much more care, but as usual, gaming companies worry more about the people who play for 16 hours a day and take the game way too seriously than any of their other customers.

    --
    FunOne
  46. scale of greifing in MMOs by glowimperial · · Score: 4, Insightful

    The article doesn't even begin to grasp the scale of greifing in online games. Griefers are not lone misanthropes looking torture the weak, they just start that way. They form their own groups and then use these groups/guilds/mafia to "police" the server in the form of organised greifing. To make matters worse, they are usually the most likely players to take advantage of bugs and/or exploits, which often unbalances the playing field further. Not being discriminating in their associates often characterises greifers in MMOs. They don't care who their friends are, so long as they can maintain strangth in numbers, and their rules of conduct are so minimal, that they can grow to outnumber any other organisation on thee server, becoming an unbalancing force of extreme inconvenience to other players. Against such dedicated players, there is often no real recourse, or even means to ignore and avoid, so younger players who have been on the recieving end of greifing behavior often break down and become counter-greifers, themselves. Which just magnifies the problem until the entire server revolves around the personal conflicts of the players who least represent the intention of the game, or the majority of the server population. It then becomes impossible to oraganise events on a server, or do any of the really interesting "player created content" that MMO developers yearn to inspire. Want to have a well planned wedding? Not a chance when guild X shows up, and starts screaming obscenities at the crowd or attacking people, if the rules allow. MMO developers are often afraid to take real action against the players involved in a greif oriented organisation. They desperately need the dollars, and can't afford to ban players right and left. Often greifing organisations are led by players who have numerous accounts, and banning the leaders of these organisations would cost hundreds of dollars per month, per individual, and would eventually lead to a noticable drop in revenue. Greifers are also the most likely poulation to purchase items, characters or money outside of game, to further increase their disporportionate power. They drive inflation on a server, and can further tip the PvP balance towards their favour by means not available to most players, or by means that the majority of players, and the developer feel are unethical.

    1. Re:scale of greifing in MMOs by Anonymous Coward · · Score: 0

      Wedding?

      Gaaaaaaaaayyyyyyyy...

      Wait. That was griefing, wasn't it?

    2. Re:scale of greifing in MMOs by glowimperial · · Score: 1

      I'm not saying that I want to throw a wedding in a MMO, or even attend one. I'm just using that as an example of a player created event that can be absolutely ruined by greif play. I have seen this happen personally, and have heard numerous anecdotes that indicate that this is exactly the type of event that a greifer would most enjoy disrupting.

    3. Re:scale of greifing in MMOs by Anonymous Coward · · Score: 0

      You, paladin of the 45th circle have heard that the Blackguard Clan plans to disrupt the wedding of Tinuviel and Aramathea. You round up a few like-minded followers of the True Path and form a guard of honor for the wedding party.

      Sounds like _excellent_ player-generated content to me.

      The story of Tulkas, the Guardians and Antiguardians linked somewhere in here is some of the best player-generated content I've ever heard. The game's programmers unfortunately programmed their way out of that epic by "fixing" chests so they could not be picked. This promptly ended the Guardians and the Antiguardians.

      Also unfortunately, the post that contained the story has been modded down, and I can't find it. That seems to be the zeitgeist here on Slashdot and in MMOGs in general. It saddens me that virtual loot is more important than real human interaction. I wonder how many stories like Tulka's are actively squashed every day by misguided player communities and admins.

    4. Re:scale of greifing in MMOs by glowimperial · · Score: 1

      It doesn't work like that. Players who intend to disrupt an event don't come to fight. They come to scream obscenities and harass people verbally. They don't come with their PvP settings enabled, so you can't do a damn thing about it. They are there to disrupt via irritation, not to raid.

  47. In WoW... by emazing · · Score: 1

    People had the choice of PvP, and I absolutely hate it when people rant on costantly about how they once got 'ganked' (killed by several higher level players). Sure it was unfair, but hey it's a freakin' war. This isn't borecraft, you know. That is not griefing IMHO. It becomes griefing when those higher level players camp the corpse of the lower level player. In WoW, there are guards and NPCs that fight, but they can be taken out too, and it can take quite a long time for them to spawn back. Once they're taken out, it's up the players to defend their town.

    1. Re:In WoW... by Anonymous Coward · · Score: 0

      The problem is in WoW, along with many other games that offer PvP, PvP often ends up becoming the "elder game" or at least a part of it.

      SWG is like that too although their Galactic Civil war is in dire need of a revamp.

      I ask people who play WoW what you do once you get high in level. The common answer is take part in raids/PvP.

      PvP is an easy and cheap answer for developers to use as "content filler". Content takes time to build, so devs often use PvP as a crutch by just saying "hey lets let them whack on each other for awhile to buy us time to add in new stuff".

      As such, PvP becomes far less of a choice. It is often encouraged. You can still choose not to take part in it, and a lot of people are fine with that, but if you implement it as part of the core content of the game, you really need controls to prevent griefing.

      Yeah, I agree with you that people who choose to take part in some way in PvP shouldn't complain when they are just casually killed. But when you see a lot of that sort of complaining, that really is a big red flag warning sign that something is wrong with your PvP implementation in the game.

      PvP should never be considered a "hard core choice". If designed properly, it should encourage any gamer type to participate in it. The problem is griefers and others abuse the system which even the pure potential for abuse will turn players away from it.

      As the article said, you only get one chance to make a good first impression.

  48. Re:How about moderating players like Slashdot post by Anonymous Coward · · Score: 0

    You mean kind of like Fable for XBox? In that world, if you're nice to people and helpful, villagers are friendly to you. If you kill people you shouldn't kill, they know to run away...

  49. Cooperative play? by CodeMonkey4Hire · · Score: 1

    Are there any good games out there where it is better to work in groups and your opponents are another set of users or AI? Like if all the users were assigned to different tribes? Then PvP between tribes isn't so bad, it's natural. Or if every is basically working against a common enemy, etc.?

    Personally, I prefer the cooperative modes on Halo, Medal of Honor, etc. and games like Heroes of D&D, where you can work together.

    --

    Let's go Hurricanes!!! 2006 Stanley Cup Champions!!!
    1. Re:Cooperative play? by Xaviar21 · · Score: 1
      Underlight.

      Roleplaying is enforced, so that naturally turns a lot of people off of the game. But in addition to the fact that it is a very social game, (You could get to the upper spheres (levels 70+) without killing a single player or monster, if you really wanted to.. Some do), PvP is handled really well.

      There are 8 "Great Houses" that most players end up joining. Beyond dueling and such, most of the PvP is done in wars between the Houses. You always have your housemates at your back, and you always have someone to go kill, if you like. Most houses, except the Alliance of the Eclipse (which is a pacifist house), keep Kill on Sight, and Seek and Kill lists, which they populate with the names of the enemies of their houses. And some of the more militant houses (Dreamers of Light, and House Calenture) are usually either fighting a war, or conspiring to start one.

      So there isn't a lack of PvP, but it is handled really well. None of it is random.

    2. Re:Cooperative play? by Anonymous Coward · · Score: 0

      Dark Age of Camelot, World of Warcraft, and I think a few others have factional pvp setup where combat occurs between two nations in specific regions only. In the case of the former at least, the borders move dedpending on the outcomes of the battles, making a very dramatic PvP system.

      Not sure on World of Warcraft.

  50. This article is absolute crap. by Anonymous Coward · · Score: 0

    Seriously people, don't listen to this garbage. This article is no better than anything that fails to distinguish between "hacker" and "cracker" types. This piece colors any player on the evil side of things as a "griefer" which is ridiculous. The "social contract" they claim exists is in many games the fact that there is no social contract and you are free to be whoever you want to be (without using exploits).

    But whatever... it's been proven that the whiners make up the majority of MMORPG gamers... just look at the dumbing down of games due to supposed griefers. It's sad.

    1. Re:This article is absolute crap. by Fareq · · Score: 1

      I have a great idea for you.

      Don't play any of these MMORPGs then.

      This way the 97% of us who aren't complete moral sinkholes will be able to enjoy ourselves.

      As for you? Go play [insert FPS sequel name here]. That way you can kill and butcher everything in sight.

  51. Graal Online by Xaviar21 · · Score: 1
    Now granted, Graal Online's audience is largely a bunch of kids in middle school, so the experience is a bit.. Annoying, most of the time. But I really like their AP system. AP standing for Alignment Points.

    It works like this: When you start on a new server, you have 50 AP. The range goes from 0-100. People's names are colored according to their AP, white at 50, and turning a deeper blue as you get closer to 100. It shifts to the red as you get closer to 0. As time goes by, you AP slowly goes up, but faster the lower your AP is, so if your AP is 99, it will take quite a while to get that last point to 100. When you kill someone, your AP drops, depending on how high the AP of the person you killed was. You get a huge AP drop for killing a saint (someone with 100 ap) compared to killing a regular PKer. In addition to just coloring names, though, it also has some practical effects. Saints, who are people that just don't PK at all (you won't get 100 AP if you PK..), cannot be hurt by swords. So if you don't PK, you don't need to worry near as much about the people that do. And for those that go after people with high AP (you'll end up with a high AP if you don't PK, or if you just suck at fighting and never get a kill), their AP will drop to the 0-10 range, from the penalties that come with killing high APs. When you're in the 0-10 range, picking up hearts doesn't heal you. Which means is you go fighting a lot, you will die more too, as you can't heal.

    It's a system that makes sense, to me.

  52. Warcraft III gives win if opponent disconnects by KingFatty · · Score: 1

    I used to be a hardcore starcraft player, but when Warcraft 3 came out I specifically upgraded my computer to run it.

    Warcraft 3 gives you a win if your opponent disconnects, so Blizzard knew to fix this "disconnector" problem you had with starcraft.

    So I highly recommend you upgrade your computer and try Warcraft 3... it's a little different to play but it's really very fun once you get the hang of it, just like Starcraft was. Plus, you could buy a good enough video card for like $20 nowdays, and it would run WC3 fine.

  53. Re:How about moderating players like Slashdot post by Anonymous Coward · · Score: 0

    This brings on an even greater abuse, abusing the moderating system, i.e. creating accounts/getting friends to help raise your main char's rep.

  54. Take my ball and go home. by Telastyn · · Score: 1

    Such things happen in all real life games. People suck, and will continue to suck as long as people exist. Asshats love being asshats, and the only way to avoid them is to "take my ball and go home" [quit the game and play elsewhere].

    This can commonly be done with FPS style games, but MMORPGS suffer from the fact that there -is- nowhere else to play the game as there's commonly only one world.

    In all honesty, I've always avoided paying for MMORPGs [except for puzzle pirates, which promotes a great deal of social pressure by the community on... 'undesirables'] because of this.

  55. easy fix. by geekoid · · Score: 2, Interesting

    Moderation.

    I person from am i.p. can mod a character for one point.
    they can change their moderation of that person to -1, 0 or +1.

    You can only be modded 5 times from the same guild.

    From what I see, there are three ways to handle the results.

    1. base the costs of items on someones mod points.
    2. base the items that drop on someones mod points.
    3. make them hunted by town guards.

    IF it was a few people, you oculd ban them, but it is such a large percentage of suscribers that it wouldn't be cost worthy.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:easy fix. by Anonymous Coward · · Score: 0

      Moderation will never work. It's too easy to grief. On every moderation system you will have people who try and grief the system.

      Slashdot tries to limit moderation griefing by making it so that you have to have been on the site for a year or so, have a good rating by other users, and has a metamoderation process to catch onfair mods. It also limits you to five moderation points and gives them out very sparingly to prevent people from massive abuse.

      Even so, you still have people mod-bombing certain users by moderating any post of theirs down as it's about to become "archived" so that no one can moderate it back up. Once a story becomes archived, the moderations exit the meta-moderation process too (or at least, used to), so mod-bombing is effectively immune to meta-moderation.

      You suggested tieing the moderation abilities to IP. This means that people on dynamic IPs (most dial-up users) can easily moderate more than people with relatively static IPs can. So next you're going to suggest tieing it with accounts, too.

      Well, people who want to abuse the system are more than willing to purchase multiple accounts (or even illegally obtain them). After all, honest people wouldn't abuse the system anyway.

      You also suggested five point limits from a given guild, since presumably you are aware that guilds would be quite likely to punish people they dislike by having all their members moderate them down. Except, of course, they'll simply go to alternate characters or accounts and use those to moderate people down.

      Someone will then probably suggest that you can only moderate people after having been in contact with them for a set period of time. Except, of course, then it will only be a short while for large swarms of people to surround the griefed character for the allotted time.

      And this just covers trying to gang up and moderate someone down unfairly. The next option is, obviously, trying to unfairly moderate your own guildmates (or yourself) up. Again, the griefers will be more than willing to spend money on multiple accounts and use those free dial-up services to get multiple IPs to gain an unfair moderation boost.

      Ultimately, any moderation system is just asking to be abused. The only reason it works well on Slashdot is because people of the one year limit and karma requirements for an account to gain moderation privileges. And even then, griefers still try and abuse the system to silence people they disagree with.

      There's no way you can enforce a one year limit or make people be "in good standing" without effectively preventing the moderation system from being any good. After all, if a griefer is continuously klling the newbies and newbies can't rate, they'll never get downrated...

  56. Re:How about moderating players like Slashdot post by Wylfing · · Score: 1
    I don't know if just anyone should have this power, but back in the day in the MUDding circuit I was part of some MUD teams that set up commentary systems. Immortals would play as if they were regular joes, and if they saw someone doing something irritating or awesome they'd flag those players accordingly. People with bad marks couldn't get help from the gods anymore, and people with good marks could get help or even godly assistance whenever they wanted.

    Now MUDs were not really "massively" multiplayer with only 100 players online. But some of the things we toyed with would still play out, like having dice rolls go poorly for people if they're flagged as griefers. You know, nothing you could put your finger on as a player, but chance would seem to be always against you.

    --
    Our intelligent designer has never created an animal that we couldn't improve by strapping a bomb to it.
  57. Ways of dealing with this in-game by Qzukk · · Score: 2, Informative

    I've put some thought to this kind of stuff going on in games. Here's some of my ideas contrasted with what games actually do:

    1) Religious alignment system (think DandD style with gods/goddesses representing alignments). "Good" players received the protection of their appropriate gods, say protection from corpse looting. "Evil" players received other rewards and protections, but not protection from looting (thus their reign of terror ends when a dozen good characters stand up to them). Changing alignment leads to temporary penalties where nobody wants to protect you. Then, players who play "good" characters can go about their lives with the occasional evil character attack (the rewards for being evil should be good enough to justify it). Evil characters (the pkillers) can spend their time killing each other for the loot. By splitting hairs farther, perhaps Lawful Good characters (who had never attacked another player) would be completely immune to pkilling, which other good players would have to hold their own or hope that they were close enough to town for the town guards to come running.

    Won't fly though, people would flip out at the suggestion of religion ;) You could get around it if you're Star Wars, and implement a version following the Light/Dark side concept of Knights of the Old Republic.

    2) If the world was heavily magical (ie, everyone was a magician and justified this), everyone could be issed a mostly harmless pet familiar. Who would then be capable of growing into a dragon and hosing down any unwanted invitations to a duel with fire. It could be made so that pk could still be possible, but would widen the xp gap needed for griefing considerably to take on a n00b and their dragon at the same time.

    A) Preventing PvP entirely outside of arenas. Easy to implement when everyone is a good guy, but what do you do if you've got a situation where players play on opposing countries/sides/whatever and fighting is expected as part of the story? This path seems to be getting taken a lot by current games.

    B) Doing nothing and letting it happen. This seems to be what the other games do. I wonder if I was the only one who was annoyed by the article's advice of "Ignore them and they will go away"? When I was in elementary school, I was bullied regularly for a year while I tried to "ignore it" until I finally snapped and bloodied the bully's nose. That led to a week of peace followed by the bully's friends holding me down while he taught me not to bother fighting back, followed by more of the usual. Damned if you do, damned if you don't.

    In the end, I think MMO companies will need to come up with creative, true-to-plot solutions to the problem, whether its as simple as a "murderer" flag, or tied to more complex socioeconomic penalties (say, shopkeepers charging you more and more the more bloodthirsty you become, until eventually the same players that you kill are making money off of you by reselling items to you at a hefty markup).

    --
    If I have been able to see further than others, it is because I bought a pair of binoculars.
    1. Re:Ways of dealing with this in-game by basil+montreal · · Score: 1
      1) Religious alignment system (think DandD style with gods/goddesses representing alignments). "Good" players received the protection of their appropriate gods, say protection from corpse looting. "Evil" players received other rewards and protections, but not protection from looting (thus their reign of terror ends when a dozen good characters stand up to them). Changing alignment leads to temporary penalties where nobody wants to protect you. Then, players who play "good" characters can go about their lives with the occasional evil character attack (the rewards for being evil should be good enough to justify it). Evil characters (the pkillers) can spend their time killing each other for the loot. By splitting hairs farther, perhaps Lawful Good characters (who had never attacked another player) would be completely immune to pkilling, which other good players would have to hold their own or hope that they were close enough to town for the town guards to come running. Won't fly though, people would flip out at the suggestion of religion ;) You could get around it if you're Star Wars, and implement a version following the Light/Dark side concept of Knights of the Old Republic. 2) If the world was heavily magical (ie, everyone was a magician and justified this), everyone could be issed a mostly harmless pet familiar. Who would then be capable of growing into a dragon and hosing down any unwanted invitations to a duel with fire. It could be made so that pk could still be possible, but would widen the xp gap needed for griefing considerably to take on a n00b and their dragon at the same time. A) Preventing PvP entirely outside of arenas. Easy to implement when everyone is a good guy, but what do you do if you've got a situation where players play on opposing countries/sides/whatever and fighting is expected as part of the story? This path seems to be getting taken a lot by current games. B) Doing nothing and letting it happen. This seems to be what the other games do. I wonder if I was the only one who was annoyed by the article's advice of "Ignore them and they will go away"? When I was in elementary school, I was bullied regularly for a year while I tried to "ignore it" until I finally snapped and bloodied the bully's nose. That led to a week of peace followed by the bully's friends holding me down while he taught me not to bother fighting back, followed by more of the usual. Damned if you do, damned if you don't. In the end, I think MMO companies will need to come up with creative, true-to-plot solutions to the problem, whether its as simple as a "murderer" flag, or tied to more complex socioeconomic penalties (say, shopkeepers charging you more and more the more bloodthirsty you become, until eventually the same players that you kill are making money off of you by reselling items to you at a hefty markup).


      Many of these ideas simply limit people's ability to do what they want. IMHO, the only way to get a truly free PVP game where griefers cause no problems is to make the environment so challenging that players need to band together to survive. Perfect example (for a game in development): www.shadowpool.com . Shadowpool studios is creating a game with permanent death (think lives in Mario) where the only way players can keep themselves alive is to band together and create settlements. Settlements are going to be the cities and newby zones, but are formed and run like guilds on other games.
    2. Re:Ways of dealing with this in-game by Anonymous Coward · · Score: 0

      Hm, interesting idea, but what will you do when that game gets a city's worth of griefers? They'll just go around and crush any settlement thats just starting.

    3. Re:Ways of dealing with this in-game by Anonymous Coward · · Score: 0

      Also, outside of griefing, how would this game deal with the fact that in every MMO so far, "teamwork" means throwing 20 people at a monster and hoping most of them live, or having a couple of people that do nothing but tank and hope they can heal fast enough? Is the game going to be balanced in such a way that a single person can't take on a given monster and live, while a group of people can take on that monster and everyone can live?

    4. Re:Ways of dealing with this in-game by Anonymous Coward · · Score: 0

      "When I was in elementary school, I was bullied regularly for a year while I tried to "ignore it" until I finally snapped and bloodied the bully's nose. That led to a week of peace followed by the bully's friends holding me down while he taught me not to bother fighting back, followed by more of the usual. Damned if you do, damned if you don't."

      That's when you wait and watch until said bully is alone, beat him black and blue until he starts to cry and beg for mercy. Continue until he thinks he is about to die and then leave him lying in his own pool of blood. He won't bother you again...

      Of course, it takes more than a year of putting up with shit to "snap" that bad. YMMV

    5. Re:Ways of dealing with this in-game by basil+montreal · · Score: 1
      Hm, interesting idea, but what will you do when that game gets a city's worth of griefers? They'll just go around and crush any settlement thats just starting.
      Well, that's war and "war ain't fair". Plus, if they band together as one big griefing settlement, they would quickly lose many trading partners and the resources they need to effectively wage war would be much harder for them to get.
      Also, outside of griefing, how would this game deal with the fact that in every MMO so far, "teamwork" means throwing 20 people at a monster and hoping most of them live, or having a couple of people that do nothing but tank and hope they can heal fast enough? Is the game going to be balanced in such a way that a single person can't take on a given monster and live, while a group of people can take on that monster and everyone can live?
      In ToA, teamwork means building a physical structure to shelter you from the elements, arranging for food (hunting at first, but gradually moving toward farming), and defending your liveliness. As for the monster dynamic, I believe most NPC monsters will be varying levels of pushovers. The real dangerous "monsters" will be the players who choose to play dragons and miraculously manage to survive long enough to be a real menace.
  58. Re:How about moderating players like Slashdot post by Anonymous Coward · · Score: 0

    well, in order to deal with the modbombin you have an "average rating given" modifier.

    Reward those who rate highly with more/stronger mod points and perhaps badges to hand out.

    those who mod 50/50 good and bad recieve nothing special and those whose majority of modding is negative shall be pooneeshed!

    wieght the algorithm so that when you negatively mod someone who is themselves a negative modder but you are good/neutral then you do not have that held against you.

    It would really make you think before you mod someone down if you knew it directly reflected on your ability to mod.

  59. What about a challenge-response PvP system? by Anonymous Coward · · Score: 0

    I'm only familiar with Diablo II, where any little twerp can hit the "hostile" button almost any time they want, which I find really annoying and pointless. In the day when real duels were not so illegal, society would only recognize duels that were mutually agreed upon, anything else was treated as brutal murder and punished accordingly. What's wrong with only allowing PvP when one player requests it and the other agrees? If you challenge me, then you're making yourself vulnerable to my agreeing at the point that's most favorable to me and possibly pouncing on you, but, at least in this case, you clearly asked for it.

  60. Re:newsflash by Concerned+Onlooker · · Score: 1
    Yes, I realize this is OT, but I want to point out the inaccuracy of your sig, just in case someone is foolish enough to believe it.

    I cannot find any document that states AI ever pushed for a cease fire between the CPN and the government. I did, however, find this:

    Imperialist politicians and intelligence agencies, parroted by their media, repeatedly attempt to portray the Maoists of Nepal as "terrorists". But facts on the ground show just who are the real "terrorists". Human rights groups like Amnesty International that tend to oppose revolutionary and reactionary violence alike are not known for sympathizing with armed insurrections like that in Nepal. Yet report after report from these groups show an incontrovertible truth: that the waves of violence inflicted on the masses come from one side - the reactionary state. The latest report from Amnesty International (October 2003) documents hundreds of cases where the RNA has "disappeared" people, many of whom are thought to have been killed in custody. Thousands have been the victims of "arbitrary arrests and detentions", often under laws that Amnesty describes as "in clear breach of the Constitution, as well as international treaties to which Nepal is a state party". One typical procedure used by the police is to arrest people under the Terrorism Act for the maximum allowable 90 days, release them and then before they can even leave the jail area re-arrest them again! Amnesty reports that of 1,000 people detained under the Terrorist and Disruptive Activities Ordinance enacted in April 2002, not a single person has ever been presented to a judicial authority. At the same time, the report acknowledges that "support for the ideologies expressed by the CPN(M) has surfaced from the most economically and socially deprived areas of Nepal". (Amnesty International, "Widespread -disappearances' in the context of armed conflict", AI Index: ASA 31/045/2003)
    (take from here, a pro CPN site. Which I think gives credence to the second sentence.)

    Amnesty International's official stance is to take no sides and simply to oppose human rights abuses wherever they occur. That includes rebels as well as governments. You seem to have some problem with that, which makes me curious. Usually people who don't want to be held accountable for human rights abuses are the ones who hate human rights groups the most.

    --
    http://www.rootstrikers.org/
  61. Don't play their game. by forgotten_my_nick · · Score: 2, Interesting

    I always fought greifers in game the way you should. Don't give them a response.

    Seriously, 99% of griefers jollys are from provoking a response.

    When playing Neocron I had the misfortune to get ganked by a couple of muppets. Now in NC when you die high level damage gives you XP (or used to). So rather then whack rats for the next hour or so I respawned (genrep) back to them and let them kill me again, and again, and again.

    After about 5 minutes they stopped when they realised they were wasting ammo on me for no loot. I got called various names and told to "fight fair" (they were 30 levels above me). At that point they got annoyed and tried to leave the area only to be gunned down by the cops as they were now a criminal for killing me so often. I picked up their nice custom built gattling cannon (4 slots) from their corpse. This was back when you dropped an item instead of a belt.

    Similar incidents in UO. Myself and others got annoyed by a PK'er who liked to come in and kill newbies. So my friends dressed up as shepard NPC's and did the NPC shuffle, while I acted all newbish. Once he started to attack me they ganked him and looted him.

  62. Idiots who ruin the game by phorm · · Score: 1

    I'm still a regular player of Warcraft III, amongst other games. I've regularly encountered players that tend to run off at the mouth way too much, usually after their own poor playing brings their team down.

    What's really disconcerting is such remarks are often directed at team members. It's much easier to blame another as being a "stupid f***ing lamer noob" than accept their own lack of ability. I can take the crap from my opponents, but the game becomes moot when Mr. Lvl5 starts insulting my gameplay (as somebody more than 3x his experience level) constantly. You end up squelching your ally, which means you might as well just quit because then you can't coordinate a proper effort.

    It's the sad day we've all expected, when gaming became mainstream enough that all the average jerks have wandered in (as opposed to just the geeky jerks, of which there were less in gameplay). I for one would commend a moderation system. Perhaps after each game of war3 you could moderate the players quickly. Enemy moderations rated at 1/3 the power of team-moderations, and perhaps it could ignore those who constantly undermoderate other players (particularly the enemy). I think that there are still enough respectable players who enjoy a good game - win or lose - that such a system would work. Modding the trolls into oblivion would ensure that they could be blocked from games of those who really are there to play, and since accounts can be tied to CD-keys well....

    1. Re:Idiots who ruin the game by king-manic · · Score: 1

      I play war 3 a bit. levels mean nothing, some lvl 1 players are good players restarting or playing a different game type. I'm lvl 28 and #27 us west for 2v2 in war 3 roc. When I play 1v1 or rt games higher level players try to tell me what to do because I'm lvl 1. I will work with them to get a attack on but i'm sure I know more about war 3 then most of them.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  63. as a company that hosts game servers..... by Anonymous Coward · · Score: 0

    Along with plenty of my own game servers as well. The ONLY way to stop it, perm bans. Griefers....well, if they hurt a companies bottom line by chasing off players, why then, are they allowed to continue to play? You set a limit "let see, you had 5 support calls against you. Sorry, you're off the system." Wow, that's hard isn't it? If they are kicked off your system...for any reason, they can't be allowed back. I can't tell you how many times I've had people come back to me "oh, I wasn't teamkilling on your server". Well, guess what...jaggoff, you TKed me tell your BS to someone else, you're not welcome on MY servers.

    I run a multi-purpose shop which includes ISP services. If someone is caught spamming, hacking, or anything of that nature, they get one warning. Next time their service is suspended. You can't allow people to get away with things with impunity. The phrase "give them an inch..." springs to mind. It's human nature to push the limits.

    And people wonder why I don't like MMORPGs. You have to buy the game, and if you don't like the way the server(s) are maintained you're out. No single player to fall back on, you can't even play on your own servers.

    If there's one thing I've learned in life, multi-billion dollar corperations could care less about your satisfaction. Take Comcast, SBC, and Verizon for example. How often do you have problems with one of those companies, but yet you still use their services? Comcast cable TV and internet, constant problems and getting the problem(s) fixed is like trying to lift a 20ton truck with your scrotum. Same goes with SBC and verizon. Don't even get me started on them, or for that matter any other corp. Their end all is to return money for their investors. If you happen to be happy along the way, great. If not, what does it bother them? It's not like you have too many other options because they fight letting others use their infrastructure.

    Ok, that turned into a rant a little bit, but it drives me nuts that so many sheep just blindly follow "I want DSL, but SBC is the only company that provides it." Idiots, there's better companies out there that can provide you internet service that just don't have multimillion dollar advertising budgets so they CAN be on TV. Do a little research. If you're unhappy with something, DON'T GIVE THEM MONEY! *ring ring* "Mister Kettle, it's Mister Pot on line 2"

    companies complaining about "bad users" ruining their profits but they don't punish them. Hmmm, I say the people that are paying those companies should be punishing the companies if they don't offer good service and support....ALL companies.

  64. Guild Wars... by Anonymous Coward · · Score: 0

    ... has semi-solved this problem, by making everything team-based (those who played pvp in the world event know what I'm talking about), because, then it makes it near impossible for 1/2 people to annihlate the team, and it is alot rarer that you will accaulty see a whole team of Greifers.

    But has added the ability for a Griefer to join a team and deliberatley leading fat creeps/players back and other mischevious acts, but it usually gets him slaughtered instead.

  65. possible solution by WormholeFiend · · Score: 4, Interesting

    They should have a special item only available to newbies.

    The Dynamite Belt.

    If you're being grief'ed, detonate. Only works if you're being attacked/looted by someone N levels above your own and/or several players with a combined level of N. Does not work if you attacked first.

    Everyone involved is killed and loses all virtual possessions, respawns totally naked.

    1. Re:possible solution by Anonymous Coward · · Score: 1, Funny

      Why not just call it "The Jihad Belt" and add in a loud "FOR ALLAH!" sound effect when it goes off?

    2. Re:possible solution by Anonymous Coward · · Score: 0

      Did ya get the ideal from sucide bombers? Can't win with normal methods... blow your self up =)

    3. Re:possible solution by Anonymous Coward · · Score: 0

      That would work until the griefer gets the belt and starts attacking high level players.

      Dealing with Griefers is a two edged sword.

    4. Re:possible solution by Anonymous Coward · · Score: 0

      He actually said that it wouldn't work if the newbie/griefer attacked first. (sigh)

    5. Re:possible solution by Anonymous Coward · · Score: 0

      So instead of attacking, the newb just taunts the victim into striking first, so that they can then set off their little bomb?

  66. Loot whores... by agtorange · · Score: 1

    Someone stole my holocron, +3 Mace, Robe of OWNAGE.

  67. There are malicious people in real life by Anonymous Coward · · Score: 0

    and there are malicious people in games. Try to remove or inhibit them in the game and you have a stupid, boring game, like most MMORPGs 'CmdrTaco is a pedophile' with artificial PvP restrictions.

  68. SWG by john_anderson_ii · · Score: 3, Interesting

    I really like the thought Star Wars Galaxies put into their PvP system. It eliminates almost all "griefing"

    Basically, the system works like this:

    No other player can just haul off and attack you, there are criteria that must be met before you can be attacked. Basically, if you are a member of a civil war faction ("Rebel" or "Imperial") and have listed yourself as "overt" you can be attacked by "overt" members of the opposite faction. If "covert" members of the opposite faction are traveling with an "overt", they can attack you once the "overt" guy does. Once the "coverts" traveling with the "overt" attack, they are fair game to you. All "overt" members of any faction are fair game to any "overt" member of the opposite faction at any time.

    Another way is through one on one, or one on many duels. In order to duel, you must be challenged and accept, or challenge and have your challenge accepted. Either way, both players know it's coming.

    Finally is a guild war. If your guild is at war with another guild you are always fair game to them, and they are always fair game to you, regardless of overtness or faction. This requires your guild master to "challenge" another guild and for that guild to recriprocate.

    These measures really do a lot to ensure that newbies are killed off, and that high level jedi aren't just walking around killing whoever they please. You are never at risk of PvP combat unless you take active measures to put yourself at that risk on purpose.

    Of course there are scenarios where a few overt rebel lure a few overt imps into a fight, then group up with a whole lot of covert rebels to gang up on and beat the shit out of the imps, but we call that tactics, not cheating. If the imps weren't looking for a fight, they wouldn't have been overt in the first place.

    --
    Be Safe! Sleep with a Marine. Semper Fi!
    1. Re:SWG by Feanturi · · Score: 1

      I was performing my Doctor duties and giving buffs one day, when someone approached and tried to group with me. This is common, as someone would occasionally need to be killed and rezed to lose their buffs so they could get new fresh ones. (this is before publish 7) They need to be in a group with a Doc to get rezzed, so without thinking, I joined the group. Well it turned out this guy was a Squad Leader, and no sooner had I joined I was suddenly incapacitated, as he did a Squad Leader special move that draws from the whole party to do something-or-other.. He had about 10 people grouped, and group-tell was filled with, "What the hell was that?" and "Hey I'm dead what's going on? What are you doing?"

      The guy continued to run around, bringing people into the group and zapping them with this ability. My mind stat was accumulating wound damage, which was annoying because I'd have to go to the cantina for awhile before getting back to business, once I got free of this jerk. My incapacitated body was being dragged all around the Coronet starport as he took several more victims. I got out of the group, and was able to get up, and /reported him, not that it mattered because he certainly knew he'd be in deep shit, and was probably quitting anyway, just going out with a bang.

      Anyhow, you don't have to be signed up for PvP to get griefed. Someone will always find a way...

      On Starsider we had this crazy side-show, Ichben Einberlinner, an obese old bald man who danced in underwear and a stormtrooper helmet, at the Coronet starport, all freakin day, every day. It was kinda gross, and many felt it detracted from the game. He would spout some kind of message about trying to bring peace to the galaxy or whatever rot, I don't know he changed it up every so often. He was always asking for money too. But despite complaints, he stayed there for a rather long time. I think he finally just got bored, how could you not? But there's no telling what floats their boat...

    2. Re:SWG by Firethorn · · Score: 1

      On Starsider we had this crazy side-show, Ichben Einberlinner, an obese old bald man who danced in underwear and a stormtrooper helmet, at the Coronet starport, all freakin day, every day. It was kinda gross, and many felt it detracted from the game.

      They didn't have a public decency law there?

      On the other hand, have you ever seen a religious nut spouting his stuff in RL?

      --
      I don't read AC A human right
  69. Devil's Advocate by travdaddy · · Score: 1

    Allow me to play Devil's Advocate:

    Newbs have to pay their dues before they can get good. It's better that your Level 1 character gets killed for some stupid reason than your Level 20 character.

    Maybe it's the whiny players that are the threat to Player vs. Player games? They are the ones making all the support calls.

    I haven't played much MMOGs so I'm sure there are some very reasonable answers.

    --
    Adidas To Bring Back Sneakernet
    1. Re:Devil's Advocate by Fareq · · Score: 1

      And when somebody robs your house, how about the cops throw *you* in jail for the rest of your life because you cost us all money by making a 911 (support) call

  70. or by geekoid · · Score: 2, Insightful

    only allow people within a 2 levels of each other PVP.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  71. Re:75% fresh meat? by OverflowingBitBucket · · Score: 1

    If I was a Griefer, I would probably be annoyed that I was being shut down by an in-game system I was paying real-life cash for. A few loud, public complaints of "Why should I pay for a system that screws me? I'm taking my allmightly dollah somewhere else!" and most corporations will bend and let them continue to Grief.

    Quite true. But since Griefers tend to chase away a lot of players (particularly new ones), wouldn't it be best to refund their money, say "it's been great, don't ever come back", and perhaps buy them a subscription for a competitors online service? ;) I'm sure that once word got out that Griefers were being barred from play, furious new and established players would beat you senseless... with large stacks of cash for subscription fees.

  72. please don't water down onlines games... by category_five · · Score: 1

    Stealing murdering and cheating, slandering backstabbing and insulting; these are the bread and butter of any good story. What would Star Wars have been without a sinister lying backstabbing Vader to vanquish? What kind of story would the Indiana Jones movies have been without the evil Nazi presence? Even in Greek and Roman mythology the gods competed and backstabbed each other. Without conflict these stories are not worth telling, and without real conflict MMO's are not worth playing.

    Why play a game and experience this conflict in the third person, through washed out scripted plots (quests) where you play a peripheral third party role when you can experience it in the first person and actually be a part of the plot. Sure everyone hates a griefer who steals people's loot and kills player characters over and over again. But everyone loves to team up on a griefer and kill him. I recall a story about original UO pvp that I read on the SWG forums. There was a particularly nasty guild of greifers that were terrorizing the server. Their victims teamed up together and killed one of the griefers by using a mob of low level characters and stole his house key. In that characters house they found the keys to every house the guild owned and stole every item they had. It was an aboslute victory for the good guys. This battle is -legendary- in MMO history and has all the ingredients people are trying to take out of MMOG's; stealing, murdering, griefing, and player killing.

    Would you rather do the same quest that 200,000 other people have done, including finding the spoiler online and doing step A, step B, step, C, rinse, repeat, etc, on to infinity, or would you rather contribute to the unique history of your game; creating legends that people will talk about for months or years to come.

    1. Re:please don't water down onlines games... by Anonymous Coward · · Score: 0

      Game rules rarely allow for the such, they are never dynamic enough, and enforce a static enviroment, one of the greatest downfalls of current mmos (imo).

    2. Re:please don't water down onlines games... by prockcore · · Score: 1

      Stealing murdering and cheating, slandering backstabbing and insulting; these are the bread and butter of any good story.

      Yeah, but there should be consequences for doing that. PvP is fine as long as there are real consequences for killing someone.

      If you're caught you definitely should lose anything you looted, and maybe you've got a bounty on your head.

      Make being a criminal have some real drawbacks, like constant fear of being caught or lynched.

    3. Re:please don't water down onlines games... by Anonymous Coward · · Score: 0

      "creating legends that people will talk about for months or years to come."

      More like days, assuming more than a dozen players even know about it happening or witnessed it.

  73. Doesn't work by phorm · · Score: 1

    So what happens when the Lvl20 guy takes on the lvl30 and loses? By that estimation the lvl30 would lose exp because he toasted the lvl20. You do get players of lower levels that are idiots and think they can take out somebody too high for them... and it's sometimes hard to tell who initiated the combat.

    Now, just making experience based on a comparison of levels would make sense. You gain more for the bigger kill (think of Warcraft III where your hero levels better for more experienced opponents). It also encourages group tactics. Maybe Mr. lvl15 can't take out that annoying lvl20 mage, but a bunch of lvl15's could and split the profit :-)

    That helps the problem of those picking on lesser opponents for exp, but not the ones who are just being assholes. Perhaps something wherein you cannot kill a person for X time after he/she respawns (until that person attacks or is attacked by an NPC perhaps), or a penalty for killing a recent-respawn who hasn't attacked would apply in that case. A penalty system based entirely on levels is a bit broad, but there are others ways to do it that might.

    1. Re:Doesn't work by FreeUser · · Score: 1

      So what happens when the Lvl20 guy takes on the lvl30 and loses?

      Have the penalty affect only the *aggressor,* defined as he who throws the first (punch/knife/grenade/bullet/spell). In fact, I'd say a lvl30 character who kills a lvl20 character that attacked him in hopes of winning the lottery ought to be awarded extra points, for actions amounting to a community service in killing the uppity lvl20.

      OTOH, if the lvl30 attacks the lvl20, I'd say he deserves to be demoted to lvl20 upon attacking, where he will stay whether he wins or dies. This makes the combat fair, and the punishment built in to the combat scenerio itself. (i.e. he wins and is level 20 plus plunder, down 10 levels, or he loses and is level 20, down 10 levels, and needs a good resurrection spell).

      --
      The Future of Human Evolution: Autonomy
    2. Re:Doesn't work by Kesh · · Score: 1
      So, let me get this straight... it's a PvP area, and some lvl20 is harassing a lvl30. Generally being an idiot, interrupting his attempts to play or chat. Finally, lvl30 whaps the guy, or the guy runs into the area-affect of his fireball... and lvl30 gets a demotion for it.



      Can you imagine how many idiots would create a lvl1 character solely for the purpose of harassing high-level characters to "punish" them for what they did to his real character?

    3. Re:Doesn't work by phorm · · Score: 1

      What if the lvl20 attacks and misses? Should it be determined by who attacked within a certain range? What if the lvl30 was following the lvl20 until he attacked first?

    4. Re:Doesn't work by Anonymous Coward · · Score: 0

      So what happens when the Lvl20 guy takes on the lvl30 and loses? By that estimation the lvl30 would lose exp because he toasted the lvl20. You do get players of lower levels that are idiots and think they can take out somebody too high for them... and it's sometimes hard to tell who initiated the combat.

      Hard to tell who initiated the combat? Uh... hello? Computers.

      We are not talking kids with toy guns here. "Bang bang! You're dead!" "AM NOT!" "ARE TOO!" "AM NOT! You MISSED me!" "I did NOT MISS!"

      We're talking server based games here. The server knows who attacked first. The server is always right.

  74. You miss the point... by Sturm0001 · · Score: 1

    Punkbuster is installed with the game, it is part of the game software. You already have Punkbuster installed. http://www.evenbalance.com Yes, Punkbuster is indeed sending local info to EvenBalance headquarters. It is trusted spyware. Punkbuster retrieves game settings, game configurations, names of programs running in memory, and even filenames stored on disk. That said, all installed software is trusted software. Evenbalance has been trustworthy so far. Punkbuster is a good first step in weeding out the undesirable element in the gaming world, since these are the folks attracted to cheats. The more significant second step is administration of game servers. Admins can ban any player for any reason from the servers they control. Most admins are proud of their service and attempt to keep the riff-raff out as much as possible. Internet anonymousness remains the real problem.

  75. Known Griefing clan.. by Anonymous Coward · · Score: 0

    Myg0t www.myg0t.com ohhhh, I've been waiting for an excuse to slashdot these guys.

  76. Community often has to take care of itself by DiveX · · Score: 1

    The people that do this kind of behavior often have the same personality traits in real life, though the anonymous nature of the net often brings it out more. If particular players are becoming real jerks, then they can be taken down by using their own techniques and illict behavior against them.

    For example take some player called Ceciliantas. Apparently this person has been a jerk to the entire community in several online games. So recently he was caught in a cyber sex session in EQ2 with a character he thought was a female that turned out to be a male. the whole thing was a setup with the entire session and chat log archived and then posted to a discussion forum (http://www.eq2permafrost.com/forum/viewtopic.php? t=216&postdays=0&postorder=asc&start=0 the forum has been down several times aready due to server load {especially after being posted on Fark}, so please be kind). To show the mentality of thses cretins, this person first lied (and continues to do so) and then made baseless legal threats against everyone. This isn't quite as big as the 'Star Wars Kid', but is still very widespread now. Heck, there is name an urban dictionary entry for the act of being caught cybering (http://www.urbandictionary.com/confirm.php/956579 /4130c4cec1/ack).

    It is just really pathetic to see how people conduct themselves, and this Cecil character is a prime example of the kind of person that the community needs to be rid of.
    http://www.thedauntless.com/cecil.html

    --
    Cave, wreck, and deep diver.
    1. Re:Community often has to take care of itself by Dachannien · · Score: 1

      Mod parent as flamebait, please, as obviously the flame boards for this guy's EQ2 server are not nearly prominent enough to make him happy and he feels he needs to take over /. with his flames.

  77. Re:How about moderating players like Slashdot post by geekoid · · Score: 3, Funny

    " If word got out we would have taken a lot of flak, I sure."

    yeah, but only by people in red shirts...

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  78. Jury duty by phorm · · Score: 1

    How about an option to be available for jury duty? If you're online, a popup will herald your ability to take a case and you'll be TP'ed to the courthouse. A review of an incident could be replayed and the participants judged guilty or not and penalties applied. The jurors could get a minor payment, or perhaps part of the penalties.

    Once you're done, step back into the teleporter and resume play. Just hope you don't get deadlocked into the "virtual OJ trial."

    1. Re:Jury duty by Anonymous Coward · · Score: 0

      Isn't real life jury duty bad enough?

    2. Re:Jury duty by techno-vampire · · Score: 1
      The jurors could get a minor payment, or perhaps part of the penalties.

      Flat fee only, dependant on the time spent. Giving the jurors part of the penalties encourages them to vote guilty whether deserved or not.

      --
      Good, inexpensive web hosting
    3. Re:Jury duty by Firethorn · · Score: 1

      Agree. Also, I'd go for higher level, longer term players for the more serious "crimes".

      Also, use logging if possible. Maybe a sort of virtual "video footage".

      --
      I don't read AC A human right
  79. Sounds like my clan... by CaptSnuffy · · Score: 1

    I have a gaming clan called JS that is sort of based around this concept of not playing the game the way it was intended to be played. We're only for FPS games. We commit mass suicides and "dance" even if people get pissed off. We aren't really trying to ruin the game, we just like having fun. Turns out many other people share our joy in misbehaving, we already have had several servers and a ton of members. We aren't mean like the no-famos myg0t clan, but we don't always play the game. It's not like we exclusively don't play it right, we also have active competitive playing and game modding. It's just that people like to see what they can do to have a good time within the game world.

  80. What about this?... by HeighYew · · Score: 2, Interesting


    In games like Everquest or UO, have some sort of "hero calling" device.

    Once a character reaches a certain level, they can choose to be available to be called upon to aid newbies and they would receive a "pager". Newbies, on the other hand start the game with a "distress signal" device that disappears after they reach a certain level (or they've abused it). This device would allow the newbie to send a general call for aid with a short message. Hero's can check their pager periodically to see if there is the need for a hero. If there is, the hero can "teleport" to where the newbie is by himself, or bring others to aid him, using the pager. Maybe the distress signal would have a limited number of charges, or be usable only a limited number of times per day, or something like that.

    Heros would benefit by getting increased shots at experience or battle or whatever, plus they'd get some kind of item that would mark them as a hero that they could display. Newbies would have the possibility of a big brother (or sister) to come kick the snot out of griefers. Griefers might think twice before jumping newbies.

    It'd probably be hell to code, but it might be worth it.

    As far as FPSs, that's a whole different ball of wax. :)

    --
    There are 10 kinds of people in the world, those who understand binary and those who don't...what about the other 8?
    1. Re:What about this?... by jacobhoupt · · Score: 0

      Most well-evolved MUDs have this in a form called Avatars or something similar. And a pray channel. Newbies pray and a LVL X player who has proven themself helpful can respond. Using that format and a decent training zone with well-written help files, MUDs are a lot easier to get into nowadays than they were say...6-10 yrs ago

      --
      -- the only good thing the French ever did was two chicks at one time
  81. Re:How about moderating players like Slashdot post by Zonk · · Score: 1

    Player accountability is something that older MMOG players have wanted for a very, very long time.

    I wrote about it a while back. The ideal situation would be for a third party company to create a database where you could have a persistent identity across games. This idendity tag would follow you on all characters made across all games, ensuring that any stupidity on your part had actual repercussions in future online meetings. It would be a boon as well, because much like Ebay feedback good social and or adventuring interactions would be rewarded.

  82. They do it because there are no reprecusions. by khasim · · Score: 4, Interesting
    If a persons out there killing/hurrassing people just because they can, I'd have they account canceled, their IP adress and CC banned, and their toon publically exicuted before the other players.
    The problem is that the online game industry has not yet figured out a way to implement effective reprecusions for anti-social acts.

    When death isn't permanent and you can always abandon an old account and start a brand new character ...

    The easiest solution I see to this is to limit players to one character, per account, per credit card. If you character does something that would result in jail time in the real world, then jail the character in the game and don't let the player just abandon it and start a new character without getting a new credit card.

    I don't see the game designers actually thinking about what the game citizens would logically do if they had to live in a world like that game.
    1. Re:They do it because there are no reprecusions. by superpulpsicle · · Score: 1

      This is how I rank the list from worst being number 1. The industry has no answer. I don't care how much you pay monthly.

      1.) Cheaters

      2.) TKers

      3.) Griefers

      4.) Bleeders

      5.) Idler / Laggers

      6.) Script Modders (people who modify scripts to do ridiculous things at the press of a single button. Example: duck, shoot, reload.)

      8.) Recruiters

      9.) Spammers

      10.) Racist offensive players

    2. Re:They do it because there are no reprecusions. by fake_name · · Score: 1

      [i]The easiest solution I see to this is to limit players to one character, per account, per credit card.[/i]

      I've got multiple credit cards, so I guess i'm allowed to abuse newbies. :-)

    3. Re:They do it because there are no reprecusions. by Anonymous Coward · · Score: 0

      I've thought about that, but that solution is too restrictive in any game except FF11 where you can change classes.

      Another solution would be to place all of a player's characters in the same family/guild. And if any one character misbehaved, then the entire family/guild would lose respect.

    4. Re:They do it because there are no reprecusions. by GTRacer · · Score: 1
      Help me out here - I don't play online but want to understand:

      1 - OK
      2 - OK
      3 - PKers what kill non-team members, right?
      4 - Lost me!
      5 - Have a guess but please clarify
      6 - Scripting using in-game tools or external?
      7 - Where's #7?
      8 - Recruiters for what, clans/guilds/etc.?
      9 - OK
      10 - OK

      Thanks!

      GTRacer
      - Alphabet Soup

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
    5. Re:They do it because there are no reprecusions. by JudgeFurious · · Score: 4, Interesting

      I love that idea and think you're on to something.

      If your typical antisocial player is of legal age and wants to go to the trouble of opening a new charge account once he or she is out of their existing credit cards then that makes it an additional pain in the ass. Sooner or later they're going to run out of options and simply be out of the game.

      Hopefully they're so into trying to screw people's game up that they keep applying for new credit cards and closing old ones in order to keep doing it. Eventually they've got so many inquiries on the credit record that they can't get credit anywhere and the interest rate on the cards they do have goes up.

      In the case of a juvenile turd they're going to have to keep asking mom and dad for a different card number and copy of the game which might lead to a phone call from the annoyed parent to the people in charge asking why the game they paid so much money for their kid to play has banned him. Then they get to learn that their kids an asshole who doesn't play well with others and they can take it from there if they're so inclined.

      --
      Appended to the end of comments you post. 120 chars.
    6. Re:They do it because there are no reprecusions. by Anonymous Coward · · Score: 0
      If you character does something that would result in jail time in the real world, then jail the character in the game and don't let the player just abandon it...
      I love reading slashdot for the inane comments, but sometimes they're just too much. Jail in the real world you say? Personally I would think that this might detract from EVERY SINGLE VIDEO GAME EVER whose point is to kill or harm someone or something. Additionally, I'm not familiar with the real world laws regarding spawn camping.

      But yeah, this definitely paves the way for some really awesome Seasame Street MMOG's
    7. Re:They do it because there are no reprecusions. by Anonymous Coward · · Score: 0
      He said jail the character in the game for griefing someone.


      Jail in the game != jail in the real world.


      As for the point of EVERY SINGLE VIDEO GAME EVER, the point in MMO's is not to one-hit gank lvl 3 new players with your lvl 60 over and over so they can't do anything but get killed over and over.

    8. Re:They do it because there are no reprecusions. by Anonymous Coward · · Score: 1, Insightful

      Yah, right! A company is going to limit me to making only one purchase from them on my credit card, because they really don't want more of my money. Yah!

    9. Re:They do it because there are no reprecusions. by murdocj · · Score: 1

      This may be apocryphal, but I heard that if you pissed off the GMs in EQ enough, they could lock your character in a padded cell for a week. And that was a week of GAME time, not real time.

    10. Re:They do it because there are no reprecusions. by NeoSkandranon · · Score: 1

      3. Griefers are scum who have nothing better to do than pick a mark and harass and/or repeatedly PK said character at random until he or she logs off in frustration, at which point another mark is chosen.

      4. Not sure on this one my self

      5. Theres a diff between idling and lagging...99% of the "lag" in an MMO is caused by the server choking on something, not by connection lag...it's not latency intensive at all really. Idling is a hassle just cause it makes the server more crowded and keeps players from bein able to log on. Not so much an issue lately as most games auto kick you after a certain time idle

      8. Yeah, clans, guilds, etc. I say tough cookies to that, guilds are an inseparable part of MMO games now; get used to it. there is an /ignore command for a reason, use it.

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    11. Re:They do it because there are no reprecusions. by karstux · · Score: 2, Interesting

      Overall, it might be even profitable for the company, too. For example, imagine that your average powergriefer will own three accounts. But he'll drive away 5 newbies and cause a couple of vets to quit.

      The company would have been richer if they'd banned the griefer...

      --
      Don't whistle while you're pissing.
    12. Re:They do it because there are no reprecusions. by jschottm · · Score: 2, Interesting

      The easiest solution I see to this is to limit players to one character, per account, per credit card.

      It's a nice idea, but replace it with billing name and mailing address rather than CC number - most big CC companies let you generate new numbers at will for online purchases.

    13. Re:They do it because there are no reprecusions. by Firethorn · · Score: 1

      Problem with this is that they can simply log in and let the character sit. I had an idea where you'd have to do the equivalent of breaking so many rocks. Make it so that it's hard to script for, and you'd really annoy the miscreant.

      --
      I don't read AC A human right
    14. Re:They do it because there are no reprecusions. by Louis+Guerin · · Score: 1

      A really good game designer could make it just like real prison. More crime in than out. An economy based on contraband, violence and sexual favours. How you behave in prison and what happens to you determines how your life is when you get back out, etc.

      Every problem has an elegant, non-intrusive in-game solution; it's just a matter of developing what would logically and normally happen as a result of that given problem.

      L

    15. Re:They do it because there are no reprecusions. by Kuroki · · Score: 1

      The underlying problem is that griefers aren't there to play the game. A griefer's goal is to change the game experience from the developer's design into the griefer's design.

      If most people respond in kind or change the rules to outlaw the behavior, then the griefer becomes the driving force of the game because they get to set the rules. If most are ignoring the behavior or quitting because they can't change or match it, then the griefer could continue or escalate the behavior until they win the game(cf. Cheating). Unfortunately, griefers must be removed from a game if you want to keep it intact.

      It's a matter of discipline on the company's part. It boils down to either losing some money now, or a lot of money later.

    16. Re:They do it because there are no reprecusions. by superpulpsicle · · Score: 1

      Bleeders are people who damage you 99%, leaving you with 1% health so someone else can finish you off.

      Yeah I did leave out 7.

  83. The America's Army solution by Animats · · Score: 1
    America's Army has their own solution:
    • Also, just as is the case with the Army, the game has a firm grounding in values. For example, the game establishes rules for engagement and imposes significant penalties for violations of these rules. Players who violate these rules or who engage in activities such as team killings, can find themselves in a virtual representation of the Army's jail at Fort Leavenworth or thrown out of the game.
    So there.
  84. Re:How about moderating players like Slashdot post by jayhawk88 · · Score: 1

    Supposedly World of Warcraft is going to implement something like this via an "Honor System", where players who gank other players many levels below them eventually develop a bad reputation, leading to increased prices at vendors and such. I know it was planned but not implemented at launch, whether they are still on track to do this is currently up in the air I believe.

  85. Virtual Lord of the Flies by EXTomar · · Score: 4, Insightful

    The main reason why grief exists in these games mostly hinges on human nature. The aspect of humanity that really resents being on the short end of the domination chain. This was explored in Lord of the Flies. When the kids come to realize that there is no authority to enforce the cordial rules things go south.

    Players who realize that the only real thing at risk is their free time and money will feel a rush from doing questionable things. Their computer becomes their cloak of anonomity. Without some sort of "penality" for being a jerk there is little incentive for some to avoid being jerks. Often times the administrators are overwhelmed or powerless to make rulings let alone enforce penalities so players are left to police themselves.

    Games that have large social structures like "guilds" tend to gravitate towards a more stable setup because "player enforced penalities" start to come into play. When leaders start worrying about their group being left out (everyone agrees GuildA55 are jerks and therefore will not share events with them) they are far more likely to be nice and seek comprise than to try and grief and punish everyone against them. Situations like these probably mimic some early human societies and social structures.

    Once again technology and MMOGs have shown an interesting side of humanity. I'm sure that there are socialogy majors who could make some interesting thesis out of observed behavior in these virtual worlds.

    1. Re:Virtual Lord of the Flies by HaloZero · · Score: 1
      --
      Informatus Technologicus
  86. Re:In a well designed game griefing is not a probl by Anonymous Coward · · Score: 2, Interesting

    Friendly fire versus teamkilling. When servers on, say, counterstrike turn on ff, they are not saying "well, go for it, teamkilling is a-ok with us." The point of it is to make you be careful about what you are shooting and where you throw that grenade, because this adds realism and difficulty to the game. It is ignorant to say that "if an action is allowed it is a legitimate part of the game" because even though teamkilling is possible when friendly fire is turned on, it is absolutely not acceptable to purposely kill your teammates.

  87. Or have a "challenge" system in place. by khasim · · Score: 1

    Sir Killzalot has challenged you to a duel. Do you accept. [y/N]

  88. or like... by BayBlade · · Score: 1
    http://www.notacult.com/fansythefamous.htm

    Of course here, its the greifer I wind up taking a like to.

    --

    The key difference between a Programmer and a Senior Programmer is that one of them is Mexican.

  89. Why bring cops into it? by Weaselmancer · · Score: 1

    ...even virtual cops?

    Why not copy other online communities...like eBay? Give any player a way to log a grievance against another player. Feedback. When a player begins to rack up complaints, that's when they get taken to the virtual woodshed for a talking to.

    It's not perfect (think Slashdot moderation), but it would probably help in a large variety of noob bashing cases.

    --
    Weaselmancer
    rediculous.
    1. Re:Why bring cops into it? by Jarnis · · Score: 1

      It already works like that.

      You /petition or /appeal or whatever, complaining to the customer service of the game. Single appeal complaining about a jerk will most likely be just noted. Repeated ones on same account will most likely warrant attention of the customer service.

      And once he's been 'moderated' down enough times, and a rep witnesses (or pulls logs) documenting yet another blatant case of abuse, the troublemaker usually is gone.

      Problem is, currently this procedure costs money to the MMO company (salaries of CSRs), so they tend to ignore troublemakers until the problem is so large that they risk losing multiple 'good' paying subscribers over the antisocial jerk. At that point it becomes a financially sensible move to ban the loser.

    2. Re:Why bring cops into it? by Anonymous Coward · · Score: 0

      Cool! Now all I need is a dozen or two thuggish friends willing to BS negative feedback, and I can bitchslap anyone that stands in my way!

  90. Other Side by Anonymous Coward · · Score: 0

    I play a lot of MMO's. Although I personally don't grief, I prefer unrestricted PvP. It adds a sense of realism, tension, excitement, politics, and fun for me that I simply would never get in a game with no human interaction other than chat.

    The griefers in a sense add to my enjoyment and motivation to play. So what, they're 20 levels over me, it keeps me on my toes and if I'm paying attention it can be a huge rush to narrowly escape death by hiding behind a tree or pull of a crazy maneuver to get to a safe area.

    You may not be able to get together a part to kill them now, but once you reach a higher level you can band together with others like you and wreak havoc. And you aren't 100% anonymous in big MMO's, those who are known as griefers or lamers eventually become outcasts.

  91. griefing n00bs at the University by Anonymous Coward · · Score: 0

    John Suler, a psychologist at Rider University in Lawrenceville, N.J., has studied deviant behavior in online game communities and found that griefers fall into two basic camps. nice job! how the hell did he get the grant? I want a copy of the proposal. I wonder what his Office Hours are like.

  92. Re:Confessions of a griefer by category_five · · Score: 1

    Long live Sullon Zek! oh wait nevermind...

  93. Why not just make a game built for griefers? by Anonymous Coward · · Score: 0

    Players can't complain when the goal of the game is to grief.

  94. Griefing only requires a lack of a life. by khasim · · Score: 1
    I was an EQ1 griefer. Griefing takes intelligence, ingenuity, style and thought. Griefing also helps the game IMO making it more challenging and pointing out the flaws in design. If it weren't for griefing, Sony woulda lost my monthly fees months before I quit.
    Hardly. Griefing only requires that the Griefer have no life outside of the game.

    That way, the Griefer can learn all the exploits and get the levels needed to grief those who do have a life outside the game.
    We griefers are the equivalent of project mayhem and all you players out there should appreciate us! "we are everyone you depend on. We're the people who do your laundry and cook your food and serve your dinner. We guard you while you sleep. We drive the ambulances. We process your insurance claims. We control every part of your life. So don't fuck with us."
    Right. Quote Fight Club if it makes you feel more like a man. The only fights you've ever won have been online and you're too chickenshit to take that philosophy in the Real World.

    That's what a Griefer is. A loser who spends his life online in an attempt to prove to himself that he isn't as pathetic as everyone believes he is.
    1. Re:Griefing only requires a lack of a life. by WiPEOUT · · Score: 1

      Agreed: what a tosser. No life, no spine, and so insecure that he needs to justify his gutlessness to himself.

    2. Re:Griefing only requires a lack of a life. by Anonymous Coward · · Score: 0

      Who's the real loser here?

      If you really have a life outside of the game, why are you so upset about hypothetical crimes done to virtual people by virtual persons unknown?

      It is just a game, right?

    3. Re:Griefing only requires a lack of a life. by JudgeFurious · · Score: 1

      Who's upset? Nobody said they were upset. The guy described what he liked to do and why he liked to do it and a whole list of replying posters drew the obvious conclusion. He's a fucktard.

      On the outside chance the guy you're responding to was upset then I'd say he's probably in that upset zone where you paid for something (in this case to play the game) and someone made it their mission in life to make sure that your time was spent frustrated and angry as opposed to enjoying yourself.

      Assholes (virtual or right there in front of your face) tend to make people upset. It's a constant.

      --
      Appended to the end of comments you post. 120 chars.
  95. PVP Servers? by mesmartyoudumb · · Score: 1

    Thats why MMORPGS have PVP servers. Player Killing has been around since MUD days, if youre too whiney to play with the big boys - dont.

    --
    "Comedy's a dead art form. Now tragedy, that's funny."
  96. Re:How about moderating players like Slashdot post by mattbee · · Score: 1

    This scheme would have hit a snag in the UK-- if anyone ever made a formal request under the Data Protection Act and paid you the requisite £10, you would have to print off and send them every personally identifiable piece of information stored about them. This would have to include the "stupid rating" by law :-)

    You can do this for banks, supermarket loyalty cards, local council anyone who holds any data on you whatsoever...

    --
    Matthew @ Bytemark Hosting
  97. PK's are not griefers, damn it. by Anonymous Coward · · Score: 0

    What pisses me off about most of the articles about griefers is they do not differentiate between griefers, PK's, and PvPers. In my gaming career I have pked, pvped, created characters specifically designed to loot corpses, played thieves, killed thousands with trapped chests, looted and stole houses, res killed people, fought battles with other guilds, and made fun of them for dieing. That does not make me a griefers.

    I am a PK and proud of it. Though some PK's are also griefers I would say most of them are not. Most of us do it out of greed. King is an easy way to get loot, magic weapons, ingots, things that normally take time and boring repetitive tasks can easily be gotten by killing others. Newbies, mules, weak characters are targets because they can't fight back. It doesn't matter if it is a veterans new character or a real newbie if they have loot then we want them. Also it is fun. We don't sit down and think about how this is sticking it to the company or any bullshit like that. We think of ourselves as the predator.

    Res killing is an important tactic in most of these games simply because people are able to bounce back so fast. In UO and PvPers could reequip himself in two minutes. In games where there is no looting or it is limited then a person can be up and running in two seconds. So the only way to keep them out of the action is to kill them when they can't fight back.

    Smack talk is just part of a game. From pro athletes to us in a cyber world it is just having fun. If you are sensitive then get your hippy ass off the internet and go plant flowers and smell bad. Hippy.

    Yeah, their are griefers but stop confusing us PK's with them.

    1. Re:PK's are not griefers, damn it. by Fareq · · Score: 2, Interesting

      Two things.

      1) You are correct, there is a difference between being a PK/PvPer and being a griefer

      2) Allow me to paraphrase what you said:

      "I am a PvPer but not a griefer. I like to kill new players over and over and over again because its easy. I like to taunt other players before killing them, after killing them the first time, and after killing them the 500th time. I like to pick targets and follow them, killing them every few minutes to guarantee that they do not have any fun. I especially like to stand over spawn points so that I can kill the same person 100s of times per hour."

      You are right, there is a difference. However, you are definitely a griefer, as your fun is based purely on the misery you create.

      If you want to claim moral superiority, don't compare yourself to professional atheletes... they are very near the bottom of the morality scale. If you compare yourself with them, you are admitting that at best you are no better than them. Just read the news -- most of them are pretty pathetic people too.

  98. Re:How about moderating players like Slashdot post by Anonymous Coward · · Score: 0

    It is implemented in the release. It only counts for NPCs. Yes, if you gank an NPC, your reputation will go down. If you gank PCs, it won't.

    Because we all know that NPCs need protection from griefers.

  99. Re:Confessions of a griefer by Mr3 · · Score: 1

    Amen.

  100. Re:In a well designed game griefing is not a probl by Anonymous Coward · · Score: 0

    Taking the words out of my mouth again...

    There is no such thing as "griefing" on a PVP server. The closest thing to it is harassment which does exist on all types of servers e.g. some dork repeatedly asking you to cyber is harassment not griefing. The people who complain the most about griefing seem to be people who join PVP servers and then complain when another player kills them. The WoW message board is full of such complaints.

  101. Everyone is allowed to. by khasim · · Score: 2, Interesting
    I've got multiple credit cards, so I guess i'm allowed to abuse newbies. :-)
    Everyone is allowed to. But if you end up in jail, you end up in jail.

    So, you have 5 credit cards which give you 5 characters and all 5 of them are spending time in jail for anti-social crimes ...

    And you're paying $50/month for that privilege.
    1. Re:Everyone is allowed to. by Firethorn · · Score: 3, Insightful

      I think this is a good idea. If you make a jail system where the player has to do a number of hard to script for actions in order to get out, the virtual equivalent of breaking rocks. The higher the sentence, the more actions needed to get out.

      That way, just like in the real world, you can have anti-social types, but they're limited in the amount of damage they cause.

      --
      I don't read AC A human right
  102. Re:Confessions of a griefer by snorklewacker · · Score: 1

    At least you had some creativity and variety -- tell me you didn't pick on the same newb day after day or get your friends to? If I were there, I'd say "damn, evil trick dude" -- I'm perpetually a newb, see, because the game is mechanical and boring otherwise. I suppose I'd turn to griefing too, especially if I started seeing drivel like "whos the faggot who ___?!?!?!" from my victims.

    The griefers I can't stand are the ones who do the same damn things every time to the same people, or social griefers who deliberately disrupt RP and teleport in and just start in with childish profanity. Too much of a culture of it, and it's why I just don't do online games in general now (or I play pure action type games like RTS's, which are after all built on giving as much grief to the other as possible)

    --
    I am no longer wasting my time with slashdot
  103. AntiGamer.com Supports Griefers by Anonymous Coward · · Score: 0

    We at AntiGamer.com fully support the efforts of those who take the time to make gaming a miserable experience for others.

  104. Different Types of Players by Uhlek · · Score: 1

    The problem, sadly, is the inherent weakness in any online game that tries to build and semblence of a community in it. Finding a balance between giving those who will spend every waking hour of their lives in the game a challenge, while still giving opportunities to those who will play maybe 2-3 hours a week is very difficult, if not impossible.

    Take a game I used to be heavily involved with, Eve. For someone in a corporation, who spends 4+ hours a day playing, losing a cruiser in a battle is no big deal. Corporations can pump them out like it was cool. For the lone player, though, who spends a few hours a week maximum, a cruiser can represent an investment of many weeks or months. When you get ambushed by a very superior force and have the sum total of months worth of effort erased in a matter of seconds .... you quit.

    1. Re:Different Types of Players by Firethorn · · Score: 1

      Good point. Another thing about these griefers are that they tend to be younger (<21) types, without a job. This means that they can spend far more time online than I can, who's lucky if he can spend an hour a night online.

      Even if I was with a game from the beginning, I'm not going to be able to keep up.

      --
      I don't read AC A human right
  105. Interesting point by WotanKhan · · Score: 2, Interesting
    Yes this is an instance where the pursuit of realism enables grief play. Reflective friendly fire, just doesn't give quite the same realistic spin on tactics that normal friendly fire provides.

    Battlefield 1942 has some excellent game features that, when enabled can make this nearly, albeit not quite, a non-issue.
    -A "buddy" tracker. By adding a player to your "buddy" list, you can easily locate his position on the map, and his nametag stands out in bold green. Since teamkillers, are invariably players of little skill, this removes their only advantage, that of hiding behind the wrong uniform. In fact, they are unlikely to be aware of the "addbuddy" command, thus giving you an advantage.
    -The TKPunish command. This can be set so that a player who is Team-killed can "punish" the TK, causing an extra long wait for the opposing player to spawn. Again, the teamkiller is often unaware of the command, conferring an advantage to the "good" guy.
    -An automatic "Kick" threshold. When the teamkiller reaches a certain negative score, he can be automatically kicked. The "good" players kills of the TKer will be offset by his positive score actually playing the game.

    I invariably play Friendly Fire servers, because I prefer enhanced challenge and skill level required for shot selection and identification of targets. When teamkillers show up, on a well designed game, it can actually be fun to focus on them and see how long it takes for them to quit in frustration.

  106. Lawrence of Arabia? by lawpoop · · Score: 1

    Is it time to bring a legal system into these worlds? You could have company employees with the King's guards avatar's patrolling for miscreants. Or, if you feel you've been wronged, you can file a complaint and hold a public hearing. A judge or jury can watch a replay of the complaint and issue a ruling.

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
  107. I would suggest partitioning the mud spatially .. by RedLaggedTeut · · Score: 1

    I would suggest partitioning the mud into areas which appeal to a particular kind of griefer, so that the griefers stay with themselves. For example, like the town guards in UO, just more complex. I'd have several ideas to implement that. You'd also need to give up the idea to make travel between areas easy and quick, because otherwise it is to tempting to just raid and run.

    --
    I'm still trying to figure out what people mean by 'social skills' here.
  108. Re:How about moderating players like Slashdot post by zagmar · · Score: 1

    Something that you could track by a UID of some kind (probably assigned by the system, or maybe their SSN.)

    I think another option in the MMORPG world would be to take advantage of the different servers and allow character portability across the servers. PVP could be disabled depending on your relative level, and the servers could represent different geographical areas that open up to people of a certain power level. So, say you have 100 levels total, ten servers. You start out with a new character on server 1, and the only people who can PVP you are people of level 10 or lower. You could even disable PVP completely for true newbies (you could base that on age of their account as opposed to character level.)

  109. Mod Parent +Insightful by handy_vandal · · Score: 1

    Games that have large social structures like "guilds" tend to gravitate towards a more stable setup because "player enforced penalities" start to come into play. When leaders start worrying about their group being left out (everyone agrees GuildA55 are jerks and therefore will not share events with them) they are far more likely to be nice and seek comprise than to try and grief and punish everyone against them. Situations like these probably mimic some early human societies and social structures.

    Well put. Wish I had mod points ....

    -kgj

    --
    -kgj
  110. Neverwinter Nights/DMed Games by Senobyzal · · Score: 1
    This topic is one of the main reasons why I continue to play Neverwinter Nights with a DM and a small group of players, insteading of heading over to Warcraft or another of the big subscription-based worlds. While it loses some of the sponteneity of a MMORPG (since you need to schedule sessions ahead of time), the advantage is that griefers are pretty easy to control. Just the very act of having to schedule a game at a site like http://www.neverwinterconnections.com/ will weed about about 90% of the casual griefers. And then having a DM to appeal to in case of trouble takes care of the rest. As a DM, the worst I've generally had to do is give a player a private warning, and maybe use my DM wand to turn them into a penguin for a minute or two if they got out of hand.

    I know some MMORPG's have utilized the DM/GM model but the ratio of players to DMs is much higher, so it's often difficult to get help when you need it.

    This is the same reason why I tend to play FPS games on servers that have an admin presence to boot unruly players. I like games that have friendly-fire set to on (forcing you to be careful and work together), but this is almost an invitation to grief unless you have a vigilant admin online. There have been a number of games that were really promising in this genre, but had a tough time because the booting mechanism was so ponderous. I've seen publishers trying to improve this by putting in voting mechanisms for players to boot a PKer, as well as automatic boots for players who rack up too many team kills. These are good steps, but are not yet a substitute for a good admin. One of the best systems I've seen is in Call of Duty, where some servers have a "forgive" system in place where you can do a console command to forgive a player who inadvertently team-kills you. If not forgiven, a player is booted after only a few incidences of team-damage.

  111. Fansy the Famous Bard by WotanKhan · · Score: 3, Funny
    "If it were me (if I was a developer) I would create a character that had unlimited power"

    If I didn't know better, I'd think you must be referring to Fansy the Famous. But perhaps that's not what you had in mind?

    1. Re:Fansy the Famous Bard by bm17 · · Score: 1

      No. I just followed your link and spent an hour reading the saga. That boy has issues. And now he's 16. I wonder if there's a "Where are they now?" column about him.

    2. Re:Fansy the Famous Bard by tricops · · Score: 1

      No idea, but I've seen enough guys like him in online games. On the other hand, I must admit... I actually found that somewhat amusing since I'm on the outside. :P

      --
      (\(\
      (^v^)
      (")")
      This is the cute vorpal bunny virus, copy to your sig or runaway, runaway in fear!
  112. My rules of engagement by Anonymous Coward · · Score: 0

    I play on a PvP server on WoW. Here you get large groups of high-level players killing indiscriminately. In other cases, there are players out questing, and others only engaging in PvP when someone is already in a fight or otherwise reduced in ability.
    My rules are:

    If there is a large group of opposing players attacking everything in sight, form a large group and attack them back (epic battle style of play), or get past them and don't fight much. Sometimes you win the big fights, sometimes you don't.

    If there is someone playing alone and questing, I might attack them if they're around the same level, but not while they're engaged in another fight. If they strike first, there will always be some kind of fight. These are usually fair, and part of the game. I'll kill them once and move on. If they're running away with full health and about the same level, I'll take them out to avoid being tracked by their buddies.

    If I'm fighting something and they kill me while I'm not fighting them, I'll go back and kill them. When they come back, I'll kill them again for setting up an unfair fight. Then I'll move on.

    If there are 3 of them, all higher level, and one of me, I'll sit down, let them kill me, and try to take all the fun out of it for them. They'll usually move on after that.

    If there are 3 of us and 1 of them, we'll only attack if they're stronger than our weakest player. They have a chance to kill the weak one, eye of an eye and all that rubbish.

    I've only attacked 1 person that I didn't want to since I've started playing. The guy was 20 levels lower than I was. I ran at him (in "contested territory", where anyone can attack anyone) to scare him a bit, but didn't actually strike the first blow (I had ranged combat available, but didn't use it). When he turned on me, I stopped, but didn't attack. He swung at me first, and I killed him quickly and left.

    They're talking about setting up an honor system, whereby you gain reputation among varying factions by fighting in your own weight class, but may become an outlaw even in your own faction if you only attack much weaker players. This should help out with that problem, at least a little.

  113. Would it improve if there weren't griefers? by khasim · · Score: 1
    Griefers are not lone misanthropes looking torture the weak, they just start that way. They form their own groups and then use these groups/guilds/mafia to "police" the server in the form of organised greifing. To make matters worse, they are usually the most likely players to take advantage of bugs and/or exploits, which often unbalances the playing field further.
    Pretty much. So the most annoying players have the highest level characters with the best equipment.
    Not being discriminating in their associates often characterises greifers in MMOs. They don't care who their friends are, so long as they can maintain strangth in numbers, and their rules of conduct are so minimal, that they can grow to outnumber any other organisation on thee server, becoming an unbalancing force of extreme inconvenience to other players.
    Yep. That's because, unlike the Real World, there really hasn't been any effective in-game punishment for the characters / players.
    Against such dedicated players, there is often no real recourse, or even means to ignore and avoid, so younger players who have been on the recieving end of greifing behavior often break down and become counter-greifers, themselves.
    Or the new players quit the game.
    It then becomes impossible to oraganise events on a server, or do any of the really interesting "player created content" that MMO developers yearn to inspire.
    Which will probably result in fewer new players anyway.
    MMO developers are often afraid to take real action against the players involved in a greif oriented organisation. They desperately need the dollars, and can't afford to ban players right and left. Often greifing organisations are led by players who have numerous accounts, and banning the leaders of these organisations would cost hundreds of dollars per month, per individual, and would eventually lead to a noticable drop in revenue.
    If the benefits of getting rid of the griefers don't outweigh the benefits of keeping them, then those game developers really need to re-examine their basic assumptions.
    Greifers are also the most likely poulation to purchase items, characters or money outside of game, to further increase their disporportionate power. They drive inflation on a server, and can further tip the PvP balance towards their favour by means not available to most players, or by means that the majority of players, and the developer feel are unethical.
    Yep. So the game developers need to take those actions into account when designing the system.

    Think about what life would be life in a world where "death" did not exist. If you were killed, you came back 5 minutes later in a new body.

    How would our criminal justice system have evolved? Murder wouldn't be the big crime it is right now. And the death penalty ... it would be more of a burden for the government to get rid of the corpses of the criminals than any counter-incentive to the criminal.

    The game developers really need to look at what the logical results would be of some of their game-based decisions.
    1. Re:Would it improve if there weren't griefers? by techno-vampire · · Score: 1
      Think about what life would be life in a world where "death" did not exist. If you were killed, you came back 5 minutes later in a new body.

      How about this? If there are enough complaints about a character, it's sent to jail. No matter when you log in, you're still there and can't escape. After a certain, reasonable time, your character is given a trial, while you're logged on. If convicted by a jury of other players, you're executed. That character is now dead, forever. If you want to continue, you must start a new one from scratch.

      --
      Good, inexpensive web hosting
  114. have any of you ever played a real mmorpg? by Anonymous Coward · · Score: 0

    this is fucking disgusting. i am a greifer for life and you people are the reason why. you are all sheep. if you spent 1/10th of the time you do whining about pvp actually learning how to play whatever game you subscribe to you would actually be able to defend yourself in pvp combat. it would also help if you were somehow able to realize that no one can see your fat, acne covered faces through the computer screen, and thus regain some iota of self confidence that you lost sitting in front of your computer screen constantly. find some internet friends to help defend your sorry ass against the mean pvpers. its fat, scared losers like you guys that i imagine behind the screen of that level 1 i just oneshotted, and it gives me great pleasure to cause you pain.

  115. Hello? ask a pvp game company? by Barny · · Score: 1

    I found it astounding that they didn't even make mention of Dark age of Camelot, this has been one of the most successfull PvP BASED mmog on the market, others have introduced servers for pvp, tacked it onto a game at the end, but only daoc has made the pv ellement of the game enjoyable to play for people of all levels.

    --
    ...
    /me sighs
  116. Design for PvP by Hythlodaeus · · Score: 1

    Some game designers still harbor the illusion that they can stamp out griefing. Players will always piss each other off and will always find ways to express that. It's best just to start with the assumption that players will use every possible means to attack each other for any reason and no reason at all. Design from there.

    --
    For great justice.
  117. My main reason for NOT playing online games by Spy+der+Mann · · Score: 1

    I remember the old times when we had to dial-up to connect to a computer BBS and play the games.

    I was always beaten by this kind of abusers who were just making fun of others. What fun is playing a game that doesn't let you have a good time?

  118. Griefing: the Sport of Pimply Losers. by Anonymous Coward · · Score: 1, Interesting
    There have been far too many instances of griefing in evercrack. Most were totally blown off, or ignored by the SOE customer service crew. Training, ninja looting or Kill Stealing were very common. Instanced zones gets rid of the possibility of KSing or training. Making items lootable only by members of the raid also reduces the possibility of ninjaing.

    As a past guide, much of the griefing has been done out of spite.

    Samples:

    • A player, who has purchased about 10 characters, and the GMs knew it, would deliberately train other groups in zones, to kill off the players then kill the loot producing mobs.
    • Two guilds, who hate each other, deliberately train each other's raids, sometimes to steal their loot producing mobs, sometimes just out of spite/revenge for prior incidents. In more than one case I had to adjudicate, the real cause of the training was an incompetant iksar monk, but that guild wanted to believe the other guys did it, therefore revenge was being sought.
    • In EQ, there is a bard song/spell called "Highsun" which is commonly used to grief other raids by teleporting the monster back to where it spawns. When Plane of Tactics was a contested zone, guilds would highsun each other's trigger mobs, the resulting trains would be amazing.
    • The player in the first example was finally banned when about 25 other players quit the game after that guy deliberately killed another player's quest mob (the quest mob was spawned by turning in something that can take a week to obtain, and killing it wasted not only a week's worth of time for that one player, but the evening of about 70 other people). "For faction" claimed Sunmoon, when confronted. Even the guides were going to quit if Sunmoon wasn't dealt with. After we could no longer assist customers with petitions, we quit anyway.

    The psychology of griefing is closely related to cutting other people off in traffic. It is like dealing with junior highschool jerks. And companies expect me to pay for the priviledge of dealing with jerks?

  119. What are you talking about? by raehl · · Score: 1

    Upping your kill count *IS* a good time.

    Look, MMORPGs are no different than everywhere else: Some people are on top, some are on the bottom, and the people on the bottom bitch.

    The difference between MMORPGs and real life is real life doesn't come with a number on the box to call when you realize you suck.

    If other players in your MMPORGs are causing you grief, get better and kill them. If you're not able to do that, you'll just have to be one of those people who suck at life *AND* MMORPGs.

    1. Re:What are you talking about? by An+Onerous+Coward · · Score: 1

      You're forgetting one thing. An MMORPG world is an optional diversion. People go there because it's more enjoyable than sitting around clipping their toenails. If it's a free-for-all where the people at the "top" (read: people who have nine hours a day to devote to leveling and camping for ph4t l00t) are allowed to abuse the people at the bottom, the people at the bottom go back to clipping their toenails.

      So, if I'm an MMORPG publisher, what are my options? If I just let the attrition happen, if I just let the abuse continue until the abused leave, I'm going to lose my shirt. The vast majority of people just want to play and have a good time. From a purely financial perspective, I'd rather cater to the people you write off as "losers," because that's where the money is.

      You sound like a born griefer, in which case, I'm sure that whatever MMORPGs you frequent would be better off for losing you as a customer.

      --

      You want the truthiness? You can't handle the truthiness!

    2. Re:What are you talking about? by Anonymous Coward · · Score: 1, Insightful

      If you're not able to do that, you'll just have to be one of those people who suck at life *AND* MMORPGs.

      Then those people begin to leave. Not only that, but they will also spread the word that the servers for that MMORPG are full of lamers, which will turn away people from trying the game.

      Since the amount of prey is decreasing, people on the top will be forced to turn on each other. Those elite players get tired of repelling those anoying laming attemps and leave.

      Through this vicious cycle, any online game begins to die.

      Add the cheaters into the mix and things turn bad even sooner.

  120. What about the LOGS? by Spy+der+Mann · · Score: 1

    Well, there's an OBVIOUS advantage over real life.

    There are LOGS. In online games, the game designers can be the All-Seeing gods who make justice.

  121. Re:How about moderating players like Slashdot post by Anonymous Coward · · Score: 0

    The negative honor system was scrapped because it was a stupid idea. It causes more grief than it solves and complicates PvP. However they are implementing a positive honor system where you get positive honor points for killing players your level and above. Gaining honor points will lead to other rewards that should encourage 'fair' play'.

  122. Re:Confessions of a griefer by Anonymous Coward · · Score: 0

    You just a fucking cock smoker. Simple as that.

  123. Reward vs. Punishment based system by Anonymous Coward · · Score: 0

    I've never played an online multiplayer game, so take this with a grain of salt.

    Studies have shown* that reward based systems are far more effective at controlling human behaviour than punishment based system.
    *Note: 70% of all statistics are made up on the spot.

    Based on this idea, players of similiar types (e.g. race or profession) could be offered incentives for mentoring and protecting players of lower skill levels. This method would have the advantage of not eliminating the unscripted "drama" that in-game conflict brings and providing a system for newbies to learn the ropes.

  124. Re:Confessions of a griefer by Zaphod-AVA · · Score: 1

    You are not helping the community by increasing the challenge level... you are a prick.

    You gain sick enjoyment instigating the pain and suffering of others, and people like you should justly get a permanent ban from the game for behavior like that.

    Getting mugged isn't fun, or a challenge, and mugging someone and stealing their time and money while they are trying to enjoy themselves in a virtual world is just as wrong as mugging someone in real life.

  125. FFXI by Anonymous Coward · · Score: 0

    Several years after diablo 2 came out, I gave the original a go... logged in, got all setup, walked outside, got instantly PK'd. Quit the game and uninstalled remembering why I stopped playing it in the first place as well as making up my mind about not paying the 10$ for the then ultra cheap diablo 2.

    I think one of the only games to have ever gotten PvP right has been FFXI. Durring normal game play there is no engaging in PvP fights, there are ways to get a monster you claimed to attack an innocent bystander but there is no need to share that info here. I'd rather not contribute to some ass clowns idea of fun.

    In order to have any PvP you goto an event named Balista. Balistas are held in different zones and have different level caps ranging from lvl 30 to un-capped. The game itself is similar to basketball, except you first have to find the 'ball'. Players who have entered the event get put on teams, seperated by their hometown nation, and compete against the other team.

    It's really quite nice to not have to worry about some dick cheese waiting outside and smacking you with his lvl 75 sword as you walk out of town for the first time and taking all your low level gear they wont use anyway. Then when you want to engage in killing another player or someone challenges you you can go fight each other till your hearts content.

  126. i think there's a philosophical problem here by circletimessquare · · Score: 1

    fun requires risk

    if there is no risk involved, there is no fun

    so all of the measures that would remove genuine risk on an online game would also remove all of the fun

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
    1. Re:i think there's a philosophical problem here by Anonymous Coward · · Score: 0

      A game can involve genuine risk to the player without PKing. The risk doesn't have to come from other players.

  127. Newbie Question by Anonymous Coward · · Score: 0

    Where can I find a MUD? I heard about them in like 1993 on Nickelodeon and I've been trying to get into one for the last 11 years. Still looking.

    So any help would be appreciated.

    1. Re:Newbie Question by rinkjustice · · Score: 1

      Try starmud.com 4000. Have fun.

    2. Re:Newbie Question by phyphor · · Score: 1
      Where can I find a MUD?


      Try looking in TMC (The Mud Connector) - http://www.mudconnect.com/
    3. Re:Newbie Question by wernercd · · Score: 1

      Realms of Dispair.
      www.game.org
      Can use the Java client thru the webpage.

      Another good option is a program like zMud from www.zuggsoft.com (they should have some free older versions of the client for trying).

      It's been awhile since I played MUD's seriously but with zMud comes a database of different Muds to pick and chose from. I suggest Realms of Dispair as it's a populated and newbie friend server (atleast it was. Don't know as I've been busy in Iraq for awhile now). Good to start there and get a feel for Mudding and then try other servers if you like it.

  128. This is simply a (complex) problem of engineering by Rysc · · Score: 1

    PvP problems need in-game logical solutions. You could just ban PvP, but don't do that. Whatever behavior it is that you find unacceptable, make it unpleasant to perform.

    In the game ADOM (a roguelike) you can gain a lot of useful items quickly by killing shopkeepers. However, attacking a shopkeeper Dooms you, and being Doomed makes going on hugely more difficult (oh yeah, and shop keepers are really powerful for all but highly advanced characters.)

    The game could have just made shopkeepers invincible, or made it so they could not be attacked, but it didn't. Instead it made the player want to not attack the shopkeepers by assigning negative properties to the action.

    Why do you not commit crimes IRL? For some it is a sense of morality, but for others it is simple fear of the law. In a MMOG the "law" *IS NOT* just the game ruleset which says, e.g., "players cannot attack other players." The RL equivalent to that is: "Why do people not breath dirt? Because it's impossible."

    How law is best implimented is highly game-dependant. In an EQ-type envitonment maybe an automatic lucrative bounty for player killers would be in order. To prevent scumming new accounts for cash you could make the bounty higher the farther the killer is level-wise from the victim. Combatting other unpleasant behavior can be handled similarly..

    There is no reason a functioning society cannot be created in a video game and a lot of reasons why one must be.

    --
    I want my Cowboyneal
  129. Articles title is a misnomer. by Anonymous Coward · · Score: 0

    PvP is not Griefing. Griefing is not just PvP.

  130. i'm sorry that you can't win all the time by space_jake · · Score: 0

    Griefers is just a term made up by people that whine alot. Some people can not deal with a game where they can lose something or have to face challenges. I was on the short end of the stick with this term when I was playing Eve-Online. On the box for the game it said you could be a pirate, so thats what I did. I milked jump gates for toll money and wasted those that didn't pay up and sold their scrap for profit. Of course so many people were crying about players like myself using this tactic that horrendous penalties were put on to players that chose to do this.

    The game ran off a security rating system. Positive means you're well liked. Neutral is neutral and negative means that the cops will come after you. That however is a gross understatement. The game map is set up like an amoeba blob. In the center is secure space. On the arms (pseudopods) as we called them in 8th grade. Are the no-security sections of space. Cops and NPC corporations aren't seen out there, and you can kill anyone you want without penalty to your security rating. However for those that want to actually hit a gate where someone might be at you have to do it in secure space which means you're losing security rating. Destroying a ship takes about 20 days to come of your record. And in that time if you fly into a system with a remotely high security standing you are killed instantly by NPCs. Honestly you can't tell whether or not cops will attack you and when they do you die before the area is done loading. And with the map being set up so that you have to travel in between secure space to get between each major section of non-secure space if you have a bad security rating you can't honestly travel out of your little system. Effectively cuts off 90% of the universe.

    Instant death for us so called griefers because people can't deal with an element specifically put into the game. Thats the reason I left the game.

    1. Re:i'm sorry that you can't win all the time by Fareq · · Score: 1

      You are an EVE-Online pirate. I am an EVE-Online player who does not like pirates.

      You want to be a pirate, that's fine. However, it seems that you are whining about how terrible it is that the cops kill pirates when they catch them.

      You have every right to be a pirate, sitting at gates and blowing everybody up who passes.

      I don't understand why you find this fun. In addition, I have discovered that most people who act like this in-game are true asshats in real life.

      That said, I don't know you, haven't talked to you in-game or out, so I won't assume that you are an asshat too -- that would be unfair.

      However, consider this: choosing *not* to be a PvP-only player means that I will never be as capable of PvP as the PvP-only pirate who has never spent even 5 seconds doing anything other than being a pirate. I have to go train all the skills related to building things, and to flying the industry-related ships... you, on the other hand can train nothing but gun skills and electronic warfare skills.

      Additionally, you have the advantage that you can buy a single cheap item (stasis webifier) and guarantee that 100% of all people who fly through are stuck. There is no defense whatsoever. Escape becomes impossible. Since you can sit there all day, we have no chance.

      Thus you are a successful pirate.

      However, the rest of us don't want to fight you every second of every day, so we invent laws that place consequences for your actions.

      If you choose to kill many players, and then to do nothing that provides any value to the community, your security status falls -- you have proven to the community that your character is evil.

      Therefore the community bands together and you are destroyed if you enter the parts of space that are patrolled to keep new players safe.

      Allow me to remind you that you are whining here. You are complaining at how unfair it if you do nothing but blow other players up all day long, it eventually becomes harder to play because you have to fly the long way around if you want to go to another part of space.

      You could always stop killing people for a few days, and kill a few non-player ships instead (just for a few days) and then you could go wherever you want, until you started being a pirate again.

      It's not that I can't win all the time. You are whining that you can't win all the time, that the 97% of the community that thinks pirates are asshats have decided that there should be a small, miniscule inconvenience for players that choose to spend the overwhelming majority of their time killing other players.

      EVE lets you be a pirate. It just doesn't let you be a pirate with absolutely no consequences.

      Stop whining.

    2. Re:i'm sorry that you can't win all the time by space_jake · · Score: 0

      First off, haven't played Eve since Sept '03. Second off I didn't do a lot of the mass murdering stuff, worst my security rating ever got was -2.6. Would take 26 days for that to go back to neutral so I stopped killing. I really feel bad for the people that are at -10.0. Anyway all I'm saying is that the game made it way too difficult to deal with being a pirate with the concord being able to lock you down and kill you before you're done loading the map you're travelling to. There were so many ways to deal with pirates in eve that I never got why people put up with them. Outnumber them 3 to 1 and watch them run. 3 cruisers used to be enough to make a battleship run. Even seen a battleship run from 6 frigates. Another trick is go into pirate space when no one is around and place waypoints (or whatever the warp to points were called) 10 km past the jumpgate so when you warp to it you come out on top of it instead of having to run through the pirates first. Or even just scan local and ask if anyone is tolling.

  131. Digital Karma by MotownAvi · · Score: 1

    Delta Tao has a game "Clan Lord" in which they try to solve this problem with digital karma. Basically, every character has karma points that they can spend on others, marking them with good or bad karma.

    http://www.mactech.com/articles/develop/issue_29/v etneo.html

    I don't play that game, so I don't know the consequences of having a lot of bad karma. I do know, at least, that you're marked in others' user lists.

    1. Re:Digital Karma by Mongoose · · Score: 1

      LineageII has a karma system and it works pretty well... basically once you're 'marked' with enough bad karma players and 'guardians' ( AI ) will kill you pretty quick. You have to work it off before you can get back in a town by killing monsters and avoiding everyone after you.

      The guardians can pretty much nuke you're ass with one swing or swat. My favorite ones are little pixies that fly around. They do like 1000x max player health each hit hah. The walking trees are my 2nd -- they stomp PKs to death, so it's all fun.

  132. Meta-griefers? by Junior+J.+Junior+III · · Score: 1

    If you can boot/ban a griefer, what's to stop a griefer from meta-griefing? That is, using the built-in anti-griefing tools that the game provides to boot/ban a non-griefing regular d00d?

    I'd think once the old griefing tactics were effectively quashed, it'd only get them thinking about more creative ways to grief, and probably the first thing they'd do is turn the anti-griefing countermeasures against the anti-griefers.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
  133. This is a technical problem, not a social one by Anonymous Coward · · Score: 0

    The obvious solution is to fix the game mechanics to make it impossible to "grief" other players. For examply, runescape has a special section of the map reserved for player killing; the farther you go into it, the more unbalanced it allows the combat levels to be. Newbies are amply warned to stay out of that area. Granted, people will always attempt to use social engineering to "cheat" at any online multiplayer game, but most problems can and should be fixed my modifying the game mechanics. Quite simply, players that want to engage in PKing should have to somehow signal their consent to combat other players before doing so. This consent should then be limited in time and/or virtual space. The same applies to choosing 1on1 versus 1toMany combat - you should be allowed to gang up on another player unless they somehow consent. Non-player characters don't require any such protections.

  134. Re:Why not quit? by rjwilson01 · · Score: 1

    Which is what people do. Which is why the companies want to do something about it. If people stop playing then they don't make as much money. I like playing I don't like the grief.

  135. From a PK/griefer/scammer's point of view... by Anonymous Coward · · Score: 1, Interesting

    Unrestricted PvP can deal will grief effectivly. Shadowbane's system of player adminstered justice was great (too bad the rest of the game blew). In Ultima Online, I could deal with anyone who was screwing with me pretty easily. Then they introduced a mirror world where you couldn't attack other players. This made grief much easier, I couldn't attack people, but there were plenty of other things I could do to piss them off and they could do nothing.

    I once managed to scam a newbie out of 15 million gold (approximently $300USD, I'm pretty sure he bought it off ebay too hehe) Over the next few days I scammed several other people out of gold using the same technique, and what could they do to me?? Not much, the best they could come up with was to follow me around yelling "Killer Queen is a scammer!" any time they saw me. If if were not for the PvP restrictions in place I would have had my ass handed to me every five minutes by hordes of people.

    Besides, what fun is it if there's little risk in the game?? Or worse, having the risk of griefers but having no means to effectivly deal with it?? Playing some of the newer MMORPGs is about as fun as playing Doom on the easiest difficulty and with cheat codes on (less fun in fact, at least Doom ends soon ;-) I had some great times hiding from PKs in the dungeon of Deceit, my heart racing, hoping they wouldn't find me so I could go bank my hard earned loot. It could be frustrating sometimes, but I'll gladly take a bit of frustration if it makes the game exciting.

    In fact, the best time I ever had in an MMORPG was prior to the introduction of the care-bear land, but after the implementation of stat loss. Anyone who had more than 5 short term murder counts(which decay after 12 hours) was subjected to skill loss upon dying. Those of us who still PKed were at a distinct disadvantage, as we usually PKed with inferior characters, and dying would mean at least a few days of macroing before we could continue. The risk was still there for everyone, but it was much less and they still had plenty of freedom. The fact that many players still weren't satisfied taught me that you can never underestimate the e-cowardice of the typical MMORPG player.

  136. The MMORPG that will solve this problem by Anonymous Coward · · Score: 0

    Grand Theft Auto MMORPG ...where breaking the rules and griefing are the fundamental points of the game. The market for this seems SO ripe that I'm not sure why it hasn't happened yet.

  137. Re:Confessions of a griefer by JudgeFurious · · Score: 4, Insightful

    Your post is riddled with statements where you justify your behaviour and bestow upon yourself various compliments. "Griefing is an art", "Griefing takes intelligence, ingenuity, style and thought",

    All bullshit. You are in essence an asshole, nothing more. Nobody appreciates assholes. Nobody ever has and nobody ever will.

    Lord of your domain? That's a laugh. Lord of a server somewhere that you don't own and have to pay for the right to use?

    The real joy of all of this is that the game makers are slowly moving towards models that will make you completely irrelevent City of Heros was absolutely brilliant in putting up with none of the bullshit people like you create. The games are a business and you and yours have no place in the future business model.

    Believe me when I tell you that nobody is going to miss having you around to "appreciate". You'll behave or you'll be gone.

    --
    Appended to the end of comments you post. 120 chars.
  138. slashdot is foobared by Anonymous Coward · · Score: 0

    I can load all RSS links but all login related links and main page all 503 or 500 errors... nucking futs or something like that...

  139. World of Warcraft by MadAgent · · Score: 0

    I think WoW does it the best: http://www.nykoelle.com/reviews/rentries/8/ Good articles on this site too: http://www.nykoelle.com/articles/index.php/

  140. Re:How about moderating players like Slashdot post by nEoN+nOoDlE · · Score: 1

    yeah, but only by people in red shirts...

    Yeah, but the red shirts are always the first to die.

    --
    Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  141. Planetside by planetsider · · Score: 2, Informative

    I personally like the planetside method of PVP grief. Everytime you hurt a friendly you are punished with x amount of grief points. When your grief reaches a certain level the weapons in the game dont work, u cant buy vehicles, etc, etc, basically u can run around and act as a target for everyone else until your grief goes down. This is calculated as x points/hour of realtime. For me this is an effective technique. You want to run around and kill friendlies, then u pay the price. Simple answer is if they take away from another players fun, then take away theirs and let everyone know that they are in the badbooks at the moment.

    1. Re:Planetside by sterno · · Score: 1

      Yeah some people complain about the grief system, but ultimately it's easy to avoid weapons lock if you pay attention to what you're shooting at. I've only ever had weapons lock (1000 grief) when I made a deliberate effort to get grief, just to see how far I could go. By the way, 5000 grief is a 3 day auto-ban and then you get 17 days of gettting a weapons lock if you even sneeze on a friendly. Pretty effective deterrent.

      --
      This sig has been temporarily disconnected or is no longer in service
  142. Controls on losers... by Firethorn · · Score: 1

    I've seen techniques like this used in the old MUDs.

    1. Resurrected in a temple. The "Hand of God" enforced nice behavior here. You had to move some rooms before you left. Multiple exits, too.
    2. You exited into town. There were NPC guards that would lay smackdown on anybody who misbehaved. And while they weren't the HoG, they were still tough, regenerated, weren't worth any XP, and would slap a wanted status on you, so every guard in the city would attempt to kill the miscreant.
    3. Bounty system. Any player who dislikes another can place a bounty on that character. While most newbies can't muster much cash, well, it adds up.

    --
    I don't read AC A human right
  143. Nevinyrral's Disk by Mal-2 · · Score: 1

    What about an item that, when activated, destroys all magical objects within a certain range, including those of the user? M:TG had such an artifact (hence the topic of this message), and bringing that into play and just leaving it on the table untapped had a definite effect on the opponent's play from that point on (you could use it prior to any attempt to destroy it, since it functioned as an interrupt).

    Limit players to one such item per spawn, and make it moderately rare (but common enough to be feared) and non-transferable (when you die you can either trigger it or not, but it disappears either way). Or rather than rare, make its cost proportional to the player's level, so that n00bs would get them cheap but griefers would have to pay a pretty penny for them. Think of it as a medieval corbomite device.

    Mal-2

    --
    How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    1. Re:Nevinyrral's Disk by c.emmertfoster · · Score: 1

      I find your sig creepy and horrible

      Are you trolling?

      --
      We can neither love nor pity nor forgive. If you make a slip in handling us you die!
    2. Re:Nevinyrral's Disk by mysticwhiskey · · Score: 1

      If he/she is trolling, then you bit. For what it's worth, I personally don't find the sig horrible nor creepy, it's just stating a point of view opposite to that some might share.

      --

      Stuck down a hole! In the middle of the night! With an owl!

    3. Re:Nevinyrral's Disk by slappyjack · · Score: 1

      I find your sig insightful and compelling.

  144. MOD PARENT +5, FUCKING INSIGHTFUL by Anonymous Coward · · Score: 0

    Thank you for pointing that out.

  145. Re:How about moderating players like Slashdot post by Firethorn · · Score: 1

    Why else would he be giving them red shirts...

    --
    I don't read AC A human right
  146. Re:How about moderating players like Slashdot post by Firethorn · · Score: 1

    All you'd have to do would have a "Knowledge" rating. If you don't tell them what the rating means and you dont' know the scale, it'd tough for the consumer to know what the rating actually means.

    You have been assigned to the red assistance group.
    Me:WTF does that mean?

    --
    I don't read AC A human right
  147. Re:Confessions of a griefer by Jim_Callahan · · Score: 1

    So, uh, lemme see if I've got this straight...

    (A) You're a sociopath.

    (B) You're not even good at being a sociopath, and as a result have to confine your assholery to the equivalent of a chat room with dice.

    (C) You have enough time to kill that you managed to find a multistep exploit for killing low-level players. (A huge quantity of boredom)

    Normally I'd advise obtaining some sort of sex life as a cure for (c), or a set of balls to fix (a) and (b), but you seem to take pride in the extremnity of your insufficiency as a human being, so I guess I'll refrain from any further commentary.

    --
    ...it's really a sad day for America when we require a goddamn ACT OF CONGRESS to make our DVD players work properly. ~
  148. Shameless Plug: by Jim_Callahan · · Score: 1

    Dark Age of Camelot has basically 0 griefers, unless you just consider anyone that one-ups you in combat to be a griefer.

    --
    ...it's really a sad day for America when we require a goddamn ACT OF CONGRESS to make our DVD players work properly. ~
  149. You can't do real time jail....... by rsilvergun · · Score: 1

    A jail is precariously close to a Denial of Service. Simular to when your ISP goes out for a bit. I'm pretty sure it's illegal to bill someone for a service they cannot use. If you jail someone (making it so they can't use the service), and you do it accout wide, you'd (legally) have to refund their money for the time. Give it a few years for all that 'money' from jail time to pile up, and you'll have a clever lawyer smelling a class action lawsuit in no time. Lets see, 150,000 users, $20 dollars/month.... If 1% of your populace is in jail in any given month, thats 1500 * $20 dollars a month. Do that for a few years and you'll have 100,000 grand or so. Not much, but more than enough to get a clever ambulance chaser or two...

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    1. Re:You can't do real time jail....... by root2 · · Score: 1

      But of course they can continue to use the service - let them continue to log on, and see their character in a jail cell, maybe head out to the exercise yard, be "entertained" by some of the other inmates and/or guards ...

  150. How to implement this by SuperKendall · · Score: 1

    Implement a "hot-button" in the game for all players to alert the system there is a griefer present...

    Then have a small force of people able to jump to that point at any time with a condensed history of player actions/chats handy. If they have been called on a real griefer, all of the people around get all the griefer stuff, and the griefer gets levels cut in half.

    If it was a bogus call, the person would get a warning the first time and have all THEIR stuff taken away/levels halved the second time they used the call incorrectly.

    This would let you have a much smaller patrol force to keep the peace.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  151. Re:honey pots (Cant handle the game?Dont Play!) by Frozen+Void · · Score: 1

    why dont stop playing the game instead?
    adding a artificial mechanism into unbalanced game isnt a good solution.
    Why dont look for source of problem instead?
    what happening :griefers are venting off the anger
    and negative emotions they accumulate naturally ,in a safe enviropment,its accepted better then things like this transferred to RL.actually i can understand what they seek,its sort of attention and fame they gain by their actions in virtual world.Cheating/hacking in online game doesnt necessary result in griefing
    unless the person who abuses his skillz/accumulated power.I've met many cheaters who help the n00bs,people who
    play just to annoy others exist too.
    They don't resign,they stay,even if company blocks the "griefing mechanisms"
    just to find alternatives.
    What game companies should learn is design games to minimize the results of "griefing" and make the gaming expirience worth it.
    Look at the picture from the newb side,once.

    Griefers are the force that drives game hacking today,as always.Its a battle of wits,and griefers have an advantage : all interactive systems have inherent weak spots,which can be exploited.Such things as PVp Imbalances are fast to point out,but deeper problems lay
    in some abstract interaction layers or game system itself,which most players have no clue about.They surface from time to time,making the developers patch
    the game.Of course there things you cant
    prevent even in perfect games,but you can control the damage of griefing via ingame mechanisms.Even making the game system to adapt to griefer actions would be better then some honeypot bait,which can be avoided.to minimize griefing its better in design terms that the problem would be non-existantant in the first place (bug-free)then adding a third-party object(bait).

  152. Griefer hell? by Anonymous Coward · · Score: 0

    Some of these games should implement "hell". When you do enough bad stuff and die, you come back in a place that looks just like the regular game world but is entirely populated by "like minded" individuals.

  153. Re:In a well designed game griefing is not a probl by Anonymous Coward · · Score: 0

    There is also a difference between hard-core players and casual players. A hard-core player can invest an absurd amount of time into the development of their character which makes it almost impossible for the casual player to compete effectively with them.

    So, even in a well designed game, with consensual PvP, the hard-core players can so effectively dominate the battlefield that the casual players quit out of frustration. This is wmy experience of DAoC, a fantastic game that I loved.

  154. Griefing? by disntrstd · · Score: 0

    What exactly is griefing? I simply don't get it. Is griefing attacking other players when they don't expect it in order to take their possessions? Or is griefing when one player uses exploit to gain an unfair advantage over other players? Some games, like Eve online, have what are called pirates. All to often pirates are considered griefers. People don't seem to understand that the central theme to games like EVE online is risk management. Non-consentual PVP is a part of many MMORPGS. Players who use non-consentual pvp to generate their income can hardly be called griefers. That form of gameplay is part of the design. Too many people play MMORPGs and naturally expect no competition. Can someone please explain me the point of paying 15$ a month to play a MMORPG if all you are going to do is collect, collect, and chat. Seems rather pointless.

    1. Re:Griefing? by space_jake · · Score: 0

      Thank you! I totally agree with you, but then again I've been called a griefer so many times the word has lost meaning. Its not griefing if you're not breaking any rules of the game. Theres no concept of risk in games anymore, you can save anywhere you want in single player, and in multiplayer god forbid when you die you lose something. Next patch of Counter-Strike you'll respawn with all the guns you had when you died cause that wouldn't be very fair if you died and had to buy them again.

  155. Re:In a well designed game griefing is not a probl by Hays · · Score: 1

    "he bottom line is, the game mechanics define the rules of the game, and if an action is allowed it is a legitimate part of the game."

    WRONG. That is the battle cry of all griefers, and it makes no sense. Do you kill someone in real life and say "Well, the rules of the universe allow me to kill you, it must be intended." Why is it that when a game designer gives you freedom to do as you like, you suddenly think it's reasonable to exploit these freedoms in any way you like?

    When organizations started attacking GTA:Vice City because you can "run over and kill prostitutes" I thought that was dumb. You can run over and kill prostitutes in real life. Ban real life! Vice city is an open ended game and you can do bad things if you want, but that doesn't mean you're encouraged to.

    The same with PVP in MMORPG's. Just because the game designers give you more freedom, doesn't mean it's intended for you to kill-on-site everybody you can regardless of reason.

    Open ended game != excuse to do whatever the hell you want.

  156. PvP & non-PvP Servers by KillerV · · Score: 1

    That's why most MMOGs have PvP and non-PvP servers or they give you other ways to flag your character as ready(or not) to PvP. Only people who like it will engage on PvP. Simple as that

  157. Re:honey pots (Cant handle the game?Dont Play!) by deaddrunk · · Score: 1

    Thing is that griefers are a tiny minority, if people start leaving due to them, the game isn't going to last much longer. Most griefers are too stupid to realise this, being focusing on dealing with their inadequacies by annoying people who can't punch them.

    --
    Does a Christian soccer team even need a goalkeeper?
  158. New cash for the business by Firethorn · · Score: 1

    This is exactly true. Why would I want a player that causes five new players to cancel their subscriptions per month, average?

    If you want to PvP and be nasty and stuff, join the PvP guild, wear a chicken on your head and have fun trying to be the only remaining member of the PvP guild.

    But that's not fun, is it, because they can fight back, huh?

    --
    I don't read AC A human right
  159. Good idea! by Firethorn · · Score: 1

    And this is why even if you have "good" alignments you still need to be able to attack. Sometimes self defense doesn't mean that they necessarily attacked first...

    The good character just has to weigh the penalty...

    --
    I don't read AC A human right
  160. Re:newsflash by minus_273 · · Score: 1

    yes,i should believe you because you actually live in nepal and you have to live with killing all around you. when was the last time you saw a person's hands get chopped off for not thinking the "right way". Get a life, or better yet, go see what the world is really like.

    --
    The war with islam is a war on the beast
    The war on terror is a war for peace
  161. Re:newsflash by Concerned+Onlooker · · Score: 1
    when was the last time you saw a person's hands get chopped off for not thinking the "right way"

    I assume you're talking about government human rights abuses here and not the Maoists. I oppose abuses no matter which side you're talking about.

    --
    http://www.rootstrikers.org/
  162. fantasy vs. reality by WotanKhan · · Score: 1
    "Do you kill someone in real life and say "Well, the rules of the universe allow me to kill you, it must be intended." Why is it that when a game designer gives you freedom to do as you like, you suddenly think it's reasonable to exploit these freedoms in any way you like?"

    Because it's a game, and I distinguish between fantasy and reality. Do you march around your neighborhood hacking small creatures to death with a sword to gain experience?

    An open ended game is license to do whatever you want and that is the appeal of it. I'm not particularly interested in the dopamine-reward cycle of endless experience-bar watching and waiting for a "ding!". If that's what trips your trigger, there are always games and servers dedicated to that sort of play. I'd rather spend my time getting into the psyche of my character, and if he is an evil necromancer, he's not going to be aspiring to kill just rats. If he is a druid of the forest and you are wantonly slaying the creatures under his charge and leaving the corpses to rot, well, he's going to have something to say about that.

    I don't play GTA, but it is obvious that those less than savory features are part of the appeal of the game. With very few exceptions (see the friendly fire posts in this thread), there is no reason to put a feature in a game, when it is desireable that said feature never be used.

  163. MUD Weddings by Anonymous Coward · · Score: 0

    Simply solved. When Lanfear and Jakka got married on the Discworld Mud the invite clearly stated 'Dress: Battle gear'. Muhahahhahaha.

    Be aware that there were several cre's in that wedding chapel :P Oh, and most of the guests died either before or after the wedding.

    What else do you think happens when two of the toughest PKs in the game get marrier? :)

  164. Good grief by Armsfeld · · Score: 1

    Remove all the cooperative parts of the game, then nobody can complain about the griefers because everyone's killing each other.

    Cherish the grief.

  165. Please don't breed by CarrionBird · · Score: 1

    Thanks!

    --
    Free Mac Mini Yeah, it's
  166. Re:How about moderating players like Slashdot post by Snaller · · Score: 1

    Hey Zonk, what happened to that Will Wheaton interview, part deux? :)

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