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Gamers Don't Want Grief

An article at the Guardian Gamesblog looks at the frustrations of online griefers. They talk about some of the unpleasant activities online gamers engage in, and briefly discuss the future of dealing with griefers. Scott Jennings and Richard Bartle chime in with ideas on how things might be handled. From the article: "'I expect we'll see more and more self-government,' says Scott Jennings, game developer and author of Massively Multiplayer Games For Dummies. 'The reason is fairly obvious if not particularly noble: it's less expensive for game companies to have their customers police themselves than hire people to do it. The trick, and why you don't see it generally, is to construct self-policing schemes in such a way that they don't enable unscrupulous players to use them as tools of grief.'" Darniaq disagrees, on the basis that players just don't care about immersion.

177 comments

  1. Art imitates Life by TripMaster+Monkey · · Score: 2, Insightful

    From TFA:

    The trick, and why you don't see it generally, is to construct self-policing schemes in such a way that they don't enable unscrupulous players to use them as tools of grief.'"


    Yeah...we have the same problem in real life.
    --
    ____

    ~ |rip/\/\aster /\/\onkey

    1. Re:Art imitates Life by CSZeus · · Score: 2, Funny

      Wiretapping != griefing.

      G.I.F.T. is probably more accurate.

    2. Re:Art imitates Life by RingDev · · Score: 1

      The problem with self policing in most MMOs is that players have limited resources in dealing with griefers. Atleast in open PvP games anyone can assemble a group and kill a griefer. Although, in an open PvP game griefers have more ability to grief others. In limited PvP games or PvE only games, there is no way to punish a kill stealer, agro puller, or loot thief.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    3. Re:Art imitates Life by teasea · · Score: 1

      Wiretapping != griefing

      True. The NSA doesn't do it for the Schadenfreude. I don't believe they feel much at all.

    4. Re:Art imitates Life by voice_of_all_reason · · Score: 3, Funny

      That's why all pay MMORPGS should make the billing address of the credit card they're charging visible when you legend/finger/whois another player. They can even throw in other stats contributed by the community in order to facilitate RL pkills.

      Joe Smith the Hobbit Deathmaster
      123 Fraud St
      New York, New York, 10138
      +5% to the Obesity skill
      +3% to Yu Gi Oh cards skill
      0 points in "Times Laid" stat
      Weak against: twinkies, sunlight, chores. Key to back door under the mat.

    5. Re:Art imitates Life by DanNZN · · Score: 1

      "That's why all pay MMORPGS should make the billing address of the credit card they're charging visible when you legend/finger/whois another player. They can even throw in other stats contributed by the community in order to facilitate RL pkills." Gee, that I am sure no one would think of exploiting THAT for griefing. No thanks, I do not think I want my address puplished to every asshat in WoW.

    6. Re:Art imitates Life by Bobsledboy · · Score: 1

      Whoosh.

    7. Re:Art imitates Life by Anonymous Coward · · Score: 0

      The moon doesn't woosh.. it's too high

    8. Re:Art imitates Life by DanNZN · · Score: 1

      Heh, yeah i guess it should be DanNZN New Orleans, LA +20% Cluelessness

    9. Re:Art imitates Life by UnknownSoldier · · Score: 1

      The real problem is that it's _impossible_ for a game to determine intent, and as such, is impossible to eliminate griefing in a multi-player game where players can influence the environment.

      Sometimes players make mistakes, and their actions would be considered griefing, even though they don't know any better.

      i.e.
      Youre playing a Space Sim, and are dog fighting another pilot. You shot, miss your target, and hit an innocent 3rd party bystander, say like the space station above the planet. Are you delibrating attacking it? (A truely immersive game would allow players to take control over bases, planets, etc.)

      i.e.
      In WoW your mining some ore, some jerk comes up and starts mining your same ore, not realizing he was lagging, and your character didn't display on his computer, and keeps the loot box open due to lag. Same thing happens 5 mins later, (you're lucky day) but this time the guy is intentionaly keeping the loot box open. How do you tell the difference?

      The solution would be to either tag the ore for a limited duration that it "belongs" to a player, or to spawn a "local" copy for each player.
      You really can't do that with mobs, since that would lead to 1) a huge disconnect of immersion, 2) not to mention over-loading the server. There is no good, general, solution to griefing. The only proper solution to griefers to either ignore them (since they crave attention in some sort), or give the community a means to "black-list" players (although this later option can cause the griefers to band together.)

      Cheers
      --
      Game Design is about the unholy trinity: Realism, Logicalness/Consistency, Convenience
      Unfortunately, far too mamy players are argueing about the wrong thing, usually the red herring of realism.

  2. Forget it by Azarael · · Score: 5, Interesting
    Bah, I have already have enough of online gaming idiocy. Even when you do get the majority of gamers to keep an eye on their peers, you get the exact opposite problem. Pedantic tight asses start running their servers or games like a police state and playing favorites with their cronies. Last time I checked, no one was buying a game called Fascism Tycoon.

    All that I ask is that studios give gamers tools to isolate themselves from having to deal with jerks. You are not going to get rid of them and probably the best that you can do is fence them off where they can't cause as much trouble. Otherwise you will spend far too much trouble on an ineffective solution when that time would have been better spent creating a better game.

    1. Re:Forget it by Anonymous Coward · · Score: 4, Funny
      Last time I checked, no one was buying a game called Fascism Tycoon.

      Is that like Railroad Tycoon, except the trains run on time? ;-)
    2. Re:Forget it by hal9000(jr) · · Score: 1

      Yeah brother. /ignore all is a wonderful thing.

      I remember while moo'ing years back being amazed at how people refused to use the ignore commands when they were being griefed. I used it alot and happily.

    3. Re:Forget it by coyotecult · · Score: 5, Funny

      Last time I checked, no one was buying a game called Fascism Tycoon.

      All of the sudden I have an intense desire to acquire such a game.

    4. Re:Forget it by Das+Modell · · Score: 1

      I used to have a crazy amount of people on my WoW ignore list. At one point a massive amount of people started talking Greek in general chat. I just ignored all of them. It got very quiet after that.

    5. Re:Forget it by JohnSearle · · Score: 2, Insightful

      The use of /ignore doesn't solve all the problems related to griefing. In most cases actions speak louder than words. A lot of the griefing seems more to revolve around (at least in my experiences) things like repeated killing purely for annoyance, training mobs, and mob stealing. These aren't things that a /ignore can solve... but they are thing that a governing body can have a great impact on.

      Back in my EQ days I played on a PvP server where such griefing took place regularily. What seemed to have formed out of that system was guilds created purely for protection of it's members... and it worked. Although this is more like gang warfare, it does show the power that player organization can have over griefing. Player organization can have a positive direct impact on player griefing, much more so than simply /ignoring the problem, so acknowledging this fact may go far to solving a blight.

      - John

    6. Re:Forget it by Lectrik · · Score: 1
      Last time I checked, no one was buying a game called Fascism Tycoon.


      All of the sudden I have an intense desire to acquire such a game.


      I cant't decide which responce to use, so
      A) In Soviet Russia, Fascist Tycoon acquires you.
      and
      B) OMG, someone needs to make a game like this

      BTW is my browser odd or can we nest blockquotes now?
      --
      --- As to make my comment seem, by comparison, more intelegent... doodie doodie doodie poop poop poop!
    7. Re:Forget it by DrEldarion · · Score: 2, Informative

      Try tropico - http://www.poptop.com/Tropico.htm

      It's basically "sim-island", and you can run the government any way you like. Religious government with book burnings? Sure! Military state? Sounds great!

      Granted, it's not incredibly deep, but it's quite a fun game.

    8. Re:Forget it by irablum · · Score: 1

      Are you sure you were'nt on an EU server?

      Ira

  3. Don't get me wrong, but... by Anonymous Coward · · Score: 0

    Dont get me wrong, I hate greivers on my online games as much as the next guy. But sometimes, they are what make things really interesting. What would EQ have been like if I never had to watch out for rolling trains and holding down camps and such? Just wouldnt be the same experience...

  4. Check it! by Anonymous Coward · · Score: 2, Insightful
    "'The trick, and why you don't see it generally, is to construct self-policing schemes in such a way that they don't enable unscrupulous players to use them as tools of grief.'"


    You mean like moderation or meta-moderation is?
    1. Re:Check it! by voice_of_all_reason · · Score: 1

      The trick, and why you don't see it generally, is to construct self-policing schemes in such a way that they don't enable unscrupulous players to use them as tools of grief.

      Because no one ever gets scammed on ebay...

      Just saying it doesn't entirely work. I don't know the answer either, though.

  5. Mod parent down! by Anonymous Coward · · Score: 3, Funny

    He's on to us.

  6. And I thought by The_Shadows · · Score: 0, Offtopic

    I thought that, by the title, this was in response to the article about Jack Thompson's video game bill being passed.

    Doesn't he provide more than enough grief for all gamers?

    1. Re:And I thought by Azarael · · Score: 1

      He's also a perfect example of why self governance in MPOGs is not such a great idea.

    2. Re:And I thought by faloi · · Score: 1

      Nah. Jack Thompson worries me and makes me sorta laugh. It worrys me when people with federal power start deciding to impose federal laws.

      --
      "It is a miracle that curiosity survives formal education." -Albert Einstein
    3. Re:And I thought by ClamIAm · · Score: 2, Funny

      Holy shit, Jack Thompson is just a griefer! Except instead of getting the banhammer, people listen to him :(

  7. And in other news: by Burlap · · Score: 2, Insightful

    The sky is blue, water is wet, and smoking is bad for you.

    And now, the weather...

    1. Re:And in other news: by LunaticTippy · · Score: 1

      My sky is grey. My water is frozen. Smoking can help people with Parkinson's.

      Your weather may differ.

      --
      Man, you really need that seminar!
    2. Re:And in other news: by Valdrax · · Score: 2, Informative

      Smoking can help people with Parkinson's.

      Actually, that's not true. Smokers (and alcoholics and other forms of addicts) have a significantly reduced chance of developing Parkinson's in the first place, but there's no studies that suggest that taking up smoking can reduce the symptoms of PD once you've contracted it.

      It's a correlation and not a causation. Current suspicions are that addiction and reduced risk of PD have a shared root cause -- elevated dopamine levels in the brain.

      At any rate, lighting up to prevent Parkinson's is a little like engaging in preventative chemotherapy.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    3. Re:And in other news: by Some_Llama · · Score: 1

      "Current suspicions are that addiction and reduced risk of PD have a shared root cause -- elevated dopamine levels in the brain."

      Sweet!! I always heard that my chian smoking and heroin abuse were bad for me.. well at least i won't be getting Parkinsons!

    4. Re:And in other news: by WilliamSChips · · Score: 1

      The grey is probably either a shade of blue or blue beneath, even frozen water is wet(dry ice isn't water), and read sibling post about Parkinson's.

      --
      Please, for the good of Humanity, vote Obama.
    5. Re:And in other news: by Hawke666 · · Score: 1

      Frozen water is not wet -- Definition 1 of "wet" from dictionary.com: Covered or soaked with a liquid, such as water. All of the definitions talk about liquids, not about water. Frozen water is by definition solid, and therefore not wet.

    6. Re:And in other news: by Golias · · Score: 1

      Frozen H2O is called "ice."

      Liquid H2O is called "water."

      Water is wet.

      --

      Information wants to be anthropomorphized.

    7. Re:And in other news: by Hawke666 · · Score: 1

      Yes. Water (Liquid H2O) is wet. On this we are in agreement.

      Solid H2O is not, unless it's covered in some liquid.

      The GP claimed that it was. ("even frozen water is wet")

    8. Re:And in other news: by WilliamSChips · · Score: 1

      Frozen water is usually melted around the very outside and ergo covered in water.

      --
      Please, for the good of Humanity, vote Obama.
    9. Re:And in other news: by Hawke666 · · Score: 1

      only if the ambient temperature is 0C or higher.

  8. He who hosts the server governs by pjgeer · · Score: 1

    Any influence must come from lobbying the entity running the servers. The griefer you jack today might be the hall monitor tomorrow (or yesterday, or 30 secs from now). Perhaps a bunch of geewhiz posts will follow lauding the joys of community self-government in MMO. Nevertheless, all you'll create is a bunch of lobbyists. As for Darniaq's argument... The thrill of exploring a open-ended world in order to make real-world financial gain must be tempered by the knowledge that if someone at the top decides they don't like you, out you go with all you've worked for. At least when you're fired from a real job they have trouble taking what you earned six months ago. But that's the default experience when your account gets stuffed because you called the wrong person a tool by accident.

  9. Griefing annoyance by zerocool^ · · Score: 4, Interesting

    I play eve, and in the sector of space that I hang out in, there's a highly organized, well skilled, tech 2 equiped group of pirates that fly around looking for kills.

    They're not there to try and claim territory, they're not there to complete a mission objective. They're there to get easy kills. One guy in particular has been playing since 2003 (meaning, almost all the skills he could ever want are trained to the max, giving him lots of bonuses), and is flying the fastest ship in the game. All he does is look for solo miners and people in shuttles and frigates to gank. He always runs when there's any sort of resistance.

    I guess I just don't understand it. I don't get why people would want to do that. Spend all that time in game learning skills and earning money, only to never engage in anything challenging. Only to cause problems for people whom you really have nothing against. It just doesn't make sense, and I can't see how it's fun.

    ~Wx

    --
    sig?
    1. Re:Griefing annoyance by Anonymous Coward · · Score: 0

      I don't get why people would want to do that.

      [AC Raises hand] Because a majority of people, given internet anonymity and no consequences, are assholes??

    2. Re:Griefing annoyance by A-Z0-9$_.+!*'(),-,+p · · Score: 5, Interesting

      I play EVE and constantly grief people. Why? Because I can truly play out the part of a space pirate. I'm playing the game to have fun -- and living the life of a space pirate... = fun. I suppose in some sense of the words, I'm not a griefer. I don't go out of my way to pick on noobies, nor do I run from a fair fight -- but I sure don't avoid new players and I have a strong sense of self-preservation. There is no reward without risk. And this is where EVE succeeds completely. No other game has such harsh penalties. What EVE brings to the world of MMO's is truly lacking in every other game out there. When you win -- you REALLY win, when you lose, you REALLY lose. On top of that, players are MORE then able to gang up and take charge of a situation. I enjoy this system, win OR lose. If you want your hand held by GM's while you play a cute, safe game -- fine by me. But I want to play something that's *hard* and has a point. Don't like it? Don't play.

    3. Re:Griefing annoyance by Anonymous Coward · · Score: 0

      Maybe he wants to play a goddamn PIRATE, you pussy.

    4. Re:Griefing annoyance by voice_of_all_reason · · Score: 1

      I don't get why people would want to do that.

      Neither do the other 5,999,999,999 people on the planet.

      http://en.wikipedia.org/wiki/Problem_of_evil

    5. Re:Griefing annoyance by Austerity+Empowers · · Score: 1

      Maybe, but there are plenty of people in real life who spend their time harming easy prey.

    6. Re:Griefing annoyance by DarkGreenNight · · Score: 5, Interesting

      Ok, lets explain this for non-EvE players.

      You are in a not-secured zone, it's security rating probably going from 0.1 to 0.4. In a secured zone (security from 0.5 to 1.0) if a player attacked another police would come and kill the griefer (avoiding destruction from police attack is cheating). This does not mean that secure zones are secure, simply that you have lots to lose if you attack.

      The pirate loses security rating attacking you, that means he is not able to enter secure zones. There are ways to improve it, though. Zone security 0.0 would mean that no security rating is lost, but these zones are usualy home of aliances.

      A three year old character, even if it's the only one trained in that account, does not have all the skills he wants to max, but probably he has enough to fly that ship perfectly, it it's requirements are not much, and for what you say it seems an interceptor, a ship that you can more than confortably fly in 6 months if you are focused. Training for all the skills to the max would mean more than 10 years, in real time, training.

      Tech 2 ships are expensive, much more than what they give you when they blow your ship (yes, in EvE you can insure ships). And that is not counting the tech 2 equipment they may have, as equipment is not insured.

      So now we have some competent players, with expensive to replace gear, attacking in a PvP zone, easy kills. Why? because a hard kill could mean their destruction, and that's a good reason not to engage what you can't win. But if they got near you you could jam them (ensnare them) so they could not flee, all you need is some basic equipment. Web (slow) them too, unless you want them to go out of your jamming range and flee. So you have options.

      What can they win? A miner can leave equipment worth as much as a ship of these they are flying, people in shuttles and frigates could be transporting great treasures that don't use much cargo space.

      And they teach you to be alert in a PvP zone, and everywhere too, just in case.

      I am a person who spends all his time in secure zones, because I don't like many risks, but I accept them, and learn from my errors. The most exciting time I had in a game was being pursued by a pirate across a system, he in a big but surprisingly fast ship, me in a small but not so fast one. I barely managed to escape, but that adrenaline rush was so great...

      A last explanation for non-EvErs, a three year old player can lose to a determined small group of newbies. So it's not like those other games were a level 60 can kill hundreds of level 5. Use what the system offers to you and have fun.

    7. Re:Griefing annoyance by vertinox · · Score: 1

      I guess I just don't understand it. I don't get why people would want to do that. Spend all that time in game learning skills and earning money, only to never engage in anything challenging. Only to cause problems for people whom you really have nothing against. It just doesn't make sense, and I can't see how it's fun.

      Hrm... Maybe it is something called human nature... *flash back* Lets ask people throughout time why the pick on the little guys.

      So guys... Tell us the truth on why you go around killing helpless people?

      Roman Soldier: Well... It releaves stress and I dunno... Its kind of makes me feel like a man when I whip the slaves a bit.

      Viking Warrior: Oh... I do it for the screaming women. You know... The lamenting. Then I get to kick the village ideo arround a bit.

      Christian Crusader: I dunno... We get bored sitting here in the desert. So toss a heathen child or two off the wall. Teaches em good it does! Also we take bets on long the brat takes to hit the ground.

      German Panzer Commander: If I had to fight zez people that fought back it wouldn't bee fun! Das would be no good if they started shooting back! Do you know how much one of deez pzners cost? It would take months of mein salary! I think it will be the safest route to just kill those who don't fight back! Those french batards just surrender anyways so we the suprize on zee french tanker faces are so funny when we shoot them anyways even with the white flags going up!

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    8. Re:Griefing annoyance by Anonymous Coward · · Score: 0

      All he does is look for solo miners and people in shuttles and frigates to gank. He always runs when there's any sort of resistance.

      Having played this game, I understand that painting a large target on yourself and firing on larger ships and groups would be stealthy and good practice compared to what you're saying.

      Solo mining? Shuttles, frigates? In low-sec space? The way the game works creates a world where this should be impossible, and the elegance of it is that the forces in place are not GM created or AI, but people. So to make the game fun, somebody's got to do it. What you call "griefing" is actually encouraged by the game economics. Not that this is easy on newbies, but it is a neat world.

    9. Re:Griefing annoyance by Anonymous Coward · · Score: 0

      You're an asshole for saying that.

    10. Re:Griefing annoyance by WilliamSChips · · Score: 1
      french batards
      The French are pieces of bread?
      --
      Please, for the good of Humanity, vote Obama.
    11. Re:Griefing annoyance by zerocool^ · · Score: 1


      See, the thing is you're not being a pirate.

      A pirate would hit someone until they're in structure, and then demand payment to be left alone.

      You just kill people.

      There's games for that - see Counterstrike. In eve, it just ruins it for the rest of us.

      --
      sig?
    12. Re:Griefing annoyance by zerocool^ · · Score: 1


      Are you in an alliance?

      My alliance is nbsi (not blue, shoot it). If you're not friendly (which means a member of ASCN, Loktra Voltera, Veritas Immortals, Ghost, or Knights of the Southern Cross, which admitedly is 1/12 of the people in eve), and you're spotted, you're shot at. So, in a lot of ways, our space is more secure than 0.4 - 0.1 space. In fact, I'd rather be in friendly 0.0 than Jita right now, cause there's a couple of corps that have declared empire-sanctioned war on us.

      The problem is this guy goes where he wants to go. We all know we can web him. The problem is doing it. He's in a vagabond, with 220 vulcan II's and some very fast equipment and skills, and tech 2 drones. The problem is that he's got all of his flight skills trained up, so that he turns and accelerates on a dime, and our intys have trouble keeping up with him. He can instalock, and like I said, when he sees more than 2 or 3 ships with offensive capabilities, he shoots off to a safe zone.

      There's other stuff, too - like logon traps. Last night we lost 15 billion because we jumped into a system, escorting freighters, and an interdictor warped in and shot a bubble at us. All of a sudden, there were about 35 battleships and at least one carrier right on top of us, where they hadn't been in local, and hadn't been in any surrounding system. That shouldn't be possible.

      Sigh. Maybe I am a carebear. But... it seems like it's impossible to get rid of these pirates in our space. Everytime we kill one, they're back in a billion isk ship in a matter of minutes. They're just there to annoy, they never want money, never want to negotiate.

      Killing people for fun is not piracy. It's griefing. Piracy is extortion by force (in a naval setting).

      ~x

      --
      sig?
    13. Re:Griefing annoyance by KDR_11k · · Score: 1

      Not necessarily. Killing everyone on board and stealing any valuables (in this case cargo, in real life that stuff's too difficult to deal with and they prefer stealing the money from the safe) is a typical pirate action as well.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Griefing annoyance by gzunk · · Score: 1

      Actually I would consider that to be more of a mobster than a pirate. A mobster wants you alive so that he/she can get repeat payments, whereas a pirate doesn't care since he/she is interested in armed robbery - with murder thrown in to get rid of the witnesses.

    15. Re:Griefing annoyance by DS-1107 · · Score: 1

      agreed. the thing is taking a ransom in EVE is higher risk then not - most of the time if the prey has friends in local he will call them while you ransom. Blowing up his ship and taking the loot is less risk, and often as much profit in the end. So many old pirates in EVE ransom people with expensive ships, the rest they will blow up hope that it transporoted goods worth more then any ransom would give (example. shuttle ransom 8000 isk? t2 bpo 3 bil isk? the later is possible, though chanses are very slim - the first might happen any time but you are missing out on the chanse on the big drop if you do ransom). As for pirates being afraid of 'fair' fights (not aimed at the parent post, but the grandpa post)- consider this they often have gank setup, hardly something to use in a 1v1 duel. More so you know what ship he flies, so fitting effective counter messures is not hard, while he can only trust you, hist last victim, to be truthful about what ship & modules you will fly. Further a pirate that lives by pirating needs to make a profit, well better or he will go broke - killing as much risk as possible is the sensible solution to this, thus avoiding 'fair' fights is norm, avoiding to carry uber gear is norm and this is while the rich pve:r don't live by pvp & can throw on fat gear etc. A good example is my old stabber setup for hunting: a pure horror for frigs besides som AFs, but is a dead bird if anything larger gets it locked down. A duel with it against a frig is not a fair fight, as thats all it is supposed to do, while a duel against a cruiser or larger is suicide on my part - and again not a fair fight.

    16. Re:Griefing annoyance by Voltageaav · · Score: 1

      Hey, that's not griefing. I'm always nice, polite, and usually will sell people their faction mods back after podding them. I'll let people go if they pay a ransom as well. I always stick to my word. What more could you ask for? If you don't like dieing, stick to highsec. Suicide alts, macrominers, and ore thieves are the ones you should be complaining about. Trying to give pirates a bad name, sheesh.

      --
      Someone save me from this sanity.
    17. Re:Griefing annoyance by Voltageaav · · Score: 1

      Not if the person you kill happens to be a Geddon with all faction equip. I killed one of those last month, Made 800 Mil in about 10 minutes. :)

      --
      Someone save me from this sanity.
    18. Re:Griefing annoyance by Anonymous Coward · · Score: 0

      as are you, and I! :P

  10. Griefers - who they are and why they do it. by Banner · · Score: 5, Insightful

    Griefers tend really to fall into two main catragories: Children, and people who want attention.

    The first you can get rid of easily enough by putting in age limits. That will get rid of the large majority, but most children aren't very good at griefing unless they have some sort of script they downloaded to help them along. They're really just annoyances.

    It's the ones in the later catagory who are the worst cases, and in many instances their anti-social behavior takes place in real life as well (Any one here know about sibe?) These people do these things online because they know they can cause a fuss, and hopefully even hurt people, without themselves being subject to any penalties or pain. And they gain all sorts of attention and notoriety for it.

    How do you deal with it? Well communities -can't- deal with it if they have no clear and easy method to kick the person off the system immediately, or at least eject them from the area of play. There are ways of dealing with this beyond having some sort of game master around keeping an eye on things, but lets be honest: We're paying for the game, the company should have some sort of GM around to deal with these people!

    It's like real life, we have police and courts for a reason. Grievers can quickly destroy a game and lose you customers. Part of customer service means dealing with them. Yes these people once ejected can come back, but if it's costing money only the most dysfunctional or vicious will keep returning. Then it does become a legal matter, though in many cases those people are going to end up in jail for real life criminal matters unrelated to the game.

    But the sad fact is this problem will never go away, crime is as old as society itself. There are always people who want to steal what you have, hurt you, or just muck everything up for everyone else. When I have to ban these people from the system I deal with it is amazing to me that they often have NO IDEA at all of why they're in trouble, they just can't understand why it's not alright for them to do whatever they want and so what if they hurt and abuse other people in the process. Or worse yet, get pissed at me for having the nerve to stop them. I have also found that if you catch trouble makers when they first show up, and give them a taste of the punishments instore if they continue, that many will toe the line from there on. But that usually only works with the younger players who will still respond to discipline.

    In short, there is no easy solution and trying to pan it all off on the players will never work satisfactorily unless you have a method for giving some of those players power and making sure they don't abuse it. I think this is probably the hardest part of MMO game design today.

    1. Re:Griefers - who they are and why they do it. by Khyber · · Score: 1

      Sibe - Husky Sibe??

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    2. Re:Griefers - who they are and why they do it. by Banner · · Score: 1

      The one and only. I think there are entries for him on both Wikipedia and encyclopedia dramatica these days. I've also heard he gets out of jail in September.

    3. Re:Griefers - who they are and why they do it. by daniil · · Score: 1

      Attention-seeking isn't necessarily a bad thing. It is, in fact, completely natural for a human to seek for attention. The real problem here is that it's difficult to enforce social norms by technical means (Slashdot is a good example of this) and some people like to take advantage of this, of the fact that it's only a game.

      However, this doesn't mean that griefing is necessarily bad. In many cases, the line between what's acceptable and what isn't can be rather blurry. Something I might find acceptable (the GHSC case, for example) you might consider to be less so.

      --
      Man is a slave because freedom is difficult, whereas slavery is easy.
    4. Re:Griefers - who they are and why they do it. by WilliamSChips · · Score: 2, Informative

      Age limits are bad, bad, bad, bad, bad. They do nothing but force kids to lie about their age. Look at MySpace for an example of that.

      --
      Please, for the good of Humanity, vote Obama.
    5. Re:Griefers - who they are and why they do it. by hal9000(jr) · · Score: 1

      In short, there is no easy solution and trying to pan it all off on the players will never work satisfactorily

      sure there is a solution. On-line games should have an ignore list that lets you blacklist players so you can't see, hear, or be affected by someone actions. It's very effective. I am pretty sure Evercack had an ignore list (It's been a few years) that worked quite well. I wish I had an ignore feature IRL sometimes.

    6. Re:Griefers - who they are and why they do it. by Anonymous Coward · · Score: 0

      You furry freaks really need to get a life.

      Fags.

    7. Re:Griefers - who they are and why they do it. by Baloo+Ursidae · · Score: 1

      I never thought I'd see the day when furry drama would get +5 on slashdot...

      --
      Help us build a better map!
    8. Re:Griefers - who they are and why they do it. by Baloo+Ursidae · · Score: 1
      (Any one here know about sibe?)

      Yes. He has brief periods of lucidity, though. It's too bad he won't get help, he seems like he'd be a pretty interesting person if he weren't such a dick all the time. Almost like maybe he's NPD or bipolar.

      BTW, long time, no see, Banner! Drop by the furry chat on Jabber at furry@conference.ursine.ca sometime!

      --
      Help us build a better map!
    9. Re:Griefers - who they are and why they do it. by Anonymous Coward · · Score: 0

      Hai Banner, found you in the bottom right image: http://www.encyclopediadramatica.com/index.php/Fur meet

      Slap Jurrel's ass for me, and remember that people on WoW aren't furry, thus they're sane and your arguments don't apply. ^_____^

    10. Re:Griefers - who they are and why they do it. by tartley · · Score: 1
      Your sig betrays your furtive lust for the power and mayhem of a griefer's life. Isn't that feeling of gleeful abandon the whole reason we play games in the first place? To do things we wouldn't get away with in real life? You seem to have missed the whole point.

      If a griefer is exploiting game behaviors which exist outside the context of the game - for example pulling the plug before an online game can run to completion - then I'd agree with you completely. Such behaviour is not simply griefing, it is downright cheating, and not acceptable under any circumstances.

      But if the griefer merely expoits advantages they have found within the framework of the game's ruleset, then they are doing nothing more than playing the game. It forces everyone else to think of counter-tactics to escape the griefer, and then the griefer needs to refine or replace their tactics if they are to get their kicks. Successive iterations of this cause everyone to raise their game, causing a natural evolution in player behaviour, as the ultimately effective tactics that are implied by the games rules are slowly divined by all present.

      If the game offers no counter-tactics which griefer victims can use, then guess what? You're playing a shit game! Bail on it and find one with a modicum of tactical depth.

      Check out David Sirlin's smashing essays about 'Playing to Win', starting here on sirlin.net.

  11. Griefinator by gryphoness · · Score: 1, Interesting

    Graph theory has some very interesting applications in controlling griefing. Different companies have used this before, and it's a system maintenance sort of thing... you have to take out griefer networks, not just individuals. But this can be done. Almost everything you do in an MMO is probably tracked -- the people you talk to, the people you trade with, the places you visit. It's all data and it's relatively trivial to run analysis on it that results in a visual network map of connected players. This is fairly similar to what the FBI does to track terrorist networks, only obviously the data is a lot harder to obtain.

    Then, in the case of griefers, you can explore varying degrees of ugliness. You can warn them. You can ban them. You can cancel their accounts. And then you can contact their credit card company and report them for harassment and/or online fraud, which can REALLY suck. But the core point is that if you take out key nodes in a network of griefers, the pool settles out remarkably quickly.

    Griefing is controllable with the right expert developing the right tools. All the MMO has to do is decide that they want to do something about it. But so long as they keep getting subscriptions, cough, certain large MMOs are not going to make that decision. But some of it has to do with the age of the MMO. Young MMOs will tend to want to play nice with griefers. It never works.

    1. Re:Griefinator by Thing+1 · · Score: 1

      Those tools don't account for out-of-band communications. Like two griefers sitting in the same room, or talking on the telephone. As long as they're careful (like the afore-mentioned terrorists) never to use in-band communications, they're much less likely to be red flagged by the tools.

      --
      I feel fantastic, and I'm still alive.
  12. Griefing is its own solution by stlhawkeye · · Score: 2, Interesting
    I started playing Warcraft. It was fun. I picked a PvP server. I got to level 20 and every goddam alliance I found killed me and camped me. Guys who were level 60 and elite mounts would stop, dismount, and come kill me. It drove me nuts. I never griefed alliance, I didn't kill half of the ones that I could have for Honor.

    This drove me nuts until I finally realized that I was going to get griefed no matter what, and the answer is to make sure I deserve it. I began griefing non-stop. I'd just hang out in lowbie zones and harrass and grief people. Eventually some 60's would show up and put a stop to it and /spit on me a thousand times.

    And then when my alts got griefed or ganked or whatever, I laughed at the dancing night elf who was /spitting on me a thousand times because, quite frankly, I knew that I really really had that coming. I gave better than I got.

    The fact that I was der uber Shaman only made griefing more satisfying. Run the boards, little boys! Complain that you can't take a shaman 20 levels above you!

    So yeah. Solve griefers with more griefing. The problem doesn't go away I guess but you enjoy the game anyhow. Flame away, I don't care, I cancelled months ago. After PvP grinding to get my elite super dooper PvP set I tried some PvE, but when they announced Necropolis I said fuggit. It's just another treadmill. I think I'm done with on-line gaming of that sort.

    --
    "I have never won a debate with an ignorant person." -Ali ibn Abi Talib
    1. Re:Griefing is its own solution by AdamTrace · · Score: 1

      I don't think you can call legitimate PvP combat "griefing", as such. It's kind of unfair and lame to kill/camp someone 20 levels below you, but you could also justify it under "role playing" or something.

      Griefing, to me, is more like scamming people out of money, putting up auctions for 50g instead of 50s, stuff like that.

      Adman

    2. Re:Griefing is its own solution by bunions · · Score: 1

      but that's not really the game I wanted to play. self-policing mmogs is ludicrous. It barely works on slashdot and it never worked on counterstrike back when I was playing that. The idea that you'd let players on something like WoW self-police themselves is an invitation to shitfuckery. The best online communities are moderated very closely, and bans are handed out liberally. Companies should take a good look at that.

      --
      there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
    3. Re:Griefing is its own solution by KDR_11k · · Score: 1

      Justifying anything with roleplaying will be hard when you've got such huge level differences. I mean, how do you explain that some low-level guy can ram his sword into your chest and not even leave a scratch?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Griefing is its own solution by Ash-Fox · · Score: 1
      I mean, how do you explain that some low-level guy can ram his sword into your chest and not even leave a scratch?
      This is why Star Trek technobabble exists.
      --
      Change is certain; progress is not obligatory.
  13. It's only a video game - anything goes by SpecialAgentXXX · · Score: 2, Insightful

    Jesus H. Christ. I read the article and these "gamers" take their recreational time way, way, way too seriously. Look at this example:

    The players of World of Warcraft were left with a similar conundrum in March, when a group of gamers performed an act whose only purpose was to cause emotional pain. The death of a member of the community inspired her fellow gamers to hold a virtual funeral, which was raided by a malicious mob that made short work of the mourners, all of whom had relinquished their weapons as a sign of respect. Since the funeral was naively held in a zone designed for combat, few could question the legitimacy of the attack within the game's rules. None the less, the mourners were outraged, not at the penalties their characters would have to suffer, but at the brazen attack on their feelings.

    You're playing a video game where you can kill and destroy. That's the game. Your virtual character can do anything you want to do in the game that the game allows. Some want to sit around making a political statement, others want to wreck havoc. The only "rules" in a video game is what the programmers write into it. Other than that, anything goes.

    Of course, you can't do anything that's already illegal such as a DDOS attack or sending viruses to other players. Or even cheating - i.e. changing the "rules" in a video game than what the programmers put in place. Note, this is different than taking advantage of an exploit, which is perfectly fine since it is in the game. If gamers don't like it, the programmers can put out a patch to fix it.

    The point is that this is just a video game and there are no real-world dollar values assigned to the bits of electrons on the servers' hard drives. If there was, then anyone (most likely the parent company or a programmer within the company) could create 10,000 "uber-great-warrior-characters" for $100 each and be an instant millionaire. There is no such thing as "property rights" in a video game since you own nothing. You pay a monthly fee to access the physical property (servers, routers, etc.) of the game company.

    Could you imagine the chaos if your video game character's items were considered real property? Could you get sued for theft if you play a thief and steal the items? Could you get sued for sexual harassment if you knock down a character and remove their armor, thus exposing some of its virtual body parts? Could the video game company be sued for not providing adequate virtual security (i.e. unpickable lock on a treasure chest or your house) to protect your virtual items?

    The whole point of a video game is to escape from reality into an alternate place. Some think they can take their politics, opinions, etc. with them and shape the alternate place into the same fucked up place as the real world. Others, like myself, who lived in a structured and planned out environment like to wreck havoc and chaos in the alternate world as an escape from real life. I like to inject my bit of "Grand Theft Auto" gameplay in all of the online game I play.

    1. Re:It's only a video game - anything goes by Azarael · · Score: 1

      Totally agree, every time I see players have a total hissy fit about cheating I wonder what they heck is wrong with them. Over competativeness in a community in a lot of cases is just as bad as people who make it a point to cause trouble.

    2. Re:It's only a video game - anything goes by Alpha+Soixante-Neuf · · Score: 1

      The earlier example was better for me. Some big corporation got infiltrated over a year and then cleaned out and they complain about all the time and energy it took them to build their group?

      they exacted the ruination of a particular player and the corporation she headed, Ubiqua Seraph. Spending more than a year infiltrating Ubiqua Seraph and gaining the trust of its higher members, the Guiding Hand enacted an elaborate heist that resulted in the destruction of the organisation's limited edition flagship and the looting of its considerable funds.

      That sounds like absolutely awesome tactics to me. If I thought me and 10,000 other people could infiltrate Sony or something and in a year or so take everything they had, I'd get on it right now. Having a video game character funeral is retarded, but moaning about a group that came up with a master long term strategy and pulled it on you is so sad. Be proud they chose you to bring down. Sure it sucks, but if you've invested enough in the game that it really effects your reality life, then you just learned a very important lesson: videogames are for playing, not living.

      --
      "The world is a tragedy to those who feel, and comedy to those who think." -- Shakespeare
    3. Re:It's only a video game - anything goes by vadim_t · · Score: 1

      Well, see, by that logic, DDOSing a server is completely fine. After all, a web server imposes a series of rules on you as well, such as what file you can request. If the rules it uses let you take it down, why would it be wrong to do that?

      BTW, Second Life does have actual property and items that cost actual cash

    4. Re:It's only a video game - anything goes by ClamIAm · · Score: 1

      The only "rules" in a video game is what the programmers write into it. Other than that, anything goes.

      By this logic, it's OK for me to buy a gun and start shooting people, since it is physically possible.

    5. Re:It's only a video game - anything goes by _Sprocket_ · · Score: 1
      Totally agree, every time I see players have a total hissy fit about cheating I wonder what they heck is wrong with them.


      Games are defined by the rules of that game. If you do not follow those rules... if you cheat... you are no longer playing the game. If you don't want to play the game, go find something else to do.

      Having said that - I could do without the idiots who scream "cheater" every time some encounter in a game doesn't go the way they want or expected.
    6. Re:It's only a video game - anything goes by _Sprocket_ · · Score: 1
      You're playing a video game where you can kill and destroy. That's the game. Your virtual character can do anything you want to do in the game that the game allows. Some want to sit around making a political statement, others want to wreck havoc. The only "rules" in a video game is what the programmers write into it. Other than that, anything goes.


      Sure. The mechanics allow you to be a complete ass. Have at it. But don't feign confusion when people point out that you're being an ass.

      WoW is an interesting example. The mechanics of the game feeds hate. And not just because of PvP fighting. Blizzard goes out of their way to make it very difficult for enemy factions to even communicate (forgoing such language barriers with neutral factions able to communicate across the board). Yet I have fought against some very honorable individuals. I may ultimately hate their guts for pulling off some particular attack that thrashed my faction or my character. But I can respect them as enemies for not going beyond the pale and showing some degree of class. I respect them even more because this behavior is clearly their choice - they don't HAVE to.
    7. Re:It's only a video game - anything goes by daniil · · Score: 1

      Yes. Now you're getting it.

      --
      Man is a slave because freedom is difficult, whereas slavery is easy.
    8. Re:It's only a video game - anything goes by Maxo-Texas · · Score: 1

      I'm sorry... but holding a funeral in a PVP area was just an incredibly stupid idea.

      I have never griefed and it made me want to buy the game, log in and grief them.

      You have to ask yourself... WHAT WERE THEY THINKING???

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    9. Re:It's only a video game - anything goes by YamadaJiro · · Score: 1

      Yes, it is "OK". It's also "OK" for everyone else to create a complex system of police officers, judges, and wardens to stuff you in jail for a while. If you feel like being a fugitive for the rest of your life, well, that's really up to you.

      You're confusing moral OK with physical OK. Games have very little moral OK in them, because the whole point of many games is to avoid moral questions. Did you ever think being a freelance warrior who randomly kills people he arbitrarily decides are enemies might be a little immoral? In real life, sure- but in a game where certain people are ALWAYS the enemy and killing the enemy is a fine way to gain money and respect, people should adjust their moral outrage levels appropriately.

    10. Re:It's only a video game - anything goes by Gnostic+Ronin · · Score: 1

      Well, yeah, but it can get to the point where you can't play for the constant griefing. I used to play MMOs, and one thing that did bug me was greifers who'd kill me 8-10 times in an hour. Now, I useually play freeware games, so I'm just losing time, but if I was paying a monthly fee, I AM losing money, because I can't enjoy the game I'm paying for. That's why people get pissed over griefers and theifs. They can't enjoy the game, and they're losing the money they're paying for it.

    11. Re:It's only a video game - anything goes by crumshot · · Score: 1

      I'm a skatman!

    12. Re:It's only a video game - anything goes by MerlynEmrys67 · · Score: 1
      The players of World of Warcraft were left with a similar conundrum in March, when a group of gamers performed an act whose only purpose was to cause emotional pain. The death of a member of the community inspired her fellow gamers to hold a virtual funeral, which was raided by a malicious mob that made short work of the mourners, all of whom had relinquished their weapons as a sign of respect. Since the funeral was naively held in a zone designed for combat, few could question the legitimacy of the attack within the game's rules. None the less, the mourners were outraged, not at the penalties their characters would have to suffer, but at the brazen attack on their feelings.
      One of the funniest WoW videos I've seen came from this attack. I was wondering how they went through the funeral attendies so quickly - now that I know those people were dumb enough to go unarmed into one of the highest zoned PvP areas... Duh - what were they thinking. Hold the funeral in the undercity or something
      --
      I have mod points and I am not afraid to use them
    13. Re:It's only a video game - anything goes by Petrushka · · Score: 1

      Could you imagine the chaos if your video game character's items were considered real property? Could you get sued for theft if you play a thief and steal the items?

      I should imagine that's quite likely, given that in many MMOGs, items that your avatar owns have real-world commercial value.

    14. Re:It's only a video game - anything goes by SpecialAgentXXX · · Score: 1
      given that in many MMOGs, items that your avatar owns have real-world commercial value.
      Doesn't the video game company own the rights to the software and all the hardware they host it on and you are just licensing it from them? Isn't that like saying you are renting an apartment from someone, then turning it into a condo and selling it to someone else for "real-world value"? That's not possible since you don't own the apartment in the first place.
    15. Re:It's only a video game - anything goes by SpecialAgentXXX · · Score: 1
      greifers who'd kill me 8-10 times in an hour ... I AM losing money, because I can't enjoy the game I'm paying for. That's why people get pissed over griefers and theifs.
      What about the people who killed you 8 - 10 times in an hour? They are playing the same game as you (unless using cheats which is a totally different situation), paid the same money as you, and are entitled to play the game in whatever fashion they enjoy. Just because you suck and they are good doesn't mean there is anything wrong with them killing you. I would play Halo PC online and get my ass handed to me every single game. If I was lucky, I'd get maybe a couple of kills per match. So what? I paid $50 for the game and knew I'm not some kick-ass video gamer so I expected to get killed all the time. That's why it's called a game and not a online chat service. There are winners and there are losers. Should you get upset at the online poker casinos when "griefers" always knock you out of tournaments?
    16. Re:It's only a video game - anything goes by SpecialAgentXXX · · Score: 1

      Exactly, when did playing a video game and "morals" go together? A game is a competition. There are winners and there are losers. What the hell is the point of advancing your character, being more powerful, getting more gold, experience, etc. unless you can compete with others and use the skills that you have amassed? If the game allows you to be killed, then someone is going to kill you. There is no such thing as "morals". That's the whole point of playing a video game - escape from the real world and wreck havoc and chaos - something you shouldn't do in real life since there are rules against it.

    17. Re:It's only a video game - anything goes by Petrushka · · Score: 1

      Isn't that like saying you are renting an apartment from someone, then turning it into a condo and selling it to someone else for "real-world value"?

      IANAL, but I'd guess it's more like subletting. The MMOG owner licenses you to access and have control over virtual property, then you go and sell that licence on eBay to someone else, who then has access and control. But that kind of thing, too, is covered by various laws in most places, isn't it?

    18. Re:It's only a video game - anything goes by _Sprocket_ · · Score: 1

      I would imagine the zone had some special importance. Perhaps it was the zone itself (I know folks who spend a lot of time there). Maybe it was the look of the place (different zones have very different appearances). Maybe they wanted somewhere neutral. Who knows. I would imagine that someone who put the effort to organizing the event would have had the sense to pick a faction-friendly zone if that particular point was a requirement.

    19. Re:It's only a video game - anything goes by KDR_11k · · Score: 1

      Just because you suck and they are good doesn't mean there is anything wrong with them killing you.

      In many games getting killed by an opponent repeatedly usually stems from a difference in skill, yes, but in MMORPGs your combat ability is directly related to the level of your character. Even if you deliver a perfect play you will not defeat an opponent that's 2-3 times your level, even if he's as smart as a brick. In an FPS the analogy would be having ten health points and a peashooter while the other guy has 2000 health, an instagib rifle and server-side autoaim.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    20. Re:It's only a video game - anything goes by SpecialAgentXXX · · Score: 1
      In many games getting killed by an opponent repeatedly usually stems from a difference in skill, yes, but in MMORPGs your combat ability is directly related to the level of your character.
      Then maybe the MMORPG in question is not a well-designed, well-programmed game and not worth to play with in the first place? Seriously, if you know people are a level 60 and you are a "n00b" at level 0, then you can expect to get killed. Maybe the game designers need to put a safe-haven in the game. e.g. "Within the King's city limits, killing a citizen raises an alarm where all of the King's soldiers go after you and either kill you or lock you in prison for 1 or game real-world days which results in your virtual skills and strengths weakening, etc." Or put in a hunting game park (like in real life) or martial arts studios or menial job to earn some gold, etc. to allow the player to gain some skills before he ventures out into the world. Or have the player venture out in the world with a group of other "n00bs".

      I think the failure(?) of some of these MMORPGs lies with the game designers, not the players who play the game.
    21. Re:It's only a video game - anything goes by SpecialAgentXXX · · Score: 1

      But isn't there something in the EULA that does not allow you to re-license the materials in the game? Wasn't there an issue with "gold miners" and the game companies wanting to stop it because it is against the EULA? If so, then reselling any "virtual" item in the game is against the EULA. Further, how is that virtual item your "property" which you paid money for? What is the game company decides to shutdown their servers or they go bankrupt. In an instant, all of your "property" (electrons arranged in a pattern on hard drives) is gone.

    22. Re:It's only a video game - anything goes by KDR_11k · · Score: 1

      Then maybe the MMORPG in question is not a well-designed, well-programmed game and not worth to play with in the first place?

      Well, yes, but they bring in the money so it's more profitable to fix them than throwing them away.

      Often the noob zones are protected but the griefers wait just outside. If your noob zone protects until e.g. level 10 you'll find level 60s in top gear waiting just outside to kill any level 10s coming by. The level difference is so strong that you can forget about having players train before engaging the enemy unless you want them to train like 80% of the levels. That just doesn't keep players, a player at level 20 might want to engage in PvP but not with someone 10 or more levels above him.

      Obviously this is a self-created problem, by making the level range so large, the time to go through it so long and the difference in power so big the MMOs retain their players who get a kick out of becoming stronger in the game but they also make the job easier for people nearing the end of the scale wishing to kill people who can't fight back. Self policing (i.e. bring a bunch of high level players into the area to take care of the one who seeks unfair battles) doesn't work without death penalties and players don't want death penalties (in addition to such penalties working for the griefers most of the time).

      Personally I'd propose a solution that would get rid of the level range aspect. Flag areas as "level 20 max" and temporarily drop players (and their equipment) in level if they're too high, make level differences less pronounced (so a newbie could still kill a level 60 with a lucky hit or a great strategy) or abolish levels completely. One problem is that players enjoy being stronger and many people play MMORPGs just to see their character develop from mostly harmless to godlike. Another is that if the level range doesn't take forever to go through many people will stop playing as an MMORPG doesn't have more content than a normal game, it just manages to keep players longer in each area with the levelling system.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    23. Re:It's only a video game - anything goes by Gnostic+Ronin · · Score: 1
      Well, because of the greifers in an MMO, I CAN'T play the game for very long. I get to an area to try to play the game -- level up my character, get some money to upgrade armour, etc. The problem is that in some of these games it hard to do. I get killed by griefers, or in some MMOs, a bunch of high-level players sit around the spawn point of a creature that drops something valuable (so no one else gets a chance to fight it).

      It makes the game a lot less fun for those of us who don't necessarily WNAT to fight other players. I don't like having to reload my game evey 10 minutes + have a nice exp loss (and possibly losing a sword or armour that took you three or four MONTHS to get). I get that griefers aren't necessarily breaking the rules, but when it gets to the point of making the game practically unplayable for the people getting greifed, stolen from, etc., it's a problem. Especially when I'm paying to play the game, because I can't get my money's worth from a game that I'm getting greifed on constantly.

      Halo or counterstrike are different matters entirely. Those games are BASED ON killing other players. That's why people play Halo online. You aren't playing to build up a character, or to explore a permanent world. You're playing to compete with other players. That's what Halo IS. That's not what Everquest, WoW, or other MMORPGs are.

    24. Re:It's only a video game - anything goes by {8_8} · · Score: 1

      IIRC, the particular spot they gathered in had some sentimental value to the deceased. Something to do with fishing in the pond, I believe.

    25. Re:It's only a video game - anything goes by Petrushka · · Score: 1

      Again IANAL, but I'd venture a guess that it depends on which game you're playing, what the specific EULA for that game happens to say, and whether EULAs are legally binding in your country. Given an industry worth anywhere up to $3B worldwide, I'm sure someone somewhere wants to take the possibilities you're talking about seriously! -- it'd be interesting to know if there are any laws anywhere governing the economy of MMOGs! (Now there's an idea for a /. article.)

  14. Old Ranters... by Anonymous Coward · · Score: 0

    Scott Jennings used to be known as Lum the Mad, correct?

  15. Comments from a part-time griefer by Hannah+E.+Davis · · Score: 4, Interesting

    I occasionally grief in online games, but it's more of a roleplaying thing for me. If I go ganking noobs as my undead rogue, it's because she's a freakin' undead rogue. What do you expect, hugs and kisses from the walking corpse who just happens to be a trained and specialized thief/killer?

    However, if I play an evil character, I usually have at least a few extremely kind and benevolent alts. I've played MUDs before where I'd strip someone of gear with my evil character but happily re-equip them with better than what they had before as one of my alts. I just don't want to play good characters all the time because it gets boring.

    I don't really understand people who'll spend absolutely all their time griefing, however. To me, that's just as boring as spending all your time helping others as a good character, and while it may be fun to gank a lowbie once, I rarely see the point in corpse camping. There's no challenge in it, and one or two kills are enough to convince the guy that you're evil and dangerous.

    1. Re:Comments from a part-time griefer by Turn-X+Alphonse · · Score: 2, Insightful

      I got this problem as a thief in Silkroad online. People instantly saw the thief class as an "evil" person, where as I saw it as an option and I could be good or evil.

      I'd jack traders and take half their stuff, which ment they'd make no profit on the trade run, but they'd also lose no money. All they really lost is 20 minutes of their time and maybe a bit of self esteem.

      Other times I'd see dead newbies with loot I could steal and I'd res them and protect them instead of robbing them. It all depended on my mood and the level they were at.

      Remember your character is your character. You maybe evil or you may not, it's your choice and my choice was always to play how I wanted others to play. To do what they felt was best for all involved.

      You can't throw around excuses how "it's in character to grief newbies", because it's not. It's just you being an asshole. You can't pan off your guilt onto other reasons. YOU control what you do, you pick your path. If you decide to be a wanker than thats your choice.

      --
      I like muppets.
  16. Don't "Grief" the Pirate! by Dareth · · Score: 2, Insightful

    You want the Pirate dead bad enough, commission a fleet or another bad ass ship to go kill him.

    He is just playing the game by the rules. You don't like the rules, don't play!

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
    1. Re:Don't "Grief" the Pirate! by Anonymous Coward · · Score: 0

      You want the Pirate dead bad enough, commission a fleet or another bad ass ship to go kill him.

      Couple problems with that. You can't have a posse there all the time, the guy stated that he runs from any resistance - he could just log off his grief character and log on his miner and watch the area till the posse leaves. He probably picks targets who don't have time and resources to get a posse together on short notice. Basically it comes down to this guy getting his kicks ruining the game for other people, it just costs too much to get revenge on him.

      Thats the whole problem with griefers, they make the game fun and challenging when they are a rare menace - but the anonymous culture of the internet has made griefing in all it's forms very very attractive to anti-social young men. There's just too many griefers in open ended games.

    2. Re:Don't "Grief" the Pirate! by Rifter13 · · Score: 1

      It definately seems to attact that kind of anti-social young men... that really just need a good solid shot to the crotch, every time they grief others. Even if it is "in the rules" an ass is an ass. Don't defend them.

    3. Re:Don't "Grief" the Pirate! by Anonymous Coward · · Score: 0

      Even if it is "in the rules" an ass is an ass.

      The problem is that the boundary isn't really clear. Is a max level character who happens to encounter a hostile allignment newbie and kills him a griefer? How bout a higher level friend who shows up to kick some ass for his low level buddies who are outnumbered? All of those are not only within the rules, but intended normal play. Once you step outside the relatively simple question of pvp combat you have a whole host of other questions - agressive goods pricing (the sort that would probably be illegal in the real world), resource acquisition, loot distribution, blacklisting, picking people to fill spots on a team, and so on. Anything that can become competitive creates the possibility that someone is going to lose out.

      The term griefing is often applied to activities that aren't really griefing imo. Extrememly anti-social behavior in online-games can cause a lot of problems, but I think we need to really figure out exactly what the term 'griefing' means before we can try to limit those problems.

    4. Re:Don't "Grief" the Pirate! by KDR_11k · · Score: 1

      The fundamental problem is the existence of high-level and low-level. Because the level is influenced mostly by the time spent in the game you can't just react by increasing your level to match the griefer's and because combat is more influenced by the level than any player skill the griefer will not be defeated as long as his number is bigger. So any high-level character can be a total dick to low-level characters without fear of retribution because the game system makes him ~5000 times stronger than the victim. A bully in real life is nowhere close to that much stronger.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Don't "Grief" the Pirate! by Rifter13 · · Score: 1

      A person can be precieved as a griefer, and not really be greifing. I agree there. Though, a guy going to a lowbie zone, and rampaging is griefing. Finding a spot to hide, and killing people as they come by, and can't do anything is griefing. Kiting a super-high level monster from one side of the world to the other in a newbie zone (while funny) is still griefing (I remember that happening a few years ago when someone brought the white rabbit from one side of the contenent to a starter town).

      It is one thing to run up on someone a little lower than you, and nail them. It is something else entirely to to camp their bodies. When you go from enjoying yourself, to having a bad time, because someone is a jerk... they are griefing.

  17. Immersion is everything by Anonymous Coward · · Score: 0

    There are thousands of gamers just like me who only want to escape. We do not throw hissy fits in blogs and whine about things like "class balancing" and "endgame content". For gamers like me, immersion is the point and purpose. I'm as likely to explore as do anything remotely along the lines of "gaining experience" or "grinding". We seek the Holodeck experience, not robotic slaying that only leads to dissatisfaction when there is nothing left to kill. I submit that a large part of gaming is Immersion, and refute statements to the contrary.

    And my dollar is just as good as the uberwarrior level 9 million who does nothing but play the game, and run scripts and macros in game while getting the occasional nap or canned ravioli break. Game companies receive exactly the same amount of revenue from me as from uberwarrior, and I represent a more desirable demographic for the game companies, because I do not endlessly bitch about the imperfections present in every video game ever written.

  18. "/." Moderation by Anonymous Coward · · Score: 0

    "The reason is fairly obvious if not particularly noble: it's less expensive for game companies to have their customers police themselves than hire people to do it."

    Gee. I said the same thing about slashdot moderation and got a -1: troll for my troubles.*

    *I also said it's as good an idea as letting prisoners run the prisons too.

  19. "Social Disease"? by aldheorte · · Score: 1

    The article overstates it's argument with the hyberloic asssertion that griefing constitutes a "social disease." One gamer's griefing is another gamer's villainous role play.

    I do not have much experience with MMORPGs, but from playing Eve Online a bit, I have to wonder sometimes where the "disease" really lies. Do the pirates who go around blowing up miners and new players in low security space have a "social disease"? What about the miners who spend endless hours obsessively and repetitively dragging the same icons from one window to another in complete safety in the high security systems? Does that qualify as a "social disease?

    More importantly, since I suspect that "anti-grefing" initiatives put the power in the hands of the latter type, do we really want them making virtual worlds "safe"? It sounds like a script for taking the real world writ small into virtual worlds, creating endless bureaucracy and oppressive governance.

    Hey, at least, where's there is power to be had, you can always play the game to get that power... so you can grief people with it.

    1. Re:"Social Disease"? by Gojira+Shipi-Taro · · Score: 2, Insightful

      Eve is open-pvp for the most part. It's designed more for player oriented solutions.

      Most people do not play PvP all the time. I rarely will play PvP in a MMO. I am not interested in competing or trying to ruin someone else's night.

      Sane people do not pay a fee to play a game where they will be locked into the role of "victim". That's what griefers are looking for. Not "villainous roleplay", and DAMNED SURE not a fair fight. They want someone to pick on. They want to see how many people they can make QUIT.

      In MOST games, it behooves the company running the game to boot "villainous roleplayers" who attempt to interfere with non-consenting players in a non-PvP situation. I'm not interested in being your victim, and I'm not interested in providing you with entertaiment at my expense, without my consent.

      I'm paying a fee for my own entertainment, and to interact on my terms. Interfere with that, and damned straight I'm going to demand that Customer Service do something about you.

      I'm DEFINITELY not considering EvE. It's a technically beautiful game, and the tutorial was excellent.

      I'm not interested in PvP though.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
  20. Nothing New by ggKimmieGal · · Score: 1

    Griefer's are nothing new. They are every day people and are often just as annoying in real life as in video games. It is easy to avoid them. First, a great way to enjoy MMOs is to get all of your real life friends to play. Then you have a strong alliance. Also, you're always garunteed a group because your friends will run with you even if they have already done whatever quest. Second, just like how you wouldn't click a link that says "virus.exe" in AIM, don't fall for dumb scams.

    Have fun while playing video games, but don't take them so seriously. Treat "n00bs" the way you would want to be treated and Karma will look out for you.

    1. Re:Nothing New by Ash-Fox · · Score: 1
      Warning: This post shouldn't be taken seriously.

      First, a great way to enjoy MMOs is to get all of your real life friends to play.
      Gamers have 'real life' friends?

      Then you have a strong alliance.
      Did you know lots of people from Something Awful banded together on Eve to create the 'goon squad'? They'll probably crush any 'alliance' anyone has on Eve with the weakest ships in the game just for fun. I don't see how that helps the griefer problem.

      Also, you're always garunteed a group because your friends will run with you even if they have already done whatever quest.
      Assuming they don't have other things todo at that moment in 'real life'.

      Second, just like how you wouldn't click a link that says "virus.exe" in AIM, don't fall for dumb scams.
      Yeah, I'm sure if people knew they were 'dumb scams' they wouldn't be falling for it in the first place.

      Have fun while playing video games, but don't take them so seriously.
      Aren't RPGs by nature, supposed to be serious?

      Treat "n00bs" the way you would want to be treated
      The definition of a n00b is someone who isn't a newbie, but still behaves like that after a really long period. Well, if I were like that, I would like people to add me to 'ignore', then I don't embarass myself.

      and Karma will look out for you.
      Yeah, I guess your right, after all, Jesus's 'sacrifice' was to goto heaven.

      --
      Change is certain; progress is not obligatory.
  21. the weather ... by SABME · · Score: 1

    Winds light to variable; lighter in the daytime and darker at night.
    Back to you, Jim.

  22. Since Planetside is free by CrazyJim1 · · Score: 1

    I decided to play some planetside since its free now. You get grief when people ram you or run into your field of fire, then your guns lock for 10 minutes. Its frustrating, and not a good solution to grief. Player policing would work better.

    1. Re:Since Planetside is free by MrSquirrel · · Score: 1

      Planetside is free now?!?! Please elaborate -- I bought the game 3 years ago but ended up killing my account after a few months because it was too laggy on my connection. It was fun, now that is is free - if there are still people playing I'd gladly rejoin.

      --
      A computer once beat me at chess, but it was no match for me at kick boxing.
    2. Re:Since Planetside is free by Anonymous Coward · · Score: 0

      it the fodder program. you can level up to br 6.

      http://planetside.station.sony.com/news_archive.vm ?id=67028&section=News&month=current/

      its good that it brings more players in, but it too easy to grief with. get weapons lock from being as ass, just create another account. they need to add a credit card check of something to limit the greifers.

    3. Re:Since Planetside is free by CrazyJim1 · · Score: 1

      www.planetside.com Then click join the reserves. Its fast and easy to get up and playing.

    4. Re:Since Planetside is free by Anonymous Coward · · Score: 0
    5. Re:Since Planetside is free by MrSquirrel · · Score: 1

      Thanks -- free things are good. The downside it won't accept my old account (it says you need to create a new account to use the free trial) but I would probably rebuild my character anyways.

      --
      A computer once beat me at chess, but it was no match for me at kick boxing.
    6. Re:Since Planetside is free by geminidomino · · Score: 1

      Disclaimer: Planetside isn't "free now." There's a long-term trial (until 03/07) available that limits you to Battle Rank 6 (whatever that means) and doesn't let you get a battle robot(?).

  23. Oh by Drakin020 · · Score: 0

    Good greif....

    --
    The greatest revenge in life is massive success.
  24. My system for an MMO by Kaenneth · · Score: 1

    (arg, comment wiping slashdot code...)

    again...

    My ideal system would be an MMO with a 'Karma' system, where you could rate other players up or down, and the accumulated rating would be visable to other players, but not exactly who rated who up/down. various systems would expire or cancel ratings, with higher rated people getting more votes, along with long term account holders, or people noted by administrator for being helpful to others.

    Combined with a set of G-mail like invitation only servers, to prevent bulk accounts all shilling for each other, and a large enough player base that would overwhelm any small group shilling for themselves (but, if you can get enough people to work together to rank each other up, they wouldn't need to be ranked up, they could just play with each other) you may be able to build a community of people who are nice to random strangers for the long term reputation benifit.

    NPC's and the game system would be unaware of these ratings, ensuring not only that if someone wants to play alone they can (not denying service to a playing customer) but that the system could be portable across games; imagine if your good player reputation in a Fantasy MMO was visable when you're appling for a spot in an FPS clan... or if your message board Karma helped you get a group in a MMO...

    1. Re:My system for an MMO by ClamIAm · · Score: 1

      Um, have you ever heard of Googlebombing?

    2. Re:My system for an MMO by daniil · · Score: 1

      My ideal system would be an MMO with a 'Karma' system

      You think this kind of system can't be abused? Well, think again.
      --
      Man is a slave because freedom is difficult, whereas slavery is easy.
    3. Re:My system for an MMO by LocoMan · · Score: 1

      I would use a system like that (karma) but with a few modifications. For example, people could give you "griefer" tags, enough of them and then wanted signs with your face appear in towns of whatever race you grieved. At that point, if you near a town that "wants" you, the guards start to attack. Also, there could be a bounty hunting system where money is offered for griefers (the bounty hunters might not know your exact location, but hints like "he was last seen near XXX"). Another tweak would be that when you're tagged enough that you're now wanted, you're informed and can deny the charges. If you do, then maybe stop the tagging for a day or two and have a company paid GM review what was going on when the player was tagged as griefer and who tagged it, and if it was unfair send a warning to the ones that tagged it. If someone keeps tagging unfairly then punish it somehow (a 1 week ban or something).

      It sounds to me like something like that might work, but then again, my only real experience with MMORPGs is to hear people talking about them, haven't really played one myself since I don't have a credit card and the laws in my country (Venezuela) basically forbid paying for anything abroad without one (and government permission, that is).

    4. Re:My system for an MMO by Kaenneth · · Score: 1

      I know about 'Search Engine Optimization'

      but, you still use Google, right?

      dosn't have to be perfect to be better.

    5. Re:My system for an MMO by Ash-Fox · · Score: 1
      My ideal system would be an MMO with a 'Karma' system, where you could rate other players up or down, and the accumulated rating would be visable to other players, but not exactly who rated who up/down. various systems would expire or cancel ratings, with higher rated people getting more votes, along with long term account holders, or people noted by administrator for being helpful to others.
      This was done in Second life part of a 'ratings' system. it got abused. You'd piss off a person, and they'd get all their friends and their friends' friends, and their friends' friends' friends to rate you down. No, it really doesn't work. People would get really upset over it, especially since at the time it effected their stipends (weekly pocket money).

      I once rated someone's behaviour skills down for creating a sign that blocked traffic on a road (wouldn't you?). What happened was the guy started chasing me on Second life (I was really humored by the fact he was doing that, so I just teleported everywhere for fun), he finally manages to catch up with me, to rate me. He moderates all my options, behaviour (He never tried to contact me in IM which he could have), appearance (I've been told I look good), building skills (Many people are happy with my builds -- this guy didn't even see them) down, because I moderated him down for a legitimate reason.

      Combined with a set of G-mail like invitation only servers, to prevent bulk accounts all shilling for each other, and a large enough player base that would overwhelm any small group shilling for themselves (but, if you can get enough people to work together to rank each other up, they wouldn't need to be ranked up, they could just play with each other) you may be able to build a community of people who are nice to random strangers for the long term reputation benifit.
      At the time the ratings system existed for moderating people down, they required 10USD per account.

      NPC's and the game system would be unaware of these ratings, ensuring not only that if someone wants to play alone they can (not denying service to a playing customer) but that the system could be portable across games; imagine if your good player reputation in a Fantasy MMO was visable when you're appling for a spot in an FPS clan... or if your message board Karma helped you get a group in a MMO...Scripts in Second life never made use of it to my knowledge.
      --
      Change is certain; progress is not obligatory.
    6. Re:My system for an MMO by Ash-Fox · · Score: 1
      Last quote got messed up it seems, *reposts the last paragraph the way it should be for clarity*

      NPC's and the game system would be unaware of these ratings, ensuring not only that if someone wants to play alone they can (not denying service to a playing customer) but that the system could be portable across games; imagine if your good player reputation in a Fantasy MMO was visable when you're appling for a spot in an FPS clan... or if your message board Karma helped you get a group in a MMO...
      Scripts in Second life never made use of it to my knowledge.
      --
      Change is certain; progress is not obligatory.
    7. Re:My system for an MMO by Quince+alPillan · · Score: 1

      Bounty hunting doesn't work quite as intended when there is a big reward for a minor penalty.

      I give EVE Online as an example:

      EVE Online had a bounty hunting system where you could place a bounty on anyone's head that you wanted. Until that person is killed, the money just keeps adding up.

      The reason it doesn't work? Griefer 1 (G1) with a bounty of 10,000,000 goes to his buddy Griefer 2 (G2) with a bounty of 10,000,000 and says "Hey, I'll let you kill me and get my bounty if you let me kill you to get your bounty." Both G1 and G2 are up 10,000,000 and the people who put up the bounty are now out of cash. This is especially true if G1 and G2 can mitigate their losses by putting their loot in the bank. As soon as the bounty reward is greater than the cost of dying, its to the griefer's benefit to die. G1 and G2 could care less whether or not the police will come after them because they think anyone not in combat areas 24/7 are carebears or wusses.

    8. Re:My system for an MMO by Anonymous Coward · · Score: 0

      again... My ideal system would be an MMO with a 'Karma' system, where you could rate other players up or down, and the accumulated rating would be visable to other players, but not exactly who rated who up/down. various systems would expire or cancel ratings, with higher rated people getting more votes, along with long term account holders, or people noted by administrator for being helpful to others. You want your MMO to be allakazam.com (suckage)? I can see it now: playerA: MINE! playerB: You bastard! I've been killing the placeholder mob for 3 hrs, you didn'y do any of the work! *playerA rates playerB down* playerA: STFU n00bz! I can do what I want! LOLZ! *playerB rates playerA down* playerA: o noes! whatever shall I do! I n00b has rated me! WAAAA! LOL. STFU.

  25. Stereotypes and racial hatred by kbs · · Score: 1

    What you're describing is exactly how blood-feuds and racial-type hatred gets started. I play World of Warcraft too, and everyone I've ever talked to has had that same sort of problem. Back before the Honor system at some point some kid playing an Alliance character or a Horde character wanted to feel über-superior, and went and ganked some someone. And since it was so fun they decided to camp them. That level 20 Alliance guy then began to have a hatred, and a desire for revenge. When he turned to 60, he then dished it back; after all, this was what happened to him. And then the Horde victim then harbored a grudge, and so on and so forth.

    Griefing is not best served with more griefing: all you're doing is training the next generation of griefers. Or quitters; the people who don't buy into that system are more likely to stop playing.

    These grudges still exist, and it's just part of human nature. Think Palestine and Israel, Shiites and Sunnis, Tutsis and Hutus... the list could go on.

    --
    yours,
    kbs
    1. Re:Stereotypes and racial hatred by Achoi77 · · Score: 4, Interesting
      There is no real easy way to get both parties (Horde and Alliance) to deal with griefers diplomatically.

      Just yesterday I was playing with my cousin (lvl 29 and 30), running around and trying to quest over at Hillsbrad. A pair of NE rogues would be stalking around looking for some easy ganks. After getting ganked and watching them camp us about 7 times, we've decided enough is enough: we logged on our mains, a 60 war and 60 rogue.

      So we brought them over to hillsbrad, and at first, I stealthed in and stalked around some fellow horde casters trying to level. Whenever I see some NE rogues sneaking in for the kill, I would take them down in 3 hits. Easiest kills ever. Ganking gankers was about liberation. After a few minutes, it was a clear message that they weren't going to have fun, and they stopped trying and went else where.

      Every once in a while some lvl 40s (clearly looking for some easy kills as they are too high for the area to get exp) would be roaming around ganking lowbies. Took them out too. After a while, they got the message as well.

      After about 20 mins of that, my 60 warrior buddy was getting bored, and stopped looking for ppl to defend, and decided to have more fun rampaging around downing any alliance he could find. So him and I, we mounted up, and went lowbie hunting. Wiping out parties here and there, we did it enough times where we could clearly see that alliance were getting frustrated, shouting obscenities and whatnot. We didn't care. We were a buncha angry lvl 60's that were all caught up in the moment, when we were just trying to quietly level our way out of hillsbrad an hour before hand in the first place.

      Well, about 20 minutes after that, we started seeing some alliance lvl 60's coming on in to help escort the lowbie alliance. They took us down and started camping us. We called in our guild members. We took them down. They called their guild members. And shortly after that it was a grudge match and nobody was getting anything done for about an hour.

      I hate Hillsbrad. Wish I joined a pve server.

    2. Re:Stereotypes and racial hatred by Anonymous Coward · · Score: 0

      Some people live for those moments.

      "Let's go start a fight!" is how they start their night. I find it quite enjoyable to get into such world pvp fights but it always comes down to player count it seems.

      Either way I enjoy killing and dying with my friends at my side.

      It's all a matter of perspective.

      Also, world pvp makes for the best stories and memorable experiences. I still remember almost all world pvp encounters from over half a year ago. The unexpected nature... the adrenaline... the excitement.

    3. Re:Stereotypes and racial hatred by Anonymous Coward · · Score: 3, Funny

      dude, if you're relying on WOW for your memorable life moments you need to cancel your account and go outside.

    4. Re:Stereotypes and racial hatred by Anonymous Coward · · Score: 0

      I hate Hillsbrad. Wish I joined a pve server.

      No kidding. I moved to a pve server when the honor system came out - Hillsbrad went from an exciting and slightly dangerous place to bad day in Beirut.

      (I can look back on it and laugh now because I'm done with WoW - but at the time I was really frustrated at how massively the game experience changed with that single patch.)

    5. Re:Stereotypes and racial hatred by green+menace · · Score: 3, Informative
      I hate Hillsbrad. Wish I joined a pve server.


      I sometimes wished I had joined a pve server. Especially for the grind from 50-60. I realized at that point that I prefer an environment where I can PVP when I want to, and get away from it when I want to. It was exciting at first, but got old after awhile. I wouldn't mind if PVP servers had safe zones that went all the way to 60, with most of the good content still in PVP zones. Yeah, I know I could have leveled up in instances with a group, but I would usually rather kick myself in the balls than run an instance. Guess I am a bit of a carebear after all, even though I spent 90% of my time in WoW in battlegrounds or lookin for world pvp.

      As for Hillsbrad, I don't think I finished half the quests I started there because of the ganking, but I did have some good times there defending lowbies.

    6. Re:Stereotypes and racial hatred by LarsWestergren · · Score: 2, Insightful

      So... to summarise, some people were acting like assholes, and you punished them. And then you started acting like assholes, and someone else punished you. Therefore the server sucks?

      I'm with you the first two sentences, but I fail to understand how you arrive to your conclusion.

      --

      Being bitter is drinking poison and hoping someone else will die

    7. Re:Stereotypes and racial hatred by geminidomino · · Score: 1

      m with you the first two sentences, but I fail to understand how you arrive to your conclusion.

      Exponential progression. The server obviously sucks because eventually everyone on it will be an asshole. ;)

    8. Re:Stereotypes and racial hatred by Anonymous Coward · · Score: 0

      Never said I was relying on it for memorable life experiences. But wow does provide enjoyment (see: game) and I like to remember times that I had fun. The stories of world PvP are better because there are so many more variables than in a confined battleground game and you make up your own rules for 'success'

    9. Re:Stereotypes and racial hatred by Anonymous Coward · · Score: 0

      Also, allow me to replace "live for those moments" with "play for those moments."

      Sorry you took it so literally. I was hoping to discuss griefing rather than my enjoyment and playing of the game.

  26. The big problem with players self-governing... by Samurai+Cat! · · Score: 1

    ...is that the rules have no real *teeth*. No company running a game is going to set up self-governing abilities that will have worthwhile punishments for violators - that could lead to the violating player *cancelling his subscription*.

    Until game companies are willing to put their money where their mouths are, self-governing in games will always be ineffectual.

    --

    "People" using "unnecessary" quotes should be "shot".
    1. Re:The big problem with players self-governing... by Teppy · · Score: 2, Informative

      A Tale in the Desert does this exactly. Players can pass laws that ban a specific player, or players. They can empower certain players with the ability to ban, jail, or creatively restrict others.

      In ATITD 2 (or maybe it was 1), a high profile player liked to mentor new players. But, he was terrible at it - turned off new players by the dozens (or more). Veteran players passed a law limiting his access to new players via the chat, mentorship, and guild systems. Then, they taught him how to be an effective mentor, and finally repealed the law.

    2. Re:The big problem with players self-governing... by Samurai+Cat! · · Score: 1

      Heh, I thought about you guys after I posted that note. Your player-originated laws were the only exception I could think of.

      --

      "People" using "unnecessary" quotes should be "shot".
  27. Age limits are good by Banner · · Score: 1, Flamebait

    No, if you have to verify with a credit card the age limits work quite well, and if a parent lets their child use thier card to get on, you can sue them for fraud. Seen it done. And while yes some children will sneak through, you can usually quickly identify them by their behavoir and get them kicked out.

    There is a reason society limits the rights of children, and I myself prefer not to deal with someone online who is a child unless I know that upfront. I also do not like to play online games with children in them, mainly because their behavior is often obnoxious and they usually have no social skills. Like I really want to hear some 14 year old trash talking to me.

    1. Re:Age limits are good by Anonymous Coward · · Score: 0

      So all of the intelligent teenagers who AREN'T social retards and often fall into MMO target demographics should be punished?

      I can understand a dislike for obnoxious 14 year olds, because they're obnoxious. But what if I ran into an annoying 30 year old at the supermarket? Does that mean that ALL 30-year-olds should be banned from the supermarket? If they're not breaking any laws (and being annoying is still legal, last time I checked), there's no legitimate reason to exclude an individual, and there's never any legitimate reason to exclude EVERYONE within a certain group, except in cases like adult websites blocking people under 18 from viewing, but that's what *laws* are for.

    2. Re:Age limits are good by Ash-Fox · · Score: 1
      No, if you have to verify with a credit card the age limits work quite well
      You've obviously never 'played' Furcadia.
      --
      Change is certain; progress is not obligatory.
    3. Re:Age limits are good by toddestan · · Score: 1

      What's all this talk of laws about? MMORPGs are run by private entities, mostly businesses - and they can allow or disallow whoever as they please. Overall, it seems kids seem to cause a lot of problems, and I imagine that in some cases allowing kids in will drive away more customers than they'll gain by letting in the kids. And yes, if a 30 year old is being an ass, they could find themselves banned from the MMORPG too.

      Though really, it's not hard for a credit card number and start playing the game anyway. If the kid is smart about it, there would be no way for anyone to know that they are just a kid either, and if they act mature enough most of the other players wouldn't care anyway.

  28. Too serious about games? by hasbeard · · Score: 1

    Is it possible that people are taking these games a little too seriously?

    1. Re:Too serious about games? by vertinox · · Score: 1

      Is it possible that people are taking these games a little too seriously?

      Coudsong anyone?

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:Too serious about games? by Petrushka · · Score: 1

      Found on Wikipedia:

      Depending on which industry expert you talk to valuations of the secondary market, i.e. the real money trade of virtual commodities, range from circa $1 Billion USD to $3 Billion USD in 2006.

      That's equivalent to roughly 2% of my country's GDP. Now, this is about griefing, not commerce and theft, but it still sounds pretty serious to me. It's not clear to me why MMOGs haven't already been regulated to death: it surprises me that governments wouldn't want in on the action. (I don't play MMOGs by the way.)

  29. Furry freaktards. by Anonymous Coward · · Score: 0

    You furries. Don't you realize how hilarious your antics are?

    Sibe fucked dogs before he went on to sharing your precious pornography. He's one of your mistakes. Don't try to connect him to gamers or this discourse, you're all a special kind of screwed up.

    1. Re:Furry freaktards. by Anonymous Coward · · Score: 0

      ???

      I know sibe bugs them the most, but they're not they only people he bothers.

      And you have an unhealthy fixation if you came all the way over here to post that about this. I advise therapy.

    2. Re:Furry freaktards. by Ash-Fox · · Score: 1

      You're not going to reach many furs, since many of them are at AnthroCon right now.

      --
      Change is certain; progress is not obligatory.
  30. Jail time for griefers in America's Army by Animats · · Score: 1

    In America's Army, players who violate the rules are sent to an online prison. "You are in the United States Army Disciplinary Barracks at Fort Leavenworth, Kansas..."

    1. Re:Jail time for griefers in America's Army by Samurai+Cat! · · Score: 1

      Ah, but AA is free, is it not? No risk of paying customers walking away when they get tired of getting tossed in the virtual pokey.

      --

      "People" using "unnecessary" quotes should be "shot".
    2. Re:Jail time for griefers in America's Army by Anonymous Coward · · Score: 0

      You have been eaten by a grue.

  31. Game Over - Insert Coin? by tepples · · Score: 3, Funny
    No other game has such harsh penalties. What EVE brings to the world of MMO's is truly lacking in every other game out there. When you win -- you REALLY win, when you lose, you REALLY lose.

    I have never played the game, and Wikipedia's article isn't much to go on, but does that include losing one's account if one performs poorly in the game?

    1. Re:Game Over - Insert Coin? by SirSlud · · Score: 3, Informative

      No, but eve definately has some of the highest penalties ...

      Basically (and I'm sure there are some corrections here, I only have about 4 months playing experience) if your ship is destroyed, its destroyed. You need to buy another one. You can buy insurance, but that only pays for slightly less than a new ship; all the cargo, weapons, hardware, ammo that you had is gone.

      Better yet, once your ship is destroyed, you end up in a pod. You can be 'podded' (ie, the pod is destroyed, and your character dies) and your character is restored to the skill level you had when you last cloned your character. I've had my ship destroyed twice, and both times it takes minimum a few days to get 'back up and running', and its a HUGE pain in the ass.

      WoW has nothing on Eve in terms of the true pvp experience, and guildwars is what many seasoned Eve players would call a 'Carebear' party. A carebear is somebody that sticks to high security space (where pirates generally can't operate because they get hounded by powerful NPC police) and plays the game to avoid as much combat as possible.

      Eve is freaking cool ... it really does create that sense of danger, fear, and paranoia that should be a part of most mmorpgs, if you choose to participate and live life on the edge. Reprocussions for getting your ship destroyed or being podded make keeping your eye on your radar, warp-in message list, etc ... I don't play mmorpgs much, but Eve has easily been the 'coolest' experience because it feels the most real in terms of risk/reward and giving the player real options to progress quickly based on skill and cunning or keep it safe and easy if they're just there for the social side.

      To answer your original post, no, you can't lose your account for playing poorly, but you can essentially fail to progress at all and in some cases lose ALOT of time if you risk too much. Thats a cool concept, and one other games really havn't created a suitable game system to explore in a satisfying manner.

      --
      "Old man yells at systemd"
    2. Re:Game Over - Insert Coin? by Lehk228 · · Score: 1

      back in the day Everquest would rot your corpse and everything on it if you didn't recover it within a week. this could be catastrophic for a high level character.

      --
      Snowden and Manning are heroes.
    3. Re:Game Over - Insert Coin? by KDR_11k · · Score: 1

      Wasn't it two hours until a developer had his character die late in the night just before he wanted to quit and catch some sleep, forcing him to put in an extra hour or so to recover his stuff?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Game Over - Insert Coin? by Lehk228 · · Score: 1

      perhapse, i have heard some true nightmare stories from the early days of EQ, anyone being able to loot any player's corpses, griefers buffing/healing mobs

      --
      Snowden and Manning are heroes.
  32. Interesting, but my ex was a griefer in Sims by WillAffleckUW · · Score: 2, Interesting

    When they did the beta-test of Sims Online, my ex was a griefer - she used to go around killing off Sims, starting fights, and that kind of thing - mostly because IRL she never did any of that, and she wanted to test the limits.

    She got quite good at it too, to the point where many would just give her what she wanted in hopes she'd go away.

    I think that, if it were like the death experience in Sims - where you just die, but people can mourn over you and you just have to win a fiddle contest with the Grim Reaper or pay him $100 to become alive again - it wouldn't be such a deal. Or if objects were the same as in Animal Crossing, where you can go into someone else's house all you want, you can play with their toys, and open their drawers, but you can't take anything away.

    In such worlds where death or destruction becomes less of an issue, griefers are just annoying little boys and girls with butterfly nets that keep wacking you on the head.

    --
    -- Tigger warning: This post may contain tiggers! --
  33. Counter-escalation in Hillsbrad on a PvP server by jhohm · · Score: 1

    Counter-escalation in Hillsbrad is why I joined a RPPvP server. Doing a quest the third, fourth, twentieth time could get boring, except you must stay alert for the really smart enemy.

  34. Griefing is not a bug, it's a feature. by Anonymous Coward · · Score: 0

    The problem I see with people's perspectives on gaming and griefing is that they see griefing as a problem which is there to be remedied or prevented. Griefing is not a "problem" to be controlled, per se, it's a logical extension of the ability of people to interact with one another. There are varying levels of interaction, and each one brings with it a certain possibility for grief.

    On the one hand, there's World of Warcraft's non-PvP servers. On these servers, it's basically impossible to grief. If you grab some angry dragons, run over to another player and feign death, the dragons will not attack, but stand around looking confused at their victim's sudden, causeless (apparent) death, then slowly fly back towards their spawn points, where they patiently await the next person who will aggro them. Pretty much the worst you can do to grief in WoW is add a zero to the normal prices in the auction house, and hope somebody doesn't notice, giving you ten times the market price. Or suiciding on that one guy who heals every time someone dies. There are very limited opportunities for what most people call griefing.

    To use old school UO as an example (pre-expansions), you were allowed to do almost anything. You could lie, cheat, steal, and kill. The only safety net was that guards would kill anybody who attacked you in town, or tried stealing and got caught. The number of bad things you could do to other players was nearly limitless.

    The amount of interaction possible is roughly proportional to the amount of griefing possible. If you would like a completely griefless game, all killing has to be done in instances, so that players are unable to ruin each others' experiences by competing for monsters. Every item that's tradable would have to have a hardcoded price, to prevent players trying to rip each other off. Also, all players will have to be self-sufficient regardless of class, and teamwork may not factor into any sort of encounter. If it did, then players would be able to grief each other by being helpful for a period of time, and then at an important juncture, failing to continue their teamwork, getting others killed in the process. Further, players must not be allowed to communicate with each other, because they could say offensive things. This perfect, griefless game would be a tremendous flop because it's nothing more than a single-player game designed to look like an MMO.

    Every online game has a certain set of laws in the scientific sense. I can't PK a fellow Hoard player in WoW any more than I can ignore the law of gravity in real life. It's up to every gamer to know what these laws are, and accept that everything else is permissable. If someone kills you every time you try to get your body, and /spits 800 times, that's allowed as long as it's possible. If they're cheating in order to do so, then they're not griefers, they're just cheaters. If you feel the rules would allow things to happen that would destroy your playing experience, find a game with rules better suited to your style.

    To the Guiding Hand Social Club, I have nothing to say but "well played". Same to the raging hoard who attacked the mourners. They did something that was allowed in the rules. Complaining about it is like whining when somebody checkmates you in chess, when you were trying to kill off all the pawns before moving up to bigger pieces. Just because you can do a lot of things in an MMO doesn't mean other people aren't allowed to interfere. Such a line of thought is naive.

    This is another symptom of Generation Whine (which I'm regrettably a part of). It's your own responsibility to look out for yourself in the context of the rules. If somebody cheats, that's one thing, but if you get PKed in a PK zone, that's your own fault. Even if you were mourning. Make sure you know what's allowed, what's not, and then accept that anything allowed that happens is part of the game, no matter how much it pisses you off. Even though it's impossible to "lose" an MMO, there're more sore losers than ever. Buck up, mates.

    1. Re:Griefing is not a bug, it's a feature. by DS-1107 · · Score: 2, Interesting

      Exactly, and while people did petition the GHSC nothing came out of it as in EVE it is even stated as a feature. A feature that protects us from our own stupidity more then a GM can, example: EVE had a new scam a week ago when someone used IPOs to scam people for 25 bil ISK (GHSC took 30 bil or so, & destroyed more), as usual people petitioned it. Here comes the shock for the EVE community, the GMs caved in and restored 'order' in the anarchy of space, and the people went crazy - and the devs had talks & the anarchy that is EVE was restored once again, the scammer got his cash back and the rules was clarifed that scams is indeed valid. So what GHSC did bring in the end was advertisment, & self regulation; while people complained it would be the death of EVE the growth curve from last year to now is telling something else (I would not claim GHSC is the reason, but the friends who have started playing since have all soaked up the story & loved what it brings to the game; even if they like to play nice) Oh and people don't give away rights to corphangars anyone anymore ^^

    2. Re:Griefing is not a bug, it's a feature. by Maserati · · Score: 1

      The GHSC's Big Scam was good advertising for the game, but that's not where their growth is coming from. Those MMOG population graphs that get posted here about monthly tell the story clearly. Every time Star Wars: Galaxies loses a big batch of players EVE's population number take a big uptick, just look at the graphs - SWG down, EVE up. Compared to what SWG was left with after the last big change, EVE has rich crafting, a true player-driven economy, rich combat, player-built structures, control of star systems by PC corporations, serious PvP and lots of RvR action (where a Realm is a player-owned corp). There's also enough PvE action to draw in enough carebears for their presence to be an issue for some hardcore PvPers. Who shouldn't whine, the so-called carebears make the gear they use and provide easy target for them to pick on, and thus fill a vital ecological niche. All this seems to be drawing in those people getting fed up with SWG. One thing's for sure, you can really smuggle contraband in your ship and you might even get scanned by the cops. The Han Solo-types seem to love this.

      Of course, I may be biased. I'm logged in to EVE right now.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
  35. It's only open source - anything goes by Anonymous Coward · · Score: 0

    "Jesus H. Christ. I read the article and these "gamers" take their recreational time way, way, way too seriously. Look at this example:"

    Much like "open sourcers" take their "open source" way, way, way too seriously.

    1. Re:It's only open source - anything goes by SpecialAgentXXX · · Score: 1
      Much like "open sourcers" take their "open source" way, way, way too seriously.
      haha, I can see why you posted that AC.

      I think it's about control. People want to control others who go against their view of the world, real or virtual. With Open Source, some hold a certain "view" that it should be done in this way for the betterment of humanity, while others think it should be done that way to increase their business revenue, etc. In a video game, some people want to control how everyone else, who also paid $20/month to play the same game, plays in their game. e.g. "In my video game, we should stop everyone else from playing so our small, little group can insert Real World situations in the Virtual World which completely removes the immersion effect and fun factor. I am a morally superior person because I disarmed and stood in silence like a sitting duck." Huh? To me, that looks like an easy kill with +++ experience and gold points.
  36. Exactly by default+luser · · Score: 2

    I used to play Freelancer online...and although it is relatively simplistic compared to MMORPGs, each server is a persistent world.

    I'd almost always play a pirate and hunt down random players to give them some excitement. Most of the community was into trading, so I added a little spice to their runs.

    Sure, some of them would whine, but most of them realized it made the game more fun, because there was no loss of status associated with death, just cargo loss. Sometimes I would be on the short end of the stick, having taken on a betetr pilot. For those that died, some of them actually recognized that retaliation would make the game even more fun. They organized groups and hunted pirates like me down. Deep down inside, these people craved excitement...if they didn't, they would have signed up to a non-pvp server. Good times.

    Of course, there were people who took the concept too far: clans formed for the sole purpose of blowing anybody out of the sky, and camping planets and stations so people couldn't launch. Complete assholes. But the good thing is this sort of behavior was self-regulating: it was rare to see even a quarter of the clan's members on the server at once, and the members tended to break the server rules (few that there were) so fraglantly that they would be banned.

    My point? A little grief is a good thing. And, so long as you don't limit players, they can largely self-police excessive griefers. I would never play ANY multiplayer combat game without pvp, otherwise you're just fighting the AI.

    --

    Man is the animal that laughs.
    And occasionally whores for Karma.

  37. Battlefield 2 is griefers heaven. by Anonymous Coward · · Score: 0

    MMO this MMO that blah blah. You ought to see how bad the griefing gets in BF2! Idiots TK you for any vehicle. The cowardly ones actually stand in front of your vehicle so that you tk them which counts against your stats and allows the victim to "punish" you off the server. There are uncapturable zones on most maps which is usually your teams airstrip. Unfortunately, good pilots on the opposing team can leave your air force crippled for the whole round! What's worse is that some servers have rules against it and everyone breaks it!#@ That's just the tip of the iceberg, the list goes on and on and on... it seems like every time DICE releases a patch for the game the griefers gain a new toy.

  38. Flamebait? Children moderating on /. !! by Anonymous Coward · · Score: 0

    The moderation of this comment as flamebait proves the posters point! This was obviously modded so by a child. And adult would have not wasted the mod point. Especially if they've had to deal with children online.

  39. Re:Age limits by WilliamSChips · · Score: 1

    I don't have much experience on age limits for anything that costs a monthly fee to play online, admittedly. Although for most sites on the web that don't cost money, adults can be just as annoying as children, and more so because they're better at it. Although I guess children are more likely to spend money just to annoy people because they don't know how to spend money yet(the adults who don't know such are less likely to have disposable income)

    --
    Please, for the good of Humanity, vote Obama.