[MUD-Dev] Re: Character Restraint and Griefing
mark
mark at pandapocket.com
Fri Mar 12 22:13:55 CET 2004
Jester wrote:
> The only problem (if I understand your definition correctly) is a
> killer who (knowing the system) bashes 95% of the victims
> hit-points out can then breaks off from combat and run off to do
> it to someone else, leaving their victim with possibly a very long
> wait before they are fit to play again (or spending lost of cash
> on potions to get back in the game quickly).
I suggest that the following is the solution to this problem: The
attacker shall be labeled A, and the unconsenting victim V.
A can gain the "murderer" flag in more than one way:
1) a limit L number of attacks (perhaps 5)
This should is so that A can stop attacking V if it is
accidental. Even if the probability of accidental attack is
exceedingly low...
2) a limit D in amount of damage (perhaps 20%)
This is because A damaged V sufficiently to merit some
punishment. It may be appropriate to make these first two an
"assault" flag instead of murderer.
3) actually murdering V
This is the trivial case.
I suggest a parallel, and perhaps replacement, system. Griefers
tend to be repeat offenders. Thus, I suggest that there be a limit
to the ability of a player to be such and individual.
Every individual has a "Griefer" amount. So we'll call A's Griefer
G. So there should be various things that increase G:
1) Every attack on V
This should probably be limited to some maximum per combat.
We'll call this amount L1. If this weren't limited per combat,
then it would be possible that a single event would be
catastrophic to A.
2) Every percent damage on V
This is naturally limited to 100 per combat. This is
specifically here to prevent powerful characters from hitting
someone for 90% damage and getting away almost free.
3) Murdering V
This is an additional penalty for murdering someone. This is
probably optional, since it is almost covered in the previous
two rules. However, I would include it because there is a
general discontent with being killed. The total amount for a
murderous event would be: G+=100+L1+M
4) Buffing any mobile not owned by a benign institution
This would penalize A for murdering V indirectly. Examples
would include buffing every goblin in the fort, and making V
die, and similar events. It should be noted that "governments"
are benign, and buffing a city guard might be allowable.
5) Killing mobiles that are significantly lower in level
This penalizes A for depriving V of "leveling power". I'm of
the opinion that this is a lesser crime, but still is a crime,
and was brought up in earlier discussion.
This system could be extended much further, obviously. With a
simple increment in a few key places, and a table of penalty values,
griefing could be cut quickly by automatically disabling a griefer's
account.
Naturally, people shouldn't be penalized for something that happened
long ago, so G should decrease gradually to allow for the idea of
forgiveness.
Mark Roberts (MrScout on various forums)
All polynomials are funny - some to a higher degree.
Furthermore, polynomials of degree zero are constantly funny.
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list