March 2004
- Quick question SSL Mats Lidstrom
- Player Justice (was: Character Restraint & Capture (bounty hunting)) Damion Schubert
- Player Justice Paul Schwanz
- Player Justice Damion Schubert
- Player Justice Freeman, Jeff
- Player Justice Koster, Raph
- Player Justice Michael Sellers
- Player Justice Koster, Raph
- Player Justice Matt Mihaly
- Player Justice Freeman, Jeff
- Player Justice Paul Schwanz
- Quick question SSL...solution? ceo
- The Economic Model - as a Game Matt Chatterley
- The Economic Model - as a Game j0hn@mistydale.com
- Parser engines Brian Hook
- Parser engines Hans-Henrik Staerfeldt
- Parser engines Malcolm W. Tester II
- Parser engines Mike Rozak
- Parser engines Miroslav Silovic
- Parser engines Mike Rozak
- Parser engines Artur Biesiadowski
- Parser engines Jason Slaughter
- Parser engines Mike Rozak
- Parser engines Travis Casey
- Parser engines Nathan Yospe
- Parser engines ext.Christer.Enfors@tietoenator.com
- Parser engines Sean Middleditch
- Parser engines T. Alexander Popiel
- Parser engines Lars Duening
- Parser engines Brian Hook
- Parser engines Helps Family
- Parser engines Travis Casey
- Parser engines Robert Zubek
- Parser engines Brian Hook
- Meet & Greet IV Anthony R. Haslage
- N00b question Matthew Turland
- N00b question Peter Harkins
- [good] N00b question Manuel Lanctot
- Player Justice Brian 'Psychochild' Green
- Player Justice John Buehler
- Player Justice Damion Schubert
- Player Justice Jester
- Player Justice Baar - Lord of the Seven Suns
- Player Justice cruise
Baar - Lord of the Seven Suns wrote:
> I have to agree with Jester. The last thing you want to do is to
> make your job harder by loosing track of the griefer. Once you
> have identified them the most effective strategy I've seen is to
> simply remove them from circulation without them realising it.
We did a similar thing for our Half-Life mod (I know, not a MUD, but
the principle applies) - if we detected a cheat DLL, we simply
reduced the damage the player did to 1%. They'd get all the hit
effects, but they'd never actually manage to kill anyone. And like
you say, often they wouldn't realise, and wonder why they couldn't
0wn0rz anyone even with their amazing cheats...
This idea has many possibilities in an RPG type game - scale down
damage resistance, armour effectiveness, speed, weapon damage,
weapon accuracy...all sorts of stats can be subtlely tweaked. If
only adjusted a little on each "offense", it won't significantly
harm occasional/accidental offenders, but repeated offences would
have a distinct effect - but one that likely wouldn't be noticable
if it builds up over time.
--
[ cruise / casual-tempest.net / transference.org ]
"quantam sufficit" - Player Justice Jeff Fuller
- Player Justice Travis Nixon
- Player Justice Tom "cro" Gordon
- Player Justice John Buehler
- Player Justice Eric Random
- Player Justice cruise
- Player Justice Matt Mihaly
- Player Justice Brian 'Psychochild' Green
- [good] Parser engines Manuel Lanctot
- [good] Parser engines Travis Casey
- [good] Parser engines Mike Rozak
- Character Restraint and Griefing mark
- Cultural impact on Muds Ola Fosheim Grøstad
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL szii@sziisoft.com
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Brian Miller
- Character Restraint & Capture. (long) Jester
- MUD/MMO Service Tools Jim Purbrick
- [Biz] Bots Open Door to Gaming History Michael Tresca
- [Announcement] Mesh Project Jon A. Lambert
- Sun's Sim Server and Gordon's 10 Reasons (the first one :)) ceo
- DGN NEWS: Master's thesis on quest systems for MMORPGs William Saar
- DGN NEWS: Master's thesis on quest systems for MMORPGs Douglas Goodall