Author Topic: How to handle bad players?  (Read 790 times)

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
How to handle bad players?
« on: June 27, 2012, 10:19:14 am »


               Ok, heres the thing.
I had a player 5 months ago, who was causing trouble.

Serious attitude problem on her part, she liked to have fights with the admin/dm staff, complain via shouts about nerfs imposed on overpowered subraces, and go on killing spree's against players and merchants - validating the spree by saying she is 'evil' and Roleplaying.

All in all, I had enough, and banned her.
I dont often resort to bans, but she actually did push me over the limit as far as patience goes.

Anyway, I hate having a ban in the database, its like a constant reminder...
So I removed it / disabled it last week.

All of a sudden, 3 days later, she arrives back in the game.

I was prepared to give her a second chance, and at first, she seemed to be more timid, and keeping to herself.

Until I received a complaint, saying that she teamed with someone, waited until they had both taken down a boss, then she killed her team mate, and ran off with the loot.

Her justification for this was
'Im Evil ^^'

The complaint came my way, I checked the chat logs, verified the claims....


Now... Im kinda pissed - so I re-instated her ban.

Anyway, I dont want to keep her banned permanently, as ban's are ineffective since the Master Server is non-existant.

What I would like to do, is create some sort of scripted/jail system
Possibly with Cutscenes enabled.

What I need some help with, is the brainstorming/features of the system.

Eg - How does such a system get enabled
Is it possible to have such a system auto detect unwanted pvp kills?

I could have it tied into the player death event, and trigger if the system on player death, against other players.
But what happens if its an accidental kill etc.


The idea I have, is an area that is generated per offender,
like solitary confinement.
Chat events suppressed
Item uses Suppressed
Powers/Magic suppressed

And some Prison Guards that like playing with the inmates.
Im getting the hang of cutscenes, so I might even try to impliment one or two in the prison.


Anyway..
When I get a system made, I plan to turn it on, and remove this players ban, and let the system take care of her.


               
               

               
            

Legacy_Numos

  • Newbie
  • *
  • Posts: 22
  • Karma: +0/-0
How to handle bad players?
« Reply #1 on: June 27, 2012, 01:53:37 pm »


               Honestly, if a player has a poor attitude and you don't like them they need to go before they make everyone ELSE miserable. If someone has to sit in a silly jail area they're just going to go afk and wait to get out, or never come back to the server again.

Now if you don't want players killing each-other you may as well just turn pvp off. But if you're running a roleplay-server that might not be appropriate.

What exactly are you trying to accomplish, though? You want her as a player just not going on killing sprees?
               
               

               
            

Legacy_acomputerdood

  • Sr. Member
  • ****
  • Posts: 378
  • Karma: +0/-0
How to handle bad players?
« Reply #2 on: June 27, 2012, 02:17:21 pm »


               on dalakora, we have several tools the DMs can use.  (roughly) in order:

- a stern talking to
- DM curses (Flatulence, Butterfingers, Hounds of Ill Omen, etc).  they are permanent until a DM chooses to remove them.
- Chun's Prison (you do NOT want to go there).
- and of course an outright ban if they really ****** me off

there are also lots of passive and player-driven solutions.

pvp is allowed in most areas, but if another player is killed, the offending player is flagged as a criminal (all NPC guards are hostile) for a period of time and he gets a Murder Count.  5 murder counts and your toon is marked as a Murderer, yielding permanent hostility from NPC guards, increased respawn penalties, etc.

also, a victim has the option to visit the shadow society and place a bounty on the griefer.  other players can check what bounties are out, and if they kill the griefer, they get to collect the reward the original victim put up.
               
               

               
            

Legacy_Thayan

  • Sr. Member
  • ****
  • Posts: 435
  • Karma: +0/-0
How to handle bad players?
« Reply #3 on: June 27, 2012, 05:16:47 pm »


               I disagree that banning is ineffective with the Master Server being down. Bans by CD Key still work (we do it via script rather than the .ini file), and even if they gen new ones, it's a pretty simply matter to add those too. And if you really don't want the person back using established PCs they may have in their vault, then also ban by player name converted to lowercase characters. It seems eventually they move on when they always have to start out with a brand new PC every time they decide its time to grace you with their presence. 

I just feel that banning by CD Key and Player Name via script is a more effective use of design time rather than creating an elaborate cutscene system for players that obvious won't appreciate the effort or the reason that went into it's development. Better to use that time to create stuff that will be to the benefit the other 99.9% of players on your server, rather than that pesky .1% 'Image


Just my 2 coins worth though.
               
               

               


                     Modifié par Thayan, 27 juin 2012 - 04:23 .
                     
                  


            

Legacy_TemplariDM

  • Newbie
  • *
  • Posts: 18
  • Karma: +0/-0
How to handle bad players?
« Reply #4 on: July 14, 2012, 01:38:39 am »


               Bad guys need some love too.

With your explanation of what happened after you gave her a second chance..... well honestly... thats still within rp. The character she killed and everyone that this character talks to will now say don't trust character X. and that will go around fairly quickly causing people to rp against her and hopefully create some good rp.

Killing npc's and merchants cause they are "evil" is abusing the mechanics and I'd not tolerate that. Killing players as long as they followed your rules about pvp should be legal.
               
               

               
            

Legacy_ffbj

  • Hero Member
  • *****
  • Posts: 1097
  • Karma: +0/-0
How to handle bad players?
« Reply #5 on: July 18, 2012, 06:00:57 am »


               I did a lot stuff on the vault along the lines of what you are talking about. One was that if a PC kills another PC that is more than 3 levels below their level they will lose 1k xp for every level difference.
Now you could try to exploit that by suiciding on higher level PC's to cause them grief, as the mechanism of anti-griefing will be exploited by others. This can easily be remedied by a dm to find who was at fault.
I also put some stuff on the vault such as contracts, kill notices, kill notices when death by trap, and karmic retribution: where a PC that is killed by another PC has an avenger show up to kill the killer perse.
If you really don't want to ban someone I think that's fine, and your realisation that some sort of methodology needs to be implemented to deal with the problem of recalcitrant players. Personally I put some effort into these sorts of tools.
I also have a jail system, whereas if you kill someone Pc or Named NPC, in a controlled area, you get taken to jail. Then you can get bailed out, and that's the only way out. So you have to have a friend. Well if no one bails you out you languish in jail, even over server resets.
As far the standard I'm evil crap. In that case my a reputation system would go a long way.  The known evil person starts having flyers show up with their name on them offering rewards for their capture/death.  Merchants won't trade with you because you are evil, or their shops won't open for you, or guards attack you, why? Well, because you are evil.
So don't deny them their defense of their acts due to their roleplaying, but simply turn it on it's head and use it against them. You can also have encounters show up only for them with monsters, heavenly avengers, and such that only want to kill them, and no other.
               
               

               


                     Modifié par ffbj, 18 juillet 2012 - 05:12 .
                     
                  


            

Legacy_Elhanan

  • Hero Member
  • *****
  • Posts: 842
  • Karma: +0/-0
How to handle bad players?
« Reply #6 on: July 18, 2012, 02:01:32 pm »


               Used to play on a PW that had a small barren limbo area for players that fell short of bans. But I am all for indv justice from a DM that looks into each Player, and does not prejudge based on appearances.