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Role Playing (Games)

Player vs. Player Play Examined 415

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

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  • by SIGALRM ( 784769 ) * on Thursday December 23, 2004 @03:21PM (#11171100) Journal
    Ganging up on newbies is typical griefer behavior in games with large multiplayer universes, such as "Sims Online" or "EverQuest."
    Not restricted to the MMOG universe, fractious behavior can be found in just about all online games. I was suprised once when a really good Q3A player stopped for awhile to give me a few tips, like adjusting /sensitivity and /cl_* vars. Respect for newbies who are genuinely interested in getting better ultimately leads to more competition. If they enjoy playing--they will likely stick w/the game and increase their skill.
    • by nathan s ( 719490 ) on Thursday December 23, 2004 @03:49PM (#11171381) Homepage
      I have to admit sometimes it can be fun to pick on newbies, particularly the more annoying "give me equipment/gold/etc" newbies who seem to think that they have some sort of god-given right to everything you've worked hard to collect.

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

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

      Muahahahahha.

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

      • by Dachannien ( 617929 ) on Thursday December 23, 2004 @05:25PM (#11172386)
        On some LPMuds, this was a lot easier:

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

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

      • by Xyrus ( 755017 ) on Thursday December 23, 2004 @06:27PM (#11172871) Journal
        Multi-Undergraduate-Destroyer....memories. :)

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

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

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

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

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

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

        This would encourage people to play nice.

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

          This new rash of for-money games actually have a somewhat easier time of it, as you get some fairly conclusive in
    • Had something very similar happen to me playing Quake online... I ended up on a map, alone with one other player, at 3 in the morning. He was slagging me pretty well, we got to talking...

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

      Yep. Until he took the time to convince me I needed to learn how to use the mouse, and let me practice with him, I was a keyboard-only player. Once he knew that, he was amazed I'd b

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

      I for one find most video games boring because when you play against the machine it has no intelligence and is therefore more repetition than stimulation. Multiplayer gam
  • As a non avid game player especially with multi-players games is because I will die before I get any handle of the controls in the game. So with people who are interested in upping their kills is more important then having a good time. There were some times when we have team games in Starcraft (Where me and a friend try unconventional strategies, that sometime work and other times fail) the person who is usually the Greafer when in a loosing battle will unhook their internet connection other then having i
    • But yet they would be the first to brake any social rules before the game such as no rush for 5 minutes

      I really detest this social convention. It basically permanently hinders your ability to get better as a player. If you can't stop an early rush, your never going to get good. I'm a pretty occasional Sc/war 3 player. I have never had any trouble defending my base. Early rushes deplete yoru abiltiy to compete later, it's a valid strategy but most new players refuse to play a whole game and prefer to get h
    • What about this?... (Score:2, Interesting)

      by HeighYew ( 840686 )

      In games like Everquest or UO, have some sort of "hero calling" device.

      Once a character reaches a certain level, they can choose to be available to be called upon to aid newbies and they would receive a "pager". Newbies, on the other hand start the game with a "distress signal" device that disappears after they reach a certain level (or they've abused it). This device would allow the newbie to send a general call for aid with a short message. Hero's can check their pager periodically to see if there is
  • by OverlordQ ( 264228 ) on Thursday December 23, 2004 @03:22PM (#11171114) Journal
    Kinda fitting IMO since this is the stance that most of the GM's in the MMORPGS I play take. The usual response is "Use the in-game PvP system/It's part of the game". May sound good on paper, but when you're 20+ levels behind, it's hard getting a group together to go after that one lone griefer.
    • I've never played MMOGs but I'm a vetran to online FPSs. The voting systems works fairly well on these. If a guy is causing problems, someone will call for a vote, the vote will be tallied and the troublemaker gets the boot.

      Based on what I know about MMOG, I'd imagine a citizen police force might work well. Though I'm sure they'd be subject to the same temptations as real-world police, the idea of a bunch of good guys hunting down and exterminating bad guys is pretty appealing. They could get tips from
      • Most players are too busy making money or doing the grind to take time out to go patrol for a suspected Griefer, especially if they dont know exactly where they're at.
  • So.... (Score:2, Insightful)

    by IceFox ( 18179 )
    What you need to do is make a game where either the rules constantly change or the more experienced you are the weaker you are (thus newbies are killers).

    -Benjamin Meyer
  • honey pots (Score:3, Interesting)

    by bm17 ( 834529 ) * <brm@yoyodyne.com> on Thursday December 23, 2004 @03:28PM (#11171174)
    If it were me (if I was a developer) I would create a character that had unlimited power but looked like a noobie. Sort of a sting operation. It might not work, but it sure would be fun.
    • fun for what? gettting everyone who enjoyed pvp out of the subscription base? yeah that would be real fun, not. what the hell would be the point of pvp, if it was discouraged so? why would you aspire to have a mega asskicking super character if you were unable to spank some idiot begging for gold?

      getting angry from getting spanked... now that's stupid - what would be the point in playing then if you couldn't get spanked, why would you bother to improve your character and play if it didn't really improve yo
    • ....If you make this character look like Jessica Rabbit [formosa.free.fr], you will have one honey of a honeypot indeed.
    • by WotanKhan ( 150429 ) on Thursday December 23, 2004 @05:09PM (#11172207) Homepage
      "If it were me (if I was a developer) I would create a character that had unlimited power"

      If I didn't know better, I'd think you must be referring to Fansy the Famous [notacult.com]. But perhaps that's not what you had in mind?

  • by Anonymous Coward on Thursday December 23, 2004 @03:29PM (#11171185)
    Let each player give other players a single positive or negative "reputation" point, with a certain maximum number possible. When you first see someone, you can check out their reputation, and if they are +5 helpful you might trust them more than a -1 annoying player.

    You could go farther, and those with negative karma might be banned from certain areas, like around spawn points.
    • I used to work as a software developer at a small startup company with a large customer base. I had a tech support database where you could see a customer's call history. We rated customers (internally and informally) by how stupid their questions were (i.e. the insist on doing the impossible or they refuse to consult the manual). Customers who reported bugs or supplied all the information we required were rated higher. Again, this was just an informal system to let us know what to expect during a call
    • It's never work. You'd have griefers modbombing people. Hmmm...just like Slashdot.
    • I don't know if just anyone should have this power, but back in the day in the MUDding circuit I was part of some MUD teams that set up commentary systems. Immortals would play as if they were regular joes, and if they saw someone doing something irritating or awesome they'd flag those players accordingly. People with bad marks couldn't get help from the gods anymore, and people with good marks could get help or even godly assistance whenever they wanted.

      Now MUDs were not really "massively" multiplayer wit

    • Supposedly World of Warcraft is going to implement something like this via an "Honor System", where players who gank other players many levels below them eventually develop a bad reputation, leading to increased prices at vendors and such. I know it was planned but not implemented at launch, whether they are still on track to do this is currently up in the air I believe.
  • Welcome to society (Score:5, Interesting)

    by saddino ( 183491 ) on Thursday December 23, 2004 @03:29PM (#11171190)
    I'm surprised developers of MMORPGs didn't realize that simulating social interaction on a grand scale introduces the exact same problems a real society has: namely violence, theft and other lawlessness. The solution is to implement exactly what the real world uses: a police or security force as a detterence.

    A virtual police or secuirty force that could 1) recognize "crime" and 2) had the authority to "detain" (perhaps indefinitely, depending on the seriousness of the breach) and even fine "criminals" would solve the problem to a large degree. But like real life, there will always be those who want to break the rules and get away with it.
    • by SIGALRM ( 784769 ) * on Thursday December 23, 2004 @03:40PM (#11171291) Journal
      A virtual police or secuirty force... would solve the problem to a large degree
      Intriguing idea... but would it be feasible to implement a solution that has real-world legal implications? If I ban you from a *game*--not a server--you purchased, depending on the EULA--I could envision some potential legal troubles for the studio/distributor.

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

      a judiciary

      lawyers

      ombudsmen

      investigatory units

      a bar association

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

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

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

        Repeat offenders may upgrade to permanent ban.

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

        Rules of Conduct that you approve when you *subscribe* to the game are pretty watertight. Basically you are presented with the rules you are supposed to play by. If you break the rules, you won't get to play. Simple as that. And the EULA states that if y
      • How about an option to be available for jury duty? If you're online, a popup will herald your ability to take a case and you'll be TP'ed to the courthouse. A review of an incident could be replayed and the participants judged guilty or not and penalties applied. The jurors could get a minor payment, or perhaps part of the penalties.

        Once you're done, step back into the teleporter and resume play. Just hope you don't get deadlocked into the "virtual OJ trial."
      • Introduce aging and heirs. Then introduce children as a method to keep player-control of their fortune. Then players are forced to have kids... who are weak and need defending... which means the wealthy and powerful have a vested interest in a system which protects them (can't be logged in all the time!), along with the newbs :-)

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

        Make everywhere a PVP zone and now in the game logic, you do need to have serious

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

      it would make them boring too.
    • ...even virtual cops?

      Why not copy other online communities...like eBay? Give any player a way to log a grievance against another player. Feedback. When a player begins to rack up complaints, that's when they get taken to the virtual woodshed for a talking to.

      It's not perfect (think Slashdot moderation), but it would probably help in a large variety of noob bashing cases.

  • Griefers? (Score:3, Insightful)

    by maximilln ( 654768 ) on Thursday December 23, 2004 @03:30PM (#11171208) Homepage Journal
    Are those like USENET, or IRC, or /. trolls? Typically (most often?) they're moderators, or ops, who are bored to tears all day long and happily lie in wait to start arguments and feed flame wars as often as possible?

    Just like in business and government: we can't get rid of the bad apples because they're composed of the oldest, most well-established, most wealthy individuals.
  • by Anonymous Coward
    this? [eq2permafrost.com]
  • Easy (Score:5, Interesting)

    by Erwos ( 553607 ) on Thursday December 23, 2004 @03:36PM (#11171253)
    Just make PvP opt-in. For 90% of games, this makes a lot of sense, since the _focus_ is not on player vs player combat as compared to simple player interaction. Why force people to participate in a system that they don't particularly care for?

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

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

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

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

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

      This system does not solve the problem of pure grief kills, where higher-level characters kill newbies just to hear them complain. I had someone do that to me in a mud once. The mud had no real player death, just unconsciousness when you los
  • by Albert Sandberg ( 315235 ) on Thursday December 23, 2004 @03:44PM (#11171330) Homepage
    Back in the days I was playing tribes a lot (online game, similar to cs etc), perhaps 5 years ago or so, and by then there was really no exploits to the game known. There was no cheats or wallhacks, it was a good game.

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

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

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

    Oh the good times.
    Albert
  • This is why I don't play Star Wars Battlefront anymore. Teams of these types would wait around spawn points and demolish other teams...
  • by WotanKhan ( 150429 ) on Thursday December 23, 2004 @03:50PM (#11171383) Homepage
    Much of what passes for griefing, isn't. The true definition of a griefer is someone who is trying to inflict grief on the other player. Seems obvious right? When a player "attacks and kills" another player, on a specially designated "Player vs. Player server, where everyone there has chosen PvP, when all of the supposedly "normal" players are shouting insults and vulgarities at said player in chat, who is the one trying to cause grief?

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

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

    • by Anonymous Coward
      Friendly fire versus teamkilling. When servers on, say, counterstrike turn on ff, they are not saying "well, go for it, teamkilling is a-ok with us." The point of it is to make you be careful about what you are shooting and where you throw that grenade, because this adds realism and difficulty to the game. It is ignorant to say that "if an action is allowed it is a legitimate part of the game" because even though teamkilling is possible when friendly fire is turned on, it is absolutely not acceptable to pur
      • Interesting point (Score:3, Interesting)

        by WotanKhan ( 150429 )
        Yes this is an instance where the pursuit of realism enables grief play. Reflective friendly fire, just doesn't give quite the same realistic spin on tactics that normal friendly fire provides.

        Battlefield 1942 has some excellent game features that, when enabled can make this nearly, albeit not quite, a non-issue.
        -A "buddy" tracker. By adding a player to your "buddy" list, you can easily locate his position on the map, and his nametag stands out in bold green. Since teamkillers, are invariably players

  • by glowimperial ( 705397 ) on Thursday December 23, 2004 @03:51PM (#11171406)
    The article doesn't even begin to grasp the scale of greifing in online games. Griefers are not lone misanthropes looking torture the weak, they just start that way. They form their own groups and then use these groups/guilds/mafia to "police" the server in the form of organised greifing. To make matters worse, they are usually the most likely players to take advantage of bugs and/or exploits, which often unbalances the playing field further. Not being discriminating in their associates often characterises greifers in MMOs. They don't care who their friends are, so long as they can maintain strangth in numbers, and their rules of conduct are so minimal, that they can grow to outnumber any other organisation on thee server, becoming an unbalancing force of extreme inconvenience to other players. Against such dedicated players, there is often no real recourse, or even means to ignore and avoid, so younger players who have been on the recieving end of greifing behavior often break down and become counter-greifers, themselves. Which just magnifies the problem until the entire server revolves around the personal conflicts of the players who least represent the intention of the game, or the majority of the server population. It then becomes impossible to oraganise events on a server, or do any of the really interesting "player created content" that MMO developers yearn to inspire. Want to have a well planned wedding? Not a chance when guild X shows up, and starts screaming obscenities at the crowd or attacking people, if the rules allow. MMO developers are often afraid to take real action against the players involved in a greif oriented organisation. They desperately need the dollars, and can't afford to ban players right and left. Often greifing organisations are led by players who have numerous accounts, and banning the leaders of these organisations would cost hundreds of dollars per month, per individual, and would eventually lead to a noticable drop in revenue. Greifers are also the most likely poulation to purchase items, characters or money outside of game, to further increase their disporportionate power. They drive inflation on a server, and can further tip the PvP balance towards their favour by means not available to most players, or by means that the majority of players, and the developer feel are unethical.
  • Such things happen in all real life games. People suck, and will continue to suck as long as people exist. Asshats love being asshats, and the only way to avoid them is to "take my ball and go home" [quit the game and play elsewhere].

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

    In all honesty, I've always avoided paying for MMORPGs [except for puzzle pirates, which promotes a great deal of
  • easy fix. (Score:3, Interesting)

    by geekoid ( 135745 ) <{moc.oohay} {ta} {dnaltropnidad}> on Thursday December 23, 2004 @03:58PM (#11171478) Homepage Journal
    Moderation.

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

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

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

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

    IF it was a few people, you oculd ban them, but it is such a large percentage of suscribers that it wouldn't be cost worthy.
  • by Qzukk ( 229616 ) on Thursday December 23, 2004 @03:59PM (#11171483) Journal
    I've put some thought to this kind of stuff going on in games. Here's some of my ideas contrasted with what games actually do:

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

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

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

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

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

    In the end, I think MMO companies will need to come up with creative, true-to-plot solutions to the problem, whether its as simple as a "murderer" flag, or tied to more complex socioeconomic penalties (say, shopkeepers charging you more and more the more bloodthirsty you become, until eventually the same players that you kill are making money off of you by reselling items to you at a hefty markup).
  • by forgotten_my_nick ( 802929 ) on Thursday December 23, 2004 @04:01PM (#11171496)
    I always fought greifers in game the way you should. Don't give them a response.

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

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

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

    Similar incidents in UO. Myself and others got annoyed by a PK'er who liked to come in and kill newbies. So my friends dressed up as shepard NPC's and did the NPC shuffle, while I acted all newbish. Once he started to attack me they ganked him and looted him.
  • I'm still a regular player of Warcraft III, amongst other games. I've regularly encountered players that tend to run off at the mouth way too much, usually after their own poor playing brings their team down.

    What's really disconcerting is such remarks are often directed at team members. It's much easier to blame another as being a "stupid f***ing lamer noob" than accept their own lack of ability. I can take the crap from my opponents, but the game becomes moot when Mr. Lvl5 starts insulting my gameplay (a
    • I play war 3 a bit. levels mean nothing, some lvl 1 players are good players restarting or playing a different game type. I'm lvl 28 and #27 us west for 2v2 in war 3 roc. When I play 1v1 or rt games higher level players try to tell me what to do because I'm lvl 1. I will work with them to get a attack on but i'm sure I know more about war 3 then most of them.
  • possible solution (Score:5, Interesting)

    by WormholeFiend ( 674934 ) on Thursday December 23, 2004 @04:04PM (#11171527)
    They should have a special item only available to newbies.

    The Dynamite Belt.

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

    Everyone involved is killed and loses all virtual possessions, respawns totally naked.
  • SWG (Score:3, Interesting)

    by john_anderson_ii ( 786633 ) on Thursday December 23, 2004 @04:08PM (#11171555)
    I really like the thought Star Wars Galaxies put into their PvP system. It eliminates almost all "griefing"

    Basically, the system works like this:

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

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

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

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

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

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

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

    I haven't played much MMOGs so I'm sure there are some very reasonable answers.
  • The people that do this kind of behavior often have the same personality traits in real life, though the anonymous nature of the net often brings it out more. If particular players are becoming real jerks, then they can be taken down by using their own techniques and illict behavior against them.

    For example take some player called Ceciliantas. Apparently this person has been a jerk to the entire community in several online games. So recently he was caught in a cyber sex session in EQ2 with a character he t
  • America's Army has their own solution:
    • Also, just as is the case with the Army, the game has a firm grounding in values. For example, the game establishes rules for engagement and imposes significant penalties for violations of these rules. Players who violate these rules or who engage in activities such as team killings, can find themselves in a virtual representation of the Army's jail at Fort Leavenworth or thrown out of the game.
    So there.
  • by EXTomar ( 78739 ) on Thursday December 23, 2004 @04:26PM (#11171748)
    The main reason why grief exists in these games mostly hinges on human nature. The aspect of humanity that really resents being on the short end of the domination chain. This was explored in Lord of the Flies. When the kids come to realize that there is no authority to enforce the cordial rules things go south.

    Players who realize that the only real thing at risk is their free time and money will feel a rush from doing questionable things. Their computer becomes their cloak of anonomity. Without some sort of "penality" for being a jerk there is little incentive for some to avoid being jerks. Often times the administrators are overwhelmed or powerless to make rulings let alone enforce penalities so players are left to police themselves.

    Games that have large social structures like "guilds" tend to gravitate towards a more stable setup because "player enforced penalities" start to come into play. When leaders start worrying about their group being left out (everyone agrees GuildA55 are jerks and therefore will not share events with them) they are far more likely to be nice and seek comprise than to try and grief and punish everyone against them. Situations like these probably mimic some early human societies and social structures.

    Once again technology and MMOGs have shown an interesting side of humanity. I'm sure that there are socialogy majors who could make some interesting thesis out of observed behavior in these virtual worlds.
  • The problem, sadly, is the inherent weakness in any online game that tries to build and semblence of a community in it. Finding a balance between giving those who will spend every waking hour of their lives in the game a challenge, while still giving opportunities to those who will play maybe 2-3 hours a week is very difficult, if not impossible.

    Take a game I used to be heavily involved with, Eve [eve-online.com]. For someone in a corporation, who spends 4+ hours a day playing, losing a cruiser in a battle is no big deal
  • Is it time to bring a legal system into these worlds? You could have company employees with the King's guards avatar's patrolling for miscreants. Or, if you feel you've been wronged, you can file a complaint and hold a public hearing. A judge or jury can watch a replay of the complaint and issue a ruling.
  • I would suggest partitioning the mud into areas which appeal to a particular kind of griefer, so that the griefers stay with themselves. For example, like the town guards in UO, just more complex. I'd have several ideas to implement that. You'd also need to give up the idea to make travel between areas easy and quick, because otherwise it is to tempting to just raid and run.

Whoever dies with the most toys wins.

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