rmsgrey: It''s fine that you have no experience with MMO; in fact, hopefully having never played them allows you to think outside the conventions of the genre.
Of course, it is the duty, right, and privilege of the developer to set the world up initially in an interesting fashion, and keep the pot brewing when things get quiet. But I think that once the player base gets large enough for stories to emerge, the developer should take a back seat and merely provide the stage and props where the players play their characters.
henrikb: Thanks for this helpful if non-exhaustive cataloguing of possible grief issues. Unfortunately, I agree with Obscure that no amount of conditionals on actions will make a game griefproof, but having built-in solutions to the most common forms of griefing should definitely help the situation.
- Verbal harassment: I like the "ignore" option for this one. It works pretty well in real life, and even better in games due to the magic of selective earplugs.
- Physical harassment: The simplest solution I''ve seen for this is to simply make players noclip right through each other. That way no player can hinder another. Another option is to have the characters "flock" so that they preferentially don''t pass through each other, but will if there''s no way around. You could have a "dodge-by" animation where the two character models appear to slip by each other. I think this one is eminently solvable, so long as you''re willing to sacrifice a little realism to get a lot of gameplay.
- Loot stealing: Why are you looting monsters anyway? They''re monsters, not walking bags of cash. They''ve got nothing but the skin on their backs, and unless you''re a tanner that''s useless to you. The only reason to kill monsters is because you''re getting paid for it, and you get paid if the monsters are gone regardless of who did the actual killing - it''s in your contract, see?
- Kill stealing: Experience is awarded based on damage done, and see above for the loot issue.
Obscure:
"The only way to counter it is to have live admins all the time that players can *easily* contact when there is a problem. For publishers that can be a cost they don''t want to meet."
Exactly, which is why we''re finding other ways to counter it. Don''t give up on the problem just because it''s hard. No, you can''t program for every eventuality. But hopefully you can design the game in such a way that the player community can deal with grief behavior without having to call in the admins.
In fact, why don''t I just restate the problem.
How do you allow the PLAYERS to deal with grief players?-STC
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SpittingTrashcanYou can''t have "civilization" without "civil".