Jump to content

Ghosts With Crockpots ;-;


Recommended Posts

I m Getting Really Tired Of The Griefers That Just Come On My Survival Server Or The Klei Sever Die Then Somehow Get To My Base And Make All Of My Crockpot Meals Turn To Wet Goop i Have Had 4 Ghosts At Once Turn EveSelfsngle One of My Crock pots Turning All My Meatball Into Wet Goop When i m Starving to Death And If i Do Revive Them They Just Kill Them Self's Again And Keep Doing It Or Steal My Things And Run I Just Wish They Get Rid Of This.

 

Please Let Us Hurt The Ghosts Or A Way To Stop Them Its Killing My Together Spirit ;-;

Link to comment
https://forums.kleientertainment.com/forums/topic/67373-ghosts-with-crockpots/
Share on other sites

i understand a ghost going over food would make it a bit icky *on account of the ectoplasm* but when griefers use it before it even comes out its theres no point in cooking anything i have been eatting just cooked fish to survive maybe just make the quality go down a bit :p

8 minutes ago, Arcee200 said:

i understand a ghost going over food would make it a bit icky *on account of the ectoplasm* but when griefers use it before it even comes out its theres no point in cooking anything i have been eatting just cooked fish to survive maybe just make the quality go down a bit :p


Well u have 2 Options, Play with friends only or Host ur own Survival Server with Protection Mods that are designed to prevent griefers and trollers out. U cant really do anything straight vs this people in every game community u have this Black sheeps and it will never stop u can only try to prevent it.

 

Greetings

5 minutes ago, Arcee200 said:

i'd prefer to starve with people cause i actually have met some of my best frieods on don't starve together it just sucks to see so many people grief when they could have just as much fun playing pve not pvp on a pve server ;{

Well there can be an option to disable players from becoming ghosts and instead become Spectators that can lock on to another Player and see what they are doing without...Haunting them instead, Like in COD/ many other MP games...or is that still possible in DST? I mean we can just move around the map without having to move at speed of a Ghost which kinda sucks.

1 minute ago, Arcee200 said:

even that would be just fine sure theres mods for this but it lags my laptop to the point where its unplayable 

Then the best option would be to play in a server where griefers aren't allowed or no ghosts spawn...

12 hours ago, Arcee200 said:

its going to be hard to find that one mod on a server >.<) welp now to go and waste 3 hours searching XD

 

Fret not, o fair lady/gentleman/robot etc. for you can just try one of those:

https://steamcommunity.com/sharedfiles/filedetails/?id=400409675&searchtext=haunt

https://steamcommunity.com/sharedfiles/filedetails/?id=463718554&searchtext=haunt

https://steamcommunity.com/sharedfiles/filedetails/?id=360823660&searchtext=haunt

https://steamcommunity.com/sharedfiles/filedetails/?id=490973265&searchtext=haunt

Have fun and good luck.

Yeah it's a little disappointing that it's 2016 and the game released without any real anti-griefing features. (Multiplayer videogames have been around long enough that griefing should just be assumed, and dealt with at a feature level.)

The best solution would be a Planetside-like grief system, where players accumulate points when they perform harmful actions and with enough points they're auto-kicked, prevented from joining other servers, and (ideally) their most recent grief actions are reverted (burned crockpot becomes whole again, etc)

Official votekick would've been okay too (but votekick itself is prone to griefing, so it's not the best option.)

But certainly the smallest step on the path to preventing grief would've been that ghosts are unable to interact with the world in any meaningful way (like turning food to goop, if that's actually what happens.)

Trouble is the game was designed for a single-player environment with costly mistakes and desperate but wasteful options that wind up used for griefing in a multiplayer environment.  A computer can't tell the difference between an accident, a deliberate and useful choice agreed to by everyone on the server, and griefing.  If you automatically gave penalty points for destructive griefing-like activity people would run a risk of being banned for renovating bases.  If burning forests to the ground counts too, I'd run a risk of being banned despite digging all the grass, twigs and berries out first.  I've countless times seen burnt-down pig villages not from a malicious act, but just because somebody wanted a crock pot but wasn't careful when selecting trees to burn.  I've seen a camp burn down because somebody honestly thought it was a good idea to hunt a nearby koalefant at night with a torch.  I've also seen the burnt-out ruins of an isolated camp whose sole owner burnt it down when he quit; his camp, his choice.  So if you want to ban people for griefing, you need to apply human intelligence, and that means you need an active administrator.

Tl;dr, you can't just "add" feature-level griefing protection.  It should have informed the design of all other game mechanics from the very start, but since the game started as a single-player game with absolutely no intention for multiplayer, it didn't.

6 minutes ago, TemporaryMan said:

I've countless times seen burnt-down pig villages not from a malicious act, but just because somebody wanted a crock pot but wasn't careful when selecting trees to burn.

You can still save said pig houses by going into the ruins and making a reconstruction staff, but that requires a lot of work in DST, so better just to hammer it and get half of the materials back. 

Basically if someone starts being annoying, you can just report him or have a vote to kick him out and ban him from the Server (I play Doom 1&2 multiplayer and in it anyone can call a vote to Kick and Ban any player by just typing in their name then a voting takes place where each player is given the choice to let him stay or kick him out) however I haven't played DST so I don't know, Griefing remarkably is considered to be the biggest issue in DST compared to any other game, however it IS a SURVIVAL game after all...

1 hour ago, TemporaryMan said:

Trouble is the game was designed for a single-player environment with costly mistakes and desperate but wasteful options that wind up used for griefing in a multiplayer environment.  A computer can't tell the difference between an accident, a deliberate and useful choice agreed to by everyone on the server, and griefing.  If you automatically gave penalty points for destructive griefing-like activity people would run a risk of being banned for renovating bases.  If burning forests to the ground counts too, I'd run a risk of being banned despite digging all the grass, twigs and berries out first.  I've countless times seen burnt-down pig villages not from a malicious act, but just because somebody wanted a crock pot but wasn't careful when selecting trees to burn.  I've seen a camp burn down because somebody honestly thought it was a good idea to hunt a nearby koalefant at night with a torch.  I've also seen the burnt-out ruins of an isolated camp whose sole owner burnt it down when he quit; his camp, his choice.  So if you want to ban people for griefing, you need to apply human intelligence, and that means you need an active administrator.

Tl;dr, you can't just "add" feature-level griefing protection.  It should have informed the design of all other game mechanics from the very start, but since the game started as a single-player game with absolutely no intention for multiplayer, it didn't.

Yes, you can add feature-level griefing protection.  It takes some work, but it's not rocket surgery:

  • When a fire is created, the creator is tracked. Spread fires inherit this owner.
  • When an object is created, the creator is tracked. That person "owns" it.  (The rules for this would be a little more complicated, as you'd want dug-up Saplings to be owned by the person who placed them.)
  • When an owned object is destroyed (hammering, shoveling, fires, etc) by someone who didn't own it, the owner can punish or forgive.  Punishing awards grief points (each created object would have a grief worth) and forgiving ignores the action.
  • Grief points are tracked on a central server.  Any server can set a "max grief points" and players with grief points above that cannot join servers they have too much grief for.  (That's also the value that, if you exceed it in-game, you get automatically kicked.)

See? Some work, but not rocket surgery.

Then you just remove the unnecessary grief-enabling features of ghosts (ruining food, bumping items around) and you've solved all the problems.

Have you taken into consideration the time one would have to spare to vote while the game goes on? And if it freezes until you have voted, wouldn't that be potentially open to abuse as well? I am not against protection from haunting (bumping objects can actually help your friends in battle if you for instance push spider glands closer, but I digress), but the case is much more complex than presented. Humans will always outwit AI. ESPECIALLY when it comes to malicious acts.

3 hours ago, Arlesienne said:

Have you taken into consideration the time one would have to spare to vote while the game goes on? And if it freezes until you have voted, wouldn't that be potentially open to abuse as well? I am not against protection from haunting (bumping objects can actually help your friends in battle if you for instance push spider glands closer, but I digress), but the case is much more complex than presented. Humans will always outwit AI. ESPECIALLY when it comes to malicious acts.

Yes, a badly-implemented voting dialog would be bad.  

Solution? Don't do it badly.

  • Voting appears in corner (like current votekick mod)
  • Hotkeys for voting
  • Grief events are batched (as things get destroyed they're added to a list:
    • [playerName] destroyed some of your buildings:
    • Crockpot
    • Fire Pit
    • Crockpot
    • and 6 other buildings
    • Punish (F1) or Forgive (F2)?

Your last few statements are a little confusing.  This is a new system which would shut down the vast majority of catastrophic griefing. Currently someone can find your base on Day 19 just before Winter, burn it all to the ground and logoff, and for the majority of players out there they're going to die as a result, meaning the griefer basically killed them, and yet the griefer experiences no penalty for that.  With this system, the griefer would just get kicked and your stuff would revert to unburned form.

Are you suggesting that rather than prevent nearly all of the most catastrophic form of griefing, you're in favor of that griefing?

In an early FPS, friendly fire allowed players to grief teammates without penalty.  It happened ridiculously often.  Then the game rules changed: damaging a teammate would hurt you slightly more than you hurt your teammate (so you'd end up dying first.) After that point very little purposeful griefing happened.  By addressing the most common form of griefing, they dramatically reduced how much griefing was experienced.  That's what this feature would do for DST.  Around 1/3rd of the DST servers I join have griefing of some kind (more on bigger servers where the griefers have a bigger audience to rage against them, and more targets to burn), and this would dramatically reduce that.

So it's just not relevant that it won't fix 100% of griefing that's possible.

 

I stated that the same action can be used to grief OR to help your team. This is just in regard to pushing items. In an endless mode, some teams actually pick a player whose stats are the lowest (meaning they AGREE not to heal them), grind as many mobs or prefabs as possible before death, then push them towards the base. It is most often used when dealing with spiders as a ghost does not suffer from spiders incensed by stepping on the webbing. Take Wigfrid. An experienced player can help out their partners by picking a character, using their perks to the fullest without consuming resources, and then picking another (survival). It is quite a neat way to test characters too. Wigfrid killing as many of those pesky clockworks before passing out while leaving an inheritance to the group in the form of her helmets and spears? Check. Woodie pretty much just chopping, getting insane, escaping death by terrorbeaks through replanting trees and then leaving the team a farewell present in the form of living logs after defeating a treeguard? Check. Willow getting a lot of charcoal and ashes for crockpots, drying racks and healing salves? Check. Naturally ALL of this can be used to grief. I am afraid it would take more than AI to accurately judge whether the intentions were benevolent or malevolent.

If Klei managed to implement a sensible antigriefing system, I would be overjoyed. But the fact a human being will always outwit AI makes me not hold my breath for that.

 

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...