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Telelocator Staff not targeting other players on pve servers


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55 minutes ago, EuedeAdodooedoe said:

 

Simpler to just use the system you've described to kick them. Although, having 3 votes instead of 10 minimum would be better. This way, if 3 griefers came to a server where there is one player who's like 90 days in, they couldn't kick him out, because their votes would count to a total of 3, whilst the other player's would count to 9 (a vote could count to a maximum of 10, which is when it would reach its peak) and since 3/12 does not equal majority of points, the player would not be kicked out.

The way you're suggesting is more complex than simple. 3 at the peak is all that is needed. This way the actual majority of the server wants to get rid of the griefers instead of one 100 day player & two one day players. Even then, the three griefers wouldn't be able to kick the ninety day player because they only count as three votes. & if they bothered to wait til the peak it'd still require one more vote to kick the 120 day player.

5 minutes ago, ADinosaur said:

The way you're suggesting is more complex than simple. 3 at the peak is all that is needed. This way the actual majority of the server wants to get rid of the griefers instead of one 100 day player & two one day players. Even then, the three griefers wouldn't be able to kick the ninety day player because they only count as three votes. & if they bothered to wait til the peak it'd still require one more vote to kick the 120 day player.

Considering that there are pros who are just up-right dicks to newbies... point taken.

Well there are mods that protect walls and gates which can only be hammered/ damaged by the builder it self or giants and  other aggressive mobs, this is mostly common on servers under the social tag where the community helps each other but have their own bases. In these cases the walling of spawn portal is very common and normally it wasn't such an issue because all we needed was to teleport the person trapped or the person trapping players. How ever  now it becomes a new problem added with this change. Again like many other quality of like mods this one was made to  prevent trolls from hammering down your walls  and gates(from the gate mod), but of course they always find a way to be abusive, what you end up with is a spawn gate filled with skeletons of all the victims :/  

On 7/10/2016 at 4:23 PM, Chris1488 said:

I have thought up a compromise to this! We all know that there's new griefer quotes for when someone burns a player-made structure right? How about when players have the griefer quote applied to them, it leaves them open to be Weather Pained and Telelocated for the duration of their time in that server? It completely nullifies the Telelocator and Weather Pain for the griefer, while still being used as an anti-griefer tool for the player!

I think this got buried under the insane amount of long posts here.

43 minutes ago, Chris1488 said:

I think this got buried under the insane amount of long posts here.

It kinda did, I think, though the idea's been disfavored now more or less.

2 hours ago, yuhi said:

Well there are mods that protect walls and gates which can only be hammered/ damaged by the builder it self or giants and  other aggressive mobs, this is mostly common on servers under the social tag where the community helps each other but have their own bases. In these cases the walling of spawn portal is very common and normally it wasn't such an issue because all we needed was to teleport the person trapped or the person trapping players. How ever  now it becomes a new problem added with this change. Again like many other quality of like mods this one was made to  prevent trolls from hammering down your walls  and gates(from the gate mod), but of course they always find a way to be abusive, what you end up with is a spawn gate filled with skeletons of all the victims :/  

This is why my suggestions are quite complexly cooked; too much of mechanic X and you end up with griefing No.1, too much of mechanic Y and you end up with griefing No.2

 

Not sure how you would deal with the walls, though. Could simply increase the hp and the amount of hammer hits it takes to hammer one, although it would still be more in favour of griefers than normal players.

What would be awesome is to have some sort of  expensive building type structure that serves as an area claim sort of speaking. It claims a predetermined space where only the builder can build things on the claimed area, doesn't need to be huge, but big enough to protect from destroying or troll building in that space. it can be limited to be able to built just one per player, and can have and ownership list where you can add friends. This plus the lock suggestion would be awesome. I also think at least the spawn gate area or wormholes should be a no wall zone all ready predetermined where people can build structures except walls to avoid the trapping of people.

3 hours ago, yuhi said:

What would be awesome is to have some sort of  expensive building type structure that serves as an area claim sort of speaking. It claims a predetermined space where only the builder can build things on the claimed area, doesn't need to be huge, but big enough to protect from destroying or troll building in that space. it can be limited to be able to built just one per player, and can have and ownership list where you can add friends. This plus the lock suggestion would be awesome. I also think at least the spawn gate area or wormholes should be a no wall zone all ready predetermined where people can build structures except walls to avoid the trapping of people.

Nope, private land is the worst idea ever, unless you're in a private server... In which case having private land has no point. There's potentially infinite amount of players and unless the server keeps resetting, essentially you could have all land owned and nobody could go anywhere to build anything or use anything; game broken.

Admins can have the option of clearing any claims left by inactive people , also the claimed structure could be set to be effective only if the player is active and giving a short grace period before it goes inactive if the owner has gone inactive, there are many ways to avoid the situation you just described. Also all the suggestions and ideas  posted here can very well be added to the game but be made as optional add ons that  server hosts/admins can put or not, thus providing options for sever host to apply to their servers based on the parameters it has, like added mods for example.

11 hours ago, yuhi said:

Admins can have the option of clearing any claims left by inactive people , also the claimed structure could be set to be effective only if the player is active and giving a short grace period before it goes inactive if the owner has gone inactive, there are many ways to avoid the situation you just described. Also all the suggestions and ideas  posted here can very well be added to the game but be made as optional add ons that  server hosts/admins can put or not, thus providing options for sever host to apply to their servers based on the parameters it has, like added mods for example.

Pls no. I'd rather play Don't Starve than a real-life simulator >.> One server, I remember had private islands and essentially it became a problem.

It is indeed very unfortunate to see such features spontaniously disappear while, as it was mentionned earlier, the game is clearly capable of knowing how many other player's structure griefers burnt down or hammered... For now and until this gets solved, I am relying on waterballoons to kill people by freezing if they show suspicious behaviours around my bases.

3 hours ago, McLovinDST said:

It is indeed very unfortunate to see such features spontaniously disappear while, as it was mentionned earlier, the game is clearly capable of knowing how many other player's structure griefers burnt down or hammered... For now and until this gets solved, I am relying on waterballoons to kill people by freezing if they show suspicious behaviours around my bases.

That will only help if they just burn stuff. Not if they hammer flingos or whatever else... Well, if you do manage to kill them before they exit with water balloons you get the stuff they looted (e.g. gears) back, but you'd always need more ice, doodads and worst of all more gears to prevent this from happening... also, if they are 100% protected from rain, they can't get wet from the water balloons, so >_>

On 7/10/2016 at 10:08 AM, Ginosaji said:

i see it already is a thing. well rip pve because it's now fully in the hands of trolls and griefers.

UserToPlayer('That guy with the spoon').components.inventory:DropEverything()

 

11 hours ago, hyiltiz said:

UserToPlayer('That guy with the spoon').components.inventory:DropEverything()

 

In the wiki it says it's 

AllPlayers[number].components.inventory:DropEverything()

Although when I tried that it didn't work. The wiki lies >:(

 

They should just revert this change that wasn't needed in the first place. that way people can have their "self defense" tool back. Vote kick is not resolving anything and water balloons are not efficient either. If they follow the same route they did with the telelocator they might even remove that function of water balloons as well its just stupid.

 

Also they should not limit themselves to just the forum community and also hear the feed back of the modding community. Other games have done this and have gained  a lot of insight as well as collaboration for making the game better and more efficient. TBH this game needs an efficient way to prevent troll behavior not just measures to remove the troll after the damage is done. Also there needs to be added content like quests and npcs, after you are done with your base and collecting resources to set up there is nothing left to do in the game, but yeah maybe this part should go on a different section in the forums :/. 

 

PS: Thanks to all for the feed back to this thread regardless we agree or not all feedback and suggestions are welcomed please keep it coming ^^

@yuhi In relation to preventing griefers from griefing in the first place (did you not read what I wrote here before? It's all near the bottom of the 2nd page of this topic!):

On 7/12/2016 at 3:13 PM, EuedeAdodooedoe said:

Edit: Actually, here's some more:

* The Safe would not require 1 moon rock to craft, but a Lock.

* Lock could be crafted from 1 moon rock.

* Lock could be set up for Ice Boxes as well, preventing them from being hammered unless they don't have a lock or are open.

* When hitting a structure with a hammer and the structure is some form of container and is opened, it would not close after 1 hit, but only would close once hammered. Having this for ice boxes would prevent griefers from looting all of the food. That way, if say you have 5 ice boxes, you could keep two locked, whilst the other 3 open for anyone to cook food and make food, whilst keeping half of it for players who know the passcode. for the locks. You could hand out locks via a command in chat to other players if you knew it as well and it was indeed correct (e.g. /givelock=[player's name] 3560)

* Lightning would not make everything go dark for a brief moment during dusk or day and would not make you automatically close a container-type structure.

* Mobs could only be attacked via a torch, fire staff or a fire dart if the mob is quite a far distance away from any flammable structures. This means you could still attack a mob in an area with a bunch of trees via a something that will ignite the mob to burn down all of those trees, just so long as no flammable structures are anywhere nearby.

Edit: Actually, here's some more:

* The Safe would not require 1 moon rock to craft, but a Lock.

* Lock could be crafted from 1 moon rock.

* Lock could be set up for Ice Boxes as well, preventing them from being hammered unless they don't have a lock or are open.

* When hitting a structure with a hammer and the structure is some form of container and is opened, it would not close after 1 hit, but only would close once hammered. Having this for ice boxes would prevent griefers from looting all of the food. That way, if say you have 5 ice boxes, you could keep two locked, whilst the other 3 open for anyone to cook food and make food, whilst keeping half of it for players who know the passcode. for the locks. You could hand out locks via a command in chat to other players if you knew it as well and it was indeed correct (e.g. /givelock=[player's name] 3560)

* Lightning would not make everything go dark for a brief moment during dusk or day and would not make you automatically close a container-type structure.

* Mobs could only be attacked via a torch, fire staff or a fire dart if the mob is quite a far distance away from any flammable structures. This means you could still attack a mob in an area with a bunch of trees via a something that will ignite the mob to burn down all of those trees, just so long as no flammable structures are anywhere nearby.

In terms of reverting to the old mechanics, well... if what I said above is implemented, there would be no need for it.

I did read it and i all ready said it was good ideas how ever there's no suggestion for the player trapping, which was the  main use of the staff as a defense mechanism and my reason for the thread ^_^. All in the above is for prevention of destruction of structures and loot containers, which the mod community has resolved most of it, if you research the mods out there, there are those that protect your buildings from being hammered by other people other than your self  and those you have added to the ownership of the structure. For preventing fire related trolling there's a mod that prevents anyone from starting a fire near any player bases. This is why i suggested that Klei actually talked with the mod community since they have all ready set an excellent base for resolving these problems. The only troll behavior left  was the player trapping which before wasn't such a huge problem because the telelocator staff helped against it. How ever with this not needed change this troll behavior does become a problem since they did not give anything to substitute  its defensive use or a mechanism for the game it self to prevent such actions :(

 

 

1 hour ago, yuhi said:

I did read it and i all ready said it was good ideas how ever there's no suggestion for the player trapping, which was the  main use of the staff as a defense mechanism and my reason for the thread ^_^. All in the above is for prevention of destruction of structures and loot containers, which the mod community has resolved most of it, if you research the mods out there, there are those that protect your buildings from being hammered by other people other than your self  and those you have added to the ownership of the structure. For preventing fire related trolling there's a mod that prevents anyone from starting a fire near any player bases. This is why i suggested that Klei actually talked with the mod community since they have all ready set an excellent base for resolving these problems. The only troll behavior left  was the player trapping which before wasn't such a huge problem because the telelocator staff helped against it. How ever with this not needed change this troll behavior does become a problem since they did not give anything to substitute  its defensive use or a mechanism for the game it self to prevent such actions :(

 

 

Oh, nooo, the mechanics of those mods have many huge flaws, mainly because they are not thoroughly thought through (well, isn't that a tongue-twister :~). It's like "change this to its opposite" and that's it for them. The current safe container mod isn't really all that safe, the mod that prevents players from burning and opening anything until a particular day can easily be waited out by griefers (there are griefers that do wait quite the bit) and prevents from genuine players of getting access to basic supplies inside normal chests and food in ice boxes that's meant for everybody, owning a part of land in the game, I won't even talk about because it's just up-right dumb and the players-not-being-able-to-destroy-others'-walls to me seems like the biggest fail among all. And for the many servers that have these mods on have all the extra mods that one might not even want to take any part in, which just makes modded servers ever more dis-likable. And also some might even just become a joke where nobody cares about what's going on anymore because it's all so boring and baby-proof. I personally try to avoid modded servers, unless there are a few tweaks which don't seem too big of a bother.

...

15 minutes ago, EuedeAdodooedoe said:

Oh, nooo, the mechanics of those mods have many huge flaws, mainly because they are not thoroughly thought through (well, isn't that a tongue-twister :~). It's like "change this to its opposite" and that's it for them. The current safe container mod isn't really all that safe, the mod that prevents players from burning and opening anything until a particular day can easily be waited out by griefers (there are griefers that do wait quite the bit) and prevents from genuine players of getting access to basic supplies inside normal chests and food in ice boxes that's meant for everybody, owning a part of land in the game, I won't even talk about because it's just up-right dumb and the players-not-being-able-to-destroy-others'-walls to me seems like the biggest fail among all. And for the many servers that have these mods on have all the extra mods that one might not even want to take any part in, which just makes modded servers ever more dis-likable. And also some might even just become a joke where nobody cares about what's going on anymore because it's all so boring and baby-proof. I personally try to avoid modded servers, unless there are a few tweaks which don't seem too big of a bother.

Again, please elaborate on why you think these mods are not up to your standards... I hope you're working on a mod regarding your ideas...

I mean the Simple protection mod does what most of what you wanted:

  • Berry bushes, grass patches and saplings aren't flammable anymore. Additionally, their dug up versions can't be burned. 
  • Fire doesn't spreads anymore. Say bye to all those humongous amounts of coal. Now you'll need to burn down each tree individually.

 

You're starting to be a bit of a... hypocrite right now... sorry, I couldn't find a better word for it... you tore down the mods that people worked on to prevent grieving and even mocked their credibility and usefulness... c'mon man, you're better than that...

 

12 minutes ago, Asparagus said:

...

Again, please elaborate on why you think these mods are not up to your standards... I hope you're working on a mod regarding your ideas...

I mean the Simple protection mod does what most of what you wanted:

  • Berry bushes, grass patches and saplings aren't flammable anymore. Additionally, their dug up versions can't be burned. 
  • Fire doesn't spreads anymore. Say bye to all those humongous amounts of coal. Now you'll need to burn down each tree individually.

 

You're starting to be a bit of a... hypocrite right now... sorry, I couldn't find a better word for it... you tore down the mods that people worked on to prevent grieving and even mocked their credibility and usefulness... c'mon man, you're better than that...

 

I simply stated the truth, and though I appreciate their efforts, it simply isn't good enough. Although what they've done in description is very close to what I've proposed (in terms of having my suggestions put into a mod, I am not sure; I'd rather it be in the actual game so long as it's done well), in practice (game) these have huge differences. Berry bushes aren't flammable and fire doesn't spread anymore = bye bye Summer difficulty and the possibility of your base burning down without flingos protecting it. What I suggested, on the other hand is that under CERTAIN CONDITIONS PLAYERS cannot light something on fire. That does not take out the possibility of things burning down, except by a player's hand under certain CONDITIONS, intentional (griefing) or not (accidental. Most prominent example is when you hold a fire staff, which for some reason lets you light structures and other things that are not mobs on fire via left-clicking).

7 minutes ago, Asparagus said:

Then please refrain from using uncalled for derogatory words, they did nothing to you...

also, "out-right" huehuehue ;):p

Eeeeee.... Euede Adodooedoe, Euede Adodooedoe...

I really think you are a bit out of date with the resent mods out there for anti griefing. Like Asparagus said they basically do almost all of what you suggested. Ownership mod not only locks loot containers including your backpack , but it also prevents people from destroying your buildings, except walls. It has also added the modify ownership option where you can add up to 10 players that you wish to give full access to your loot containers and any other structure or remove all names including your name from the list of ownership to make it completely public and you can modify it at any time. For the fire protection the host can use it for a set amount of days or leave it permanent since the mod give that flexibility to the server host. 

Beyond all the anti griefing mods there is even a mod made to provide less lag to servers due to over population of spider nest/spiders and loot on floor like rot and it is up to date and the mod author is very much active with it and it provides lots of options for the host. So to say that mods aren't good thats a bit of a mistake. Moders can be of much help to klei in coming up with the best way to provide prevention of troll behavior because they have all ready been working on these things.

 

2 hours ago, yuhi said:

I really think you are a bit out of date with the resent mods out there for anti griefing. Like Asparagus said they basically do almost all of what you suggested. Ownership mod not only locks loot containers including your backpack , but it also prevents people from destroying your buildings, except walls. It has also added the modify ownership option where you can add up to 10 players that you wish to give full access to your loot containers and any other structure or remove all names including your name from the list of ownership to make it completely public and you can modify it at any time. For the fire protection the host can use it for a set amount of days or leave it permanent since the mod give that flexibility to the server host. 

Beyond all the anti griefing mods there is even a mod made to provide less lag to servers due to over population of spider nest/spiders and loot on floor like rot and it is up to date and the mod author is very much active with it and it provides lots of options for the host. So to say that mods aren't good thats a bit of a mistake. Moders can be of much help to klei in coming up with the best way to provide prevention of troll behavior because they have all ready been working on these things.

 

It's like you didn't read my last post at all. I'm sorry, but what these mods do does not seem like well-crafted and they do none of what I described (their concepts might be what I've described, but the way these concepts are implemented just doesn't work at all). The things you present to me as good ways to prevent griefing I already addressed as to why they are problematic. I don't understand this. What is going on? Why does nobody understand what I am trying to say?

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