Suggestions for preventative Non-PVP griefing:

Started by Exodus, March 08, 2010, 03:32:11 PM

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DEATH PILE RAIDING

Create a Deathpile database table. On death, insert record of map/room numbers and join to the playerid/inventory list. Have a trigger fire when items are moved and record the offender.


COMPETITIVE PVP ON NON-PVP

Disable casting of any sort of non-healing spell on party members outside of your own party. It was claimed that this was abusing scripted buffs by causing constant recasts resulting in drained mana. Problem solved.

Event scripting bosses/quest monsters can be avoided by tracking successive kills in X number of spawns. If a sole player is responsible for the death of that monster over and over, he should get a suspension. This is aggressive, competitive behavior that can prevent players from progressing or getting access to good gear.


ITEM HOARDING

If a limited item is dropped or hidden anywhere as a direct result of player initiative rather than player death, that item should be insta-poofed. Only way to mitigate the item hoarders in the game who like to bend the rules in their favor or out of the favor of others


STACKING ROOMS

If a monster is dragged into a occupancy-limited area, that monster should automatically "go home", and if that "home" room is at the limit of occupancy, it should "poof".



There are people in your game abusing these facets of gameplay to their advantage in the non-pvp realm, resulting in too much hostility among players when there are extreme limits on pvping. Just some suggestions, my earlier, much wordier thread with more examples and reasons behind the suggestions was moved to the "shit talk" forum and then deleted. Good luck, devs!

I think your suggestion on death pile database is a good one.

Its would also be handy for future realms where mudops help players recover lost gear, at least they can say which room your stuff is in too find.

(im not saying Gard doesnt help btw, he does ;) )

On the subject of death pile raiding.  Gonna steal from a few games over the last two decades.

I would rather see a corpse that contains all of your items.  Like a chest that can only be opened by the player.  In a Pvp realm there would be a setting that allows a certain amount of items to be dropped from the corpse on death.  The player could also grant other players permission to pick-up or drag their corpse to a safer location.

This would also open up a very easy implementation for the resurrect spell (something that has been needed for a long time).  Also summon corpse spells.  No more naked death pile runs to absurdly hard to reach spots.

This forum is meant to be constructive..keep your shit talk in the designated forum.


I have brought up the chest/corpse idea before.  Is there a way to easily tag a "chest" to only be openable by the player it's assigned to on death? 

You Notice: Corpse of Rhinehold.
g Corp
You pick up Corpse of Rhinehold.
open Corp
You open the Corpse and all your crap spills out.


-DR


Its one thing to search a corpse in a graphical game, its something completely different in a text game.

How so?

Also here: corpse of Darmius

look corpse

Here lies the rotting corpse of Darmius:
rigid leather tunic, rigid leather pants, gold jeweled ring, skull sword, silk cloak, 80 gold coins, 20 silver coins.

the parser for the get command would have to be updated to handle:
get <item> from <target>

This would be really nice for chests also, no more rooms full of shit:
get starsteel mace from golden box

That or add a new keyword loot, loot <item> from <target>

That wasn't that hard now was it?

I think you missed the flow of that conversation.  I think we have multiple ideas now on how it could work.  I don't think we will be moving to a system like this until we have hashed out how rez spells will work.

March 15, 2010, 04:28:56 PM #9 Last Edit: March 15, 2010, 07:04:00 PM by Darmius
No I didn't, this is all still in the same context.

A corpse is just a chest.  They both contain items.  And they share the same commands.
You can 'get' a chest, and 'get' a corpse.
You can 'open' a chest (which is a shitty command, because you actually empty the chest)
You could 'open' a corpse and dump the contents

I would like to see get updated to handle targets and quantities.  Some of those chests can be too heavy to lift (halfling)

The base implementation for Res would be:
Resurrect can be cast on an object that is of type Corpse and flagged as PC...
Resurrect summons the player and move the contents of the corpse to the player.
You can add other flavor stuff later.


Without writing the actual code (which is pretty basic OO stuff)

Create containers items, with a container interface.
A corpse, chest, player, monster, room, stores... etc all have containers.
Each object has to implement IContainer to access their inventories.

Every container implements function for:
Get(), Put(), Empty()... etc
Each function takes a TransactionObject and the IContainer of the requestor
the TO contains the requested item(s) and the function pointer to required checks (skill, weight etc)

My database experience is lacking so I'll speculate here as if this was just memory:
Use a DB table of all active Containers and their objects (jagged array)
Use these commands to build a database transaction
Execute() and send the result to the user.

Now I'm even tempted to write the code...

Well on the topic of rez.....


Set HP to -500
Once a person drops they are incapacatated as the game is already written.  Once they reach -500 they are immune to all damage.
A "rez" spell would merely Heal the Target .

Or.

HP is set to -499.  Which you can heal from
Once -500 is reached, a character is "Dead", but still there, same as "dropped".
The difference being that the "Rez" spell just sets their health to zero, but has a check (HP=-500, cast spell _______) --- (If HP>-500 than report ****) where *** is text that says "this character is not dead!"

There are many ways to do  a rez.

Hope this helps.

-DR

Whatever we do will be a bit cleaner looking than that.  We need to work out how we want it to handle lives lost, gear dropped..etc..there is alot more to it than just a tiny outline.

well you didn't ask me for a fluffed out complete package suggestion.... you merely said you hadn't sorted out rez spells.... so I gave you a solution to that one problem ;-)

-DR



Did you just challenge me to a slap fight out on the playground after school???   JERK!! ;-)

-DR