How to handle griefers?
Daath
Join Date: 2011-04-23 Member: 95282Members
Ok, so I met a guy who proudly stated that he used exploits and kept clipping into walls.
The real problem was when he took over the commander post, started insulting us and proudly stated that he is doing nothing.
This is a problem because there is usually only one or two populated servers and I can't just find another game.
Suggestions?
The real problem was when he took over the commander post, started insulting us and proudly stated that he is doing nothing.
This is a problem because there is usually only one or two populated servers and I can't just find another game.
Suggestions?
Comments
Valid tactic though <img src="http://members.home.nl/m.borgman/ns-forum/smileys/trollface.gif" border="0" class="linked-image" />
In some ways, gaming hasn't changed... XD
Real griefing is going on a Team Fortress 2 server with a pal, Red Medic, Blue spy and validly healing the disguised spy so he can take out your team mates!
There's a difference between griefing and being a flailing idiot!
The griefer is the guy who recycles all your buildings and blocks other from going comm just to make marines lose.
Also, may I highlight other issues as well. Could people please stop ragequit when they are losing simply because of the fact of losing?
I understand if they ragequit to rr because of extreme lag, like being unable to turn to face a doorway, or rubberbanding to much (in those cases I encourage ragequitting to rr, to restart the game and get rid of lag), or if ppl exploit way to much (ft trough wall, macs inside walls, such), but other than that, why would you ragequit?
And could ppl stop to stay in their team (for whatever reason) when the teams are uneven? I think the only person who should not change in such cases is the commander, or if some friends want to play with/against eachothers and there is other ppl who can change instead.
I understand if they ragequit to rr because of extreme lag, like being unable to turn to face a doorway, or rubberbanding to much (in those cases I encourage ragequitting to rr, to restart the game and get rid of lag), or if ppl exploit way to much (ft trough wall, macs inside walls, such), but other than that, why would you ragequit?
And could ppl stop to stay in their team (for whatever reason) when the teams are uneven? I think the only person who should not change in such cases is the commander, or if some friends want to play with/against eachothers and there is other ppl who can change instead.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think its more crashing that ragequitting. Though, even after 5 crashes in a match, sometimes I decide not to rejoin.
The real problem was when he took over the commander post, started insulting us and proudly stated that he is doing nothing.
This is a problem because there is usually only one or two populated servers and I can't just find another game.
Suggestions?<!--QuoteEnd--></div><!--QuoteEEnd-->
What server did this happen on?
grief him back
Why do you think there is rage involved? If you know you have lost (no more RT or whatever), you accept and want to move on to another game. It is not a game any more if you know the outcome.
Had a great round a few hours ago, sadly i had to leave, but it was going fun while i still played, marines was nearly pwned (because of us expanding to center), but sucessfully ninjad aliens extractors. But aliens had such an advantage marines had only gotten west and was merely close to kill alien main when i were leaving, and that was 30 mins or more after aliens lost the income. Seeing as our comm crashed and I had to leave, so marines had less players than aliens, I would not be suprised if we lost despite the advantage ;).
had to do some base######ing (guard) , then flamers come up, conquered aux, another one guarded west
in short we locked the aliens out of reaching marine start
then expanded slowly
got a dc and aux was lost, rebuilded it ... and won
alienteam was still well populated, despite the unlimeted death to flamethrowers, i don´t think they ragequited.
They knew that they don´t get better if they ragequit.
Was an intresting round, both teams had good teamwork.
Next round we had around 50x ghostplayerskulks spawned and weren´t able to join aliens ^^
When you're losing for 2 hours + crashing + phantom clients, its both boring and frustrating. I don't mind losing as long as the game ends within 10 minutes and I can start playing a round I have a chance of winning. Otherwise, its a waste of time.
Done this and won x 2, laughed as someone else grief'd in the chair. And just humped the ip to kill rushing skulks was fun.
^ also if rines first chance you get jump in chair build second com chair if you can't its because you need to kill a hive :o
The web based idea is nice but it's not really needed and I would rather see their time focused elsewhere.
Admins are pretty computer savvy. Console based commands are fine.
The web based idea is nice but it's not really needed and I would rather see their time focused elsewhere.
Admins are pretty computer savvy. Console based commands are fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
For Battlefield 1942 the community made "BF Server Manager" (I think that was the name), where it was an out-of-game remote console that provided full admin functionality. Point is, UWE doesn't need to do it, but it'd be nice if someone did (*cough* matso :P)
The web based idea is nice but it's not really needed and I would rather see their time focused elsewhere.
Admins are pretty computer savvy. Console based commands are fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd actually like to see both. The out-of-game admin consoles are effective for letting admins who might be in a related ts/vent channel affect the game without needed to load up NS2.
<!--QuoteBegin-'ScardyBob'+--><div class='quotetop'>QUOTE ('ScardyBob')</div><div class='quotemain'><!--QuoteEBegin-->I'd actually like to see both. The out-of-game admin consoles are effective for letting admins who might be in a related ts/vent channel affect the game without needed to load up NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
GmOvrmind, besides ingame console-commands and overriding NS2's Web-admin with it's own (improved) version, also has a complete implementation of the Source-RCon protocol (used in HL\HL2\CS:S\TF2\L4D and derivatives) which can be used in conjunction with HLSW (or any custom script\application that abides by said protocol). It doesn't do many commands at this point, as I have to emulate everything, but it's already functioning well.
To go even further, GmOvrmind (the version I'm workin on now) has a working built-in TeamSpeak-server, which no doubt I can rig to admin the NS2-server through too (via it's chat-interface). AND it also has a built-in IRC-bot which will have admin-functionality through IRC too.
So that's just about every angle covered right there, thus I'd much rather have the devs work on the game's fundamentals (engine\models\sounds et cetera), and leave as much as possible to the modding-enthusiasts.
Yes, but there is no reason for a web based interface. Simply allowing console inputs directly at server.exe would be fine. All dedicated operations already have secure access to their servers. Why mess with HTML?
A just don't want web admin to distract UWE when there are already better tools being formed by the community.
A just don't want web admin to distract UWE when there are already better tools being formed by the community.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was kind of thinking about something similar to SourceBans, where not just the server owner, but all server admins could access a webpage to add, adjust, or remove bans. For example, its quicker to give an arbitrary ban length (like 10,000 minutes) only to adjust it after the fact via a webpage like SourceBans.
Also, I could see this turning into a one-stop shop for admining the server, stat collection, and server forum so everything you could possibly need is located at one URL.
We definitely need "vote to eject the commander" functionality as in NS1 but I'm not sure if that will be enough. I'll see if I can sneak that in right now.
I have something much better in mind and I am also working on this idea from a Game Server hosting companies point of view where inhouse API server controls are becomming a big thing especially where hosts provide multi gaming fast switch servers where you can rent a server that can hotswap between multiple games so it fills a need there in addition to ingame and other remote managers such as GMOvermind, admin mod and hlsw.
So the web api secondary function is JavaScript Object Notation output and you can use that with near enought anything, its a base from where you can write API's with live or static interfaces so things like live chat and statistics can be viewed by the server admin. Anyone can build their own custom interface to interact with it. From an iPhone App to a hosting companies own in-house API for their customers so they can administrate from anywhere on any computer via a live webpage and <u>not</u> have to download a programe like HLSW to do it.
A basic test case is in place now but I am a wee way off getting back to remote API support for it but once thats done anyone can make their own programs or scripts to use it to administrate their server.
Here is a PHP script basic test case <a href="http://www.unitedworlds.co.uk/ns2/RemoteServerWebAPI.rar" target="_blank">example interface</a> (download - its just a clone of the current default but you can put it on your own website)
You can have ago your self and use AJAX or JAVA or anything you want but i need to write a more optimal feed and better support for live stream.
You can use it in many many ways, you can write it as a forum admin module, you can build it into your clans website behind your own login screen or existsing forum login or use it with group access on a forum, build it as an addon for PHPNuke or WHMCS... any platform or custom website you want... Thats the plan for it
Who the hell would buy a game that has a very small fan base and the game isn't even finished.
That guy who changed teams was not a griefer.
Who the hell would buy a game that has a very small fan base and the game isn't even finished.
That guy who changed teams was not a griefer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Every game version released to people you don't personally know has griefers. It's a fact of life.
There may be fewer of them, but they will always be there.
There may be fewer of them, but they will always be there.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait, doesnt this imply that only playing with ppl you know means you wont encounter griefers?
*looks towards magicka >_>*
Who the hell would buy a game that has a very small fan base and the game isn't even finished.
That guy who changed teams was not a griefer.<!--QuoteEnd--></div><!--QuoteEEnd-->
I counter with
1. There are griefers in every online multiplayer game
2. NS2 is an online multiplayer game
Any questions?