Post any ideas / suggestions for the game servers here.
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#177943
So it looks like some nice shiny new public land is in our near future. This idea is to help slow the process of the soon to be new public land from declining to the state of the current public land. The current land is full of abandoned griefed structures. The problem with most griefs/looting that occurs is that it is to abandoned structures, whether it be from a realm that has disbanded, a player that only played for a couple days and never came back, or the new player who comes back the next day to find their home griefed/looted and gives up and leaves the server due to not knowing that staff is able to roll it back. Point being, these structures stay in their current state due to not having anyone look over them to report to staff.

The auto grief ban for breaking chests we saw a while ago was a step in the right direction, but suffered from too many false positives. My solution would be to incorporate a honeypot type system into core protect. For those unfamiliar, a honeypot is a trap set to detect, deflect or in some manner counteract attempts of unauthorized use. It is often a means used to catch spammers online. My idea is to have a number of community built structures spread around public areas that would detect when certain blocks of the structure were broken, or when items were removed from chests. Upon setting off the trap, the player would be auto banned 10 minutes later, and a rollback would occur for everything that player had done for the last hour. Having followed griefers invisibly, I have noticed a pattern. Most make trips through the teleporter, grief what they can, return to spawn, then repeat the process over and over. The hour would give enough time to fix any damage the player had already done before they set off the trap. My reason for auto banning ten minutes later as opposed to the instant the trap has been triggered, is that often those trying to do harm to the server travel in groups. This would allow us to get the whole group, instead of the group seeing one of their members getting banned instantly, causing them to move to another target.

These structures I speak of would be just simple houses, something along the lines you would expect a player who has been playing for only a few days to build. They would be clearly marked with signs saying it was owned, and not to loot or grief. Chests would be full of non valuable items, stuff you would typically find in the trade chest. Anyone who got banned by this system would have no excuse.
A player, or group of players would be able to build a structure, then inform staff to activate it. This way it would be done by the community, not taking away from staff's resources/time. And the location of the structures would remain known only to those who built them.

Also just for fun, bans would be announced, and a score would be kept.

Ideas or opinions?

TL;DR
Not the grief protection Minerealm deserves, but the one it needs right now
#177945
And what if a player had spent, oh, the last hour mining ores in his underground base, tunneled up, and in the process knocked out a piece of a trap? They would be banned and all their hard mining work undone because of a badly placed tunnel?
#177947
Meowrocket wrote:And what if a player had spent, oh, the last hour mining ores in his underground base, tunneled up, and in the process knocked out a piece of a trap? They would be banned and all their hard mining work undone because of a badly placed tunnel?
I said certain blocks within the structure would be the trigger, so most likely the most commonly griefed areas, (doors, windows, and walls). Generally not floors unless there are chests hidden underneath. If someone was mining and digging straight up, i'd think they would stop when they reached brick or wood. If it did become an issue, maybe it would be possible to set it up with some sort of disarm if you repair what you broke.
#177966
This would require public structures on random places on the map and would require the realm on which that structure is placed to remain public indefinitely.

In order to get a decent chance of a griefer running into such a structure you will need quite a lot of them dotted around the map. This means there are a bunch of realms which are reserved for that purpose and can no longer be bought by players which is not ideal in my opinion.

Ofcourse you can lower the number of structures out there but then the chance of a griefer finding them gets too low and they become somewhat pointless/ineffective.
#177969
This suggestion should really have not been put on a public forum if you really wanted it implemented. Any griefer worth his/her muster would be able to read this suggestion and find a way to circumvent it. For that reason alone I give it a -1.

I am glad you are thinking about ways to help the server but next time PM in the forums.
#178002
Intelli recently said in-game that he is considering removing the random teleporter and bringing back multiple spawn points. Seeing as how the teleporter causes overcrowding and griefing problems, it's a good idea. But just as how public land doesn't last forever, multiple spawn points have problems of their own. Namely, inevitably, realms around these spawn points will be bought (unless there is something to prevent this from happening), leaving large walking distances for new players to reach building land. And that's the problem the teleporter was intended to solve.

Of course, the other option is to just drop the no griefing and no looting rules. But that may be viewed as vulnerable and weak on our part. We would essentially be forced to allow something we don't want by griefers and rule breakers because it's too difficult to enforce.
#178004
eah2119 wrote:Intelli recently said in-game that he is considering removing the random teleporter and bringing back multiple spawn points. Seeing as how the teleporter causes overcrowding and griefing problems, it's a good idea. But just as how public land doesn't last forever, multiple spawn points have problems of their own. Namely, inevitably, realms around these spawn points will be bought (unless there is something to prevent this from happening), leaving large walking distances for new players to reach building land. And that's the problem the teleporter was intended to solve.

Of course, the other option is to just drop the no griefing and no looting rules. But that may be viewed as vulnerable and weak on our part. We would essentially be forced to allow something we don't want by griefers and rule breakers because it's too difficult to enforce.
I think all the major playet made cities should be spawn points! (Like xeros, NYC, emerald city, etc)

From the ego-centric astronaut_wan
#178005
BSGSamuel wrote:This would require public structures on random places on the map and would require the realm on which that structure is placed to remain public indefinitely.

In order to get a decent chance of a griefer running into such a structure you will need quite a lot of them dotted around the map. This means there are a bunch of realms which are reserved for that purpose and can no longer be bought by players which is not ideal in my opinion.

Ofcourse you can lower the number of structures out there but then the chance of a griefer finding them gets too low and they become somewhat pointless/ineffective.
In response to this, I think that there should be a /realm secure option that automatically turns all the chest walls and windows into triggers so that if the realm were to ever go public, the realm items would be set so that the instant about 5 blocks of one of these items have been removed, the trap would go off and work its process to ban and roll back all damage.

As for the public realms, I think that if any wood structures were to be built, the server automatically activates that system and will protect the home, so only the person who made the building, has the ability to edit and fix the structure.

Edit: one last thing, all realm members will automatically be excluded from the traps alert system so that they can edit the house or buildings that use to exist on those private realms once they're public realms.
#178006
mwan wrote: In response to this, I think that there should be a /realm secure option that automatically turns all the chest walls and windows into triggers so that if the realm were to ever go public, the realm items would be set so that the instant about 5 blocks of one of these items have been removed, the trap would go off and work its process to ban and roll back all damage.

As for the public realms, I think that if any wood structures were to be built, the server automatically activates that system and will protect the home, so only the person who made the building, has the ability to edit and fix the structure.

Edit: one last thing, all realm members will automatically be excluded from the traps alert system so that they can edit the house or buildings that use to exist on those private realms once they're public realms.
The only problem is it would mean structures, even trivial/eye-sore structures, could be secured in a way to autoban players who may have purchased the realms (or were just using that space) for a legitimate build. Eyesores can be torn down if you clear it with Staff, and if you have something abandoned and a legitimate build runs into it, you can buy the land and just hold the items/build materials until the owner comes back.

Even outside of those above, there are situations where you would need to legitimately break a block and not get an instant ban. If it's a structure people actually care about, they'll come back, find the damage, and get a rollback and then someone can manually ban them. I don't think there's a need for this to be automatic.

Plus, on top of all that, buying a realm isn't really that expensive and there's people who will let you live on a spot of land temporarily if you ask nicely.
#178009
GaidinBDJ wrote:
mwan wrote: In response to this, I think that there should be a /realm secure option that automatically turns all the chest walls and windows into triggers so that if the realm were to ever go public, the realm items would be set so that the instant about 5 blocks of one of these items have been removed, the trap would go off and work its process to ban and roll back all damage.

As for the public realms, I think that if any wood structures were to be built, the server automatically activates that system and will protect the home, so only the person who made the building, has the ability to edit and fix the structure.

Edit: one last thing, all realm members will automatically be excluded from the traps alert system so that they can edit the house or buildings that use to exist on those private realms once they're public realms.
The only problem is it would mean structures, even trivial/eye-sore structures, could be secured in a way to autoban players who may have purchased the realms (or were just using that space) for a legitimate build. Eyesores can be torn down if you clear it with Staff, and if you have something abandoned and a legitimate build runs into it, you can buy the land and just hold the items/build materials until the owner comes back.

Even outside of those above, there are situations where you would need to legitimately break a block and not get an instant ban. If it's a structure people actually care about, they'll come back, find the damage, and get a rollback and then someone can manually ban them. I don't think there's a need for this to be automatic.

Plus, on top of all that, buying a realm isn't really that expensive and there's people who will let you live on a spot of land temporarily if you ask nicely.
There should be a rule that states that after 1 month of the realm going public, a person can ask staff to deactivate the trap and then do as they please to the realm as long as staff consent to it. It's kinda like the 2 weeks wait time after someone leaves, where the new owner of the realm can move the supplies over and keep it safe for the owner to return. I completely understand the eye sore issue because I own a city and when I seem something that it looks horrible and really affects the image of the city, I really motivates me to want to remove the building from the premise.
long long title how many chars? lets see 123 ok more? yes 60

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