Grief Players: How should we handle them?

by Estarra

Back to Common Grounds.

Narsrim2005-11-02 02:43:05
QUOTE(Genos @ Nov 1 2005, 10:39 PM)
Although I see a lot of people complaining about griefing and things of that nature I believe it would be a better idea to re-evaluate a lot of quests and RP motivation in this game instead of allowing subjective decisions from Admins. The reason there is so much "griefing" is because there are a lot of quests designed to harass and damage enemy cities/communes. Such as Demon Lords, Supernals, Dwarves, Gorgogs, the Catacomb Orc quest, etc. Don't get me wrong, these do make the game much more enjoyable compared to other games where there isn't a way to directly attack an enemy city/commune. However, Lusternia seems to have the cities/communes completely opposed to each other through beliefs and the whole Taint and anti-Taint conflict. Granted, this may not have been in the original design but that is where the players have taken it by the way they interpretted their RP. This causes so much "griefing" to take place because the characters in opposing cities/communes downright -hate- each other. Which can even be seen through people on these forums making personal attacks and whatnot. I think we need more events that don't force us to move together such as the Soulless attack like the Kethuru event, but maybe more events that actually allow us to be tolerate each other more. Granted, this will be difficult and won't happen overnight which was shown by the release of Glomdoring. Serenwilde's RP had to bend to all the ongoing changing with quests and how the game mechanics caused Glomdoring to be forced to kill Fae to bind them. This caused a lot of conflict to begin with and even though the quest mechanics changed the Serenwilde couldn't forget about what Glomdoring had to do. Anyways, I believe a big problem is that a lot of these quests and raiding allow people to basically completely drive enemy cities/communes into the ground. Which can be seen from various instances throughout the past year such as Magnagora losing the Necromentate and being forced to be spend real life days trying to repair all the damage done. However, I do know that these quests aren't the only way to be a "griefer." Massive playerkilling is another problem that stems from the hatred of those of enemy cities/communes. This allows people to kill their enemies just because they are a member of that city/commune. This basically causes being a member of a city/commune to be a liability.
215797



I like this. I think you have identified the problem clearly and the method to handle it seems logical.
Xavius2005-11-02 02:43:08
QUOTE(Narsrim @ Nov 1 2005, 09:39 PM)
Unless it was a fluke, I don't remember going into Stewartsville excep to attack people who were shooting me with a cudgel. Whereas others may have instigated the violence, the point is simply that people would rally to one room outside the village... a group would sit one room away... the group inside the village would eventually get bored, rush, get slaughtered, and then claim they were raided.

The entire time, they could have just not left the village and as such, would have never died.

The complaints I received was never about a denizen being killed but the fact that they prayed on the road.
215799



It's very stressful to have a large enemy group with several well-known raiders sitting very near your territory. Please don't claim that you don't know that. We've all been pretty good about keeping this objective.
Estarra2005-11-02 02:44:16
QUOTE(Genos @ Nov 1 2005, 07:39 PM)
Although I see a lot of people complaining about griefing and things of that nature I believe it would be a better idea to re-evaluate a lot of quests and RP motivation in this game instead of allowing subjective decisions from Admins. The reason there is so much "griefing" is because there are a lot of quests designed to harass and damage enemy cities/communes.


During the last Conflict Poll, most people seemed to indicate that they wanted to keep these quests.
Narsrim2005-11-02 02:45:35
QUOTE(Xavius @ Nov 1 2005, 10:43 PM)
It's very stressful to have a large enemy group with several well-known raiders sitting very near your territory. Please don't claim that you don't know that. We've all been pretty good about keeping this objective.
215802



But the thing is, what was really being raided? There was nothing to go gain from raiding Stewartsville. Hell, it eventually became like a game:

"I bet we can sit one room outside of Stewartsville, they'll attack us, and then rush to their deaths." - honest to god, it was quite baffling.
Narsrim2005-11-02 02:46:33
QUOTE(Estarra @ Nov 1 2005, 10:44 PM)
During the last Conflict Poll, most people seemed to indicate that they wanted to keep these quests.
215804



However, I think the point was clearly that whereas people may look at those quests and say: these add flavor, I love the potential, they were really neat, etc... they are the "secret source" of hatred that spills over.

EDIT:

There is definately a lot of motivation and drive to "strike out" at your enemies. Most PK (at least for me) is not random in the sense that someone is slain in the middle of nowhere. It often involves Narsrim trying to accomplish X-objective like clearing Angkrag of undead dwarves.
Shayle2005-11-02 02:50:52
QUOTE(Narsrim @ Nov 1 2005, 09:45 PM)
But the thing is, what was really being raided? There was nothing to go gain from raiding Stewartsville. Hell, it eventually became like a game:

"I bet we can sit one room outside of Stewartsville, they'll attack us, and then rush to their deaths." - honest to god, it was quite baffling.
215806



Hours of fun for all. In truth, these are the kinds of situations I'd like to be done with. What a waste of time doing nothing.
Genos2005-11-02 02:51:30
QUOTE(Narsrim @ Nov 1 2005, 09:46 PM)
However, I think the point was clearly that whereas people may look at those quests and say: these add flavor, I love the potential, they were really neat, etc... they are the "secret source" of hatred that spills over.
215807



I think that's exactly right. I have to admit I -really- like these quests. The problem is they are able to be taken too far. It would be fine if there was a stopping point but as they are it could be possible to reduce a city/commune to having no power and stripping away skills from Guardians/Wiccans. As long as this is possible people have a goal to attain and can strive to reduce their enemies to rubble. Eventually this leads to hatred amongst characters as well as players. We need these quests to have a tangible effect, but not so dramatic that you can basically eradicate your enemies. This causes mass raiding on villages, the cities/communes themselves, and their Planar counterparts.
Narsrim2005-11-02 02:52:30
I guess my general opinion on this boils down to the following rationale:

Is the administration going to punish hardcore players who do such things as quests even if no PK is involved? The amount of "damage" that can be inflicted is probably greater than a simple player death too.
Narsrim2005-11-02 02:54:07
QUOTE(Shayle @ Nov 1 2005, 10:50 PM)
Hours of fun for all.  In truth, these are the kinds of situations I'd like to be done with.  What a waste of time doing nothing.
215809



But the thing about it is, there were times when people said "screw this" and left... and the people waiting to see if they'd get rushed on the highway left too. Heh.
Corr2005-11-02 02:55:03
The fact that its possible to drive another city into the ground is one of the strong appeals that made me come to Lusternia.

Whether or not people should be spending so much time with that single goal is a bit questionable. As the great dictator once said... I killed all my enemies, now what?

Shiri you make a good point, but often its important to cut off a limb to save the rest of the body.

Perhaps each city/commune that calls upon you to be peaced gives you 7 days of peace. So combined that would add up to a month.

Perhaps even make it possible to have a joint ritual between all cities that makes the entire basin peaced for a year.

I'm sure people with more knowledge about power costs and lengths of time and incentives would be able to come up with a better Price/timelimit then me... I'm throwing a concept out there more than details.

And lets keep this conversation on the theoretical and not just worry about this past event or that past event with individuals.
Xenthos2005-11-02 02:57:42
QUOTE(Narsrim @ Nov 1 2005, 10:45 PM)
But the thing is, what was really being raided? There was nothing to go gain from raiding Stewartsville. Hell, it eventually became like a game:

"I bet we can sit one room outside of Stewartsville, they'll attack us, and then rush to their deaths." - honest to god, it was quite baffling.
215806



How is this *not* griefing? rolleyes.gif And as I said, we "rushed out" about twice. Every other time I was there... the other eight or so occasions I had the honour to experience... we sat inside until all the people outside got bored.
Narsrim2005-11-02 02:58:13
I don't like this peace thing. You basically cannot even bash if peaced. Wtf, we don't we just have a "you cannot log on for 24 hours" power while we are at it.
Estarra2005-11-02 02:58:47
QUOTE(Narsrim @ Nov 1 2005, 07:46 PM)
However, I think the point was clearly that whereas people may look at those quests and say: these add flavor, I love the potential, they were really neat, etc... they are the "secret source" of hatred that spills over.


I believe everyone who answered that poll intimately knew how the quests worked and weren't just merely 'looking at them'. I am not sure what you mean by "secret source" of hatred. I just don't buy the spin that it is the quest system that is 'forcing' people to compete to the degree that they grief.

To get back on track: If the admin see 1 or 2 individuals causing a great deal of grief, should we step in? We aren't going to change the entire quest system because of 1 or 2 individuals cause grief over it. The bottom line is that whatever systems there are or aren't, there will always be people who will push the envelope to cause grief. That's life. The question is how do we deal with it, if at all.
Corr2005-11-02 03:00:33
I could have sworn there was this whole economy, library, influence, and RP non violent things you could be doing.

Write a book, go to a wedding, help run a shop. Do all those things require agressive attacks? Influence gaurds and empower them.

I feel bad for you if your entire experience are things that can't be done while peaced.

I'm curious what the admin think of my idea.
Unknown2005-11-02 03:01:05
QUOTE(Genos @ Nov 1 2005, 09:39 PM)
Long post. happy.gif
215797


I remember when Gwylifar said something like this everyone kind of looked at him like he was an censor.gif. Now that the admin declare it an issue it's suddenly truth?

Note: I'm not bashing Genos. I agree with everything that was said.
Narsrim2005-11-02 03:01:53
QUOTE(Xenthos @ Nov 1 2005, 10:57 PM)
How is this *not* griefing?  rolleyes.gif  And as I said, we "rushed out" about twice.  Every other time I was there... the other eight or so occasions I had the honour to experience... we sat inside until all the people outside got bored.
215816



It is a common tactic present in Aetolia and Achaea. To best way to learn how to successfully fight an enemy and to learn how they work in group combat, how they function, what they will use, etc... is to test them. Glomdoring wasn't being harmed by someone sitting on the road (who often wasn't me because I found it extremely boring). However, they were often harming people who never even entered the damn village (ie. me) so when the people did rush out, I wasn't too happy to see them.
Corr2005-11-02 03:02:37
QUOTE(Estarra @ Nov 2 2005, 02:58 AM)
I believe everyone who answered that poll intimately knew how the quests worked and weren't just merely 'looking at them'. I am not sure what you mean by "secret source" of hatred. I just don't buy the spin that it is the quest system that is 'forcing' people to compete to the degree that they grief.

To get back on track: If the admin see 1 or 2 individuals causing a great deal of grief, should we step in? We aren't going to change the entire quest system because of 1 or 2 individuals cause grief over it. The bottom line is that whatever systems there are or aren't, there will always be people who will push the envelope to cause grief. That's life. The question is how do we deal with it, if at all.
215818




I think it definitly needs to be delt with, especially if you want the game to last more than 3 years.

One succesfull griefer breeds more griefers breeds more boredom.

I really don't want to suffer from a lack of game development because of headaches and complaints and pettitions to get people peaced.
Unknown2005-11-02 03:03:24
Estarra, I think subjective judgement by the Norns is the best way to handle it. As admins, you both have the experience and maturity to judge this, better than the player base, IMO. Setting up strict objective laws like Achaea will make people feel there's too much red tape.

I don't think conflict quests should be reduced. I do think that you need to judge when people take it too far. The example of the theft in a stockroom and the Moondancer's reaction to that is an example of how some things can be misinterpreted.

One thing we should probably do is have a "common sense/griefing" help file. Rather than have strict PK laws, we can have something that gives the players some guidelines as to what might be considered griefing by the admin. Some points to cover are the following:

* While this is a Role-Playing game, please remember the game part. As characters you may hate an opposed organization, but remember that they are players of a game, want to have fun, and constant attacks can be warying. Don't use "role-play" as an excuse to disrupt the other players fun.

* We do have quests that involve conflict, but also remember that an orgnaization that constantly gets beat by a stronger one is going to demoralize the player base of that community. Know when to give the other side time to recover.

* Try to keep "fair play" ideals when playing the game. Regardless of whether you are "good" or "evil", it's frowned upon to jump people in manses, or attack people refilling their stockrooms.

* Unlike common multiplayer video games that have auto-balancing measures, we don't have that type of capabilites. Therefore, we ask for common sense in judging these factors. If there's a huge gap in skill level between characters in a conflict you might want to make sure there's an equitable challenge.

Stuff like that.
Estarra2005-11-02 03:04:51
QUOTE(Corr @ Nov 1 2005, 08:00 PM)
I'm curious what the admin think of my idea.


We aren't going to allow cities or communes, even with patron oversight, to be able to dish out the types of punishments that are administrative in nature. Sorry!
Genos2005-11-02 03:04:59
Basically what I'm saying is to lessen the means/reasons for players to "grief" others. If this is done then the Admin won't even -need- to step in to begin with. All of the RP reasons of the cities/communes move characters to destroy their enemies, and the means to do so are handed to them on a silver platter via these quests and killing people. Granted, you hear a lot of people complaining about being killed. That's because being killed is personal, and this causes an immediate flare of emotion and stress. These quests that involve raiding causes a gradual wear on their enemies which drives people off. I can safely say that logging on everyday to gather essence for fallen Avatars/Supernals/Demon Lords or killing mutts for brains has effected me a lot more than any killing did. Also, the reason I believe these quests causes people to raid is because they are able to botch up their enemies side of the quests so they can always win. Either by killing their quest turn in, stealing quest items or killing people to get quest items, or even raiding one of their villages to split their defense.