Author Topic: Solution for RDMing?  (Read 2199 times)

This.

But there needs to be more to it, like if a person just damages another player the offender loses karma and/or their innocence of being killed.
Because most of the time (in my case): Blockhead9mil damages player, player assumes blockhead is mafia and kills him, player gets banned for rdm.


That is a good idea, can be easily done too.  It's as simple as just setting a variable like RDMed=1 when they lose karma, and anyone who damages/kills someone with that variable could either lose no karma or some reduced amount.

The point at which a player is banned is entirely dependent on whatever numbers you place in either system.  One is not fundamentally easier to get banned from than the other.
Suppose there was a pref that allowed a warning level kick, followed by a ban that could be specified in length?

That is a good idea, can be easily done too.  It's as simple as just setting a variable like RDMed=1 when they lose karma, and anyone who damages/kills someone with that variable could either lose no karma or some reduced amount.
Well the only problem is if someone gets caught in the crossfire.  The murderers/traitors would use people or groups of people as shields and hence everyone in the group would be suspicious (worse in a group because someone could lose some serious karma before finding the killer).
« Last Edit: December 19, 2014, 04:01:10 PM by SWAT One »

on a recent sparkour bounty hunter server you could /forgive players who shortly RDMed you, so they wouldn't earn a strike. after blatantly RDMing enough they'd get nuclear-punted out of the server
This is actually the best way to handle it. A karma system will just get people who suck at playing the game banned.
This system sounds great at first, but in use it's actually very flawed, because it assumes that anyone who is accidentally killed will /forgive the killer. It also doesn't take into account the thought that someone might goad people into killing them.

You could potentially combine the two systems where you lose karma for damaging and killing people, but then the murdered people get the option to /forgive their attacker.

Well the only problem is if someone gets caught in the crossfire.  The murderers/traitors would use people or groups of people as shields and hence everyone in the group would be suspicious (worse in a group because someone could lose some serious karma before finding the killer).
It's not really a problem though.  Traitors can't make innocents lose karma directly.  Innocents only lose karma by shooting people they aren't sure are traitors (people that happen to also be innocents).  So, the karma system encourages safe play without people shooting each other on a whim.

I have an edited SMM version that I added a somewhat crude karma 'system' (i'd hardly call it a system) and it honestly didn't seem to help too much in finding people that just kill everything on sight. Either that or I didn't really take full advantage of it right or something. I also added a killfeed system that will work for admins who enable it, so that could also be help in finding people who RDM. However, not every innocent on innocent kill is instantly RDM, which clearly makes it harder to find out whether they had their suspicious or did it for the heck of it.

A quick and easy solution is to jail freekillers/RDMers using the jail script. Using this in unison with the toggle Self Delete script will ensure that they learn their lesson.

If they leave the server while in jail I would say that's reason enough for a 10 minute ban.

Inb4 "There is no rdm in smm"

How well would combining most of the suggestions go?

Mafia Madness is, by far, the most well-balanced murder mystery gamemode in blockland imho. RDMing is far and inbetween, and endround discussions help determine whether the guy was in the right or not. The gamemode is also designed in such a way that there are multiple ways to determine who's mafia and who isn't, and voting sessions are (usually) encouraged by server hosts.
mafia madness is also complicated. but this isn't a bad thing. like you said, it's well-balanced and has pretty nice customs and play is fairly diverse and interesting. i think the reason why RDM is less common is because the complexity turns off a lot of people; people which are more interested in DM-type games rather than games which require slow-paced rounds and careful plotting and deduction with everyone in the game, instead of just yourself. and again, this is not a bad thing. just preference.

mafia madness also has pretty extensive administration tools that allow fair admins to really crack down, which is completely necessary for mm. it was very rare to have a short ban time on the original mm, and bans were common. that being said, the original mm was only hosted a couple times a week if you were lucky. any gamemode like this is going to require some really dedicated admins that know the game like the back of their hand and aren't afraid of dishing out justice. i think administrating mm is the reason why i'm no longer nearly as lax with bans and kicks; if you let one problem user slip, the entire game could be ruined for everyone.

It's not really a problem though.  Traitors can't make innocents lose karma directly.  Innocents only lose karma by shooting people they aren't sure are traitors (people that happen to also be innocents).  So, the karma system encourages safe play without people shooting each other on a whim.
Once again, I reiterate 'caught in the crossfire.'  If you shoot at a group of say three people, when you highly suspect a specific guy is the traitor, you might hit the wrong one by mistake (suppose your weapon has spread) your karma will likely go down.  And then you have to worry about the other three and possibly other people nearby kicking your starfish to the moon because they think you're the traitor, but that's a different matter.

Once again, I reiterate 'caught in the crossfire.'  If you shoot at a group of say three people, when you highly suspect a specific guy is the traitor, you might hit the wrong one by mistake (suppose your weapon has spread) your karma will likely go down.  And then you have to worry about the other three and possibly other people nearby kicking your starfish to the moon because they think you're the traitor, but that's a different matter.
Yeah once again that is why you play carefully lol.