Author Topic: An anti-freekill mod that actually works.... maybe?  (Read 915 times)


Currently the only publically available anti-freekill mod out there is this one.

https://forum.blockland.us/index.php?topic=272134.0


However it comes with a few "unwanted features"

1. If you hurt or kill a guard then clear your items (which sets you to innocent) the guard can't kill you without getting a free-kill "tally" which leads to some nasty situations (prisoners going on rampage and guards not being able to do anything about it, since they keep setting themselves to innocent with item clearer)

2. even if you get kicked for freekilling the mod doesn't ban the player. So they can keep rejoining and mass freekilling if there aren't any admins on. so it's not very useful if you plan to host a dedicated server.

3. if you die in a slayer mini-game and get resurrected by it, it will count the player as being dead instead of alive.

No way to make such a mod. "Freekilling" is entirely contextual; it's not something a script can accurately determine or nitpick.

For example, a player could be refusing to follow the orders of a guard and have no weapons, and gets justifiably killed. Under an ordinary freekill mod like the one you linked, that player would be considered innocent. The script doesn't have the capability to understand situational context; that's an incredibly complex thing that requires human-tier intellect, something a simple blockland script will never be able to do.

The simple fact is, Jail RP, like CityRPG, is a fundamentally broken gamemode that relies heavily on an honor system to work properly, as well as requiring constant and intense admin supervision for it to not devolve into total chaos. This is why you see it being the focus of so many server-related dramas, because it has a huge capacity for abuse. Freekilling can't be reasonably prevented, it can only be dealt with after it's happened.
« Last Edit: May 25, 2016, 11:45:19 PM by Planr »

No way to make such a mod. "Freekilling" is entirely contextual; it's not something a script can accurately determine or nitpick.

For example, a player could be refusing to follow the orders of a guard and have no weapons, and gets justifiably killed. Under an ordinary freekill mod like the one you linked, that player would be considered innocent. The script doesn't have the capability to understand situational context; that's an incredibly complex thing that requires human-tier intellect.
In that certain situation yes. but maybe a sort of tally mark that got added to the player if they hurt/killed a guard, making it so they'd be unable to be set to innocent again, it just needs to be mostly perfect, for those last few situations the mod/admins of a server can deal with them. (the prisoners).

There's just too much stuff for me to handle when i run my prison build i can't keep up with it all and some of it needs to be filtered out.

The best solution I can think of to mitigate freekilling is for...

- guilty prisoners to have a "wanted/shoot to kill" status after killing a guard.
- a mod that makes players immune to guard weapons fire when they have not yet picked up a weapon; they can still be killed by kill events or traps
- guards to have tazers to stun immune prisoners who are not compliant, as well as a tool that lets them pick up and carry stunned prisoners. this way guards can deal with disobedient prisoners adequately when their only prior option was to kill them, which isn't possible on immune prisoners.
- events to make the player lose or gain their immunity status when they are caught sneaking in forbidden areas or have obtained weapons/escape-aiding tools

if this was done I think it would go a long way to solving the problem of freekilling. you can't detect freekilling, but you can make mods that can help make it a non-issue. the mod ideas i listed above are ones i think would adequately solve the problem.
« Last Edit: May 25, 2016, 11:59:12 PM by Planr »

Just give guards a 'tag' ability (maybe by the alarm emote), which initiates a 'status check' on the prisoner. If the prisoner is out of bounds, or holding a weapon, it marks them so they can be killed until they clear. If the prisoner has damaged a guard, they are also able to be damaged by any 'witnesses' (nearby guards) for a certain amount of time.

If guards shoot at untagged or non-combative prisoners, maybe disable their weapons for a short period of time or until damaged. If guards try to tag an innocent prisoner, it goes on a cooldown.

it can't really be done, and the more you stipulate on it in code, the less useful it's probably going to be

i think a better approach is to somehow disincentivize poor gameplay. TTT's karma system is a pretty decent (but not perfect) base for something like this. consistently poor players are increasingly penalized in a way that has real negative effects on their experience, and eventually they can be banned if karma is too low. players that only incidentally freekill are able to recover fairly quickly. i think this is a lot easier to accomplish in a game like jailbreak where there's already a stigma against this kind of play. granted, i tried a similar system in mafia madness and it didn't accomplish much. mm also imposed some gameplay restrictions that meant it wasn't practical to implement a more comprehensive system.

in any case, this is always going to be something most effectively handled by administration. making harsh auto-punishments most likely end up imposing frustrating obstructions onto innocent players that just happened to fit the criteria for whatever the code defines as a "freekiller." and it doesn't tend to be fantastic game design to let players feel like their performance is being unjustly hindered

The best solution I can think of to mitigate freekilling is for...

- guilty prisoners to have a "wanted/shoot to kill" status after killing a guard.
- a mod that makes players immune to guard weapons fire when they have not yet picked up a weapon; they can still be killed by kill events or traps
- guards to have tazers to stun immune prisoners who are not compliant, as well as a tool that lets them pick up and carry stunned prisoners. this way guards can deal with disobedient prisoners adequately when their only prior option was to kill them, which isn't possible on immune prisoners.
- events to make the player lose or gain their immunity status when they are caught sneaking in forbidden areas or have obtained weapons/escape-aiding tools

if this was done I think it would go a long way to solving the problem of freekilling. you can't detect freekilling, but you can make mods that can help make it a non-issue. the mod ideas i listed above are ones i think would adequately solve the problem.
-So basically Throwmod and Tazers for said "immune" prisoners. but would have to be nerfed, to a much lower velocity. to negate fall dmg.
-The already released version of freekill detector has the events in place already, so that's taken care of, but may need to be edited, to add tallies to prisoners who hurt and or kill guards.
-Immunity for innocent prisoners, could lead to blocking, but that's what tazers are for. maybe prisoners can noclip through eachother, I think crown did something like that.

With all of the above working correctly I think prison escape/rp would be a much nicer environment.

Now all that's left is for someone to code it.