I've realised that in the game I am making that it is possible to leave in the middle of a battle. Even though it saves whenever someone leaves, hence hindering their hp and such, it doesnt seem like much of a punishment.
What i want to know is how would you punish someone that cheated in such a way? (this is a pokemon game, but you can mention anything.)
Also, i want you to give me some constructive criticism on my idea; my idea being reducing anyone's level by one, and halving their current monetary level.
Thoughts/ideas please?
ID:266005
Dec 20 2010, 7:44 am
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Dec 20 2010, 7:50 am
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You have to take into consideration that people might not have the most stable of connections, and could disconnect in battle too, though as far as I know there's no way to tell if a person legitimately crashes or if they just leave.
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In response to LordAndrew
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I understand that. But i cant take the risk of people taking advantage of a possible flaw in my coding. I will have moderators who watch the game, but i still do not want the chance for people to use this if i can help it.
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In response to SadKat Gaming
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You should put in the proc where they leave the battle, either the HP is reset, or the HP becomes lower, however a cheat like that is not really punishable, you can put in a proc to see if the person DC'd or logged out, and If it's a DC the battle continues for 15-20 more seconds so as the person can have time to get back on, and if its a logout, you'll be alerted. However since this is a pokemon game, the reality is you can't really punish them minus taking away their pokemon or badges. Your best bet would be to make a jail, like I did in my game, Master series, and have a command to jail, and take away their battle verb. If you have a login system that adds commands to the staff as they login, add that into the coding, and change the verbs to the set, like, /mob/verb/challenge, and replace the += with a -=. Other than that, unless you can use your imagination good, you cannot really punish them.
src.verbs+=typesof(/mob/verb/Challenge)//give them the Challeng verb the other side would be; src.verbs-=typesof(/mob/verb/Challenge)//Take away the Challenge Verb it would work on basically any type of verb. |
In response to SadKat Gaming
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Then don't let it save while in battles.
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What I tend to do in situations like this is give the disconnecting player a few moments to reconnect (for the case of accidental disconnection) in which things are suspended and things will continue when the person returns. BYOND is good about this, if you don't delete their mob when they leave they'll automatically reconnect to that mob if it still exists when they return.
If the player doesn't return the game should act as if they lost the battle inflicting the maximum loss possible for losing a battle even if their losses wouldn't have been as severe. This basically means they'll lose either way and nobody is "cheated" out of any winnings. |
In response to Nadrew
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Not to go off topic (considering this is design philosophy) but i like the idea of that, and wonder how it would be coded? I use Client/Del for the sake of saving, so if you could point me in the right direction, i'd be very grateful.
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In response to SadKat Gaming
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Logout() doesn't delete a mob. Just let it wait for a minute or so before it deletes the mob. If the player reconnects within that minute, they can reclaim their mob in the state that it is in. Otherwise, it is deleted and the player has to start over (or whatever you would like them to do).
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To understand the problem, you need to understand the cause. Basically, many people blunder through life with little understanding of right or wrong is. Maybe they're too young to know any better, maybe they're retarded, or maybe they're just jerks. But the bottom line is that their way of determining what's right in life is that it's whatever gets them what they want. This approach might make them tolerable enough in real life with adequate law enforcement keeping them in line but, once they get online, their true colors become evident: see John Gabriel's Greater Internet Fuckwad Theory.
It's never as easy for the players to know how a game is intended to be balanced or played as it is the inventors of the game. Thus, whether or not you should hold them responsible depends on just how reliably you can determine they should have known better. Some examples:
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