In response to UmbrousSoul (#19)
Personally, I thought the responses were pretty constructive.
In response to UmbrousSoul (#17)
"have a consent system so only consenting individuals could fight"
"Its not a matter of prevention, its a matter of designing around it."
A consent system is prevention amirite? And isn't one of the ways to "Design around it" prevention?
play DBZ:HU1 copy falacy's system hope he doesnt sue your ass

/thread
It's hard to make suggestions. What type of game is this? Action game? RPG? Is there a persistent world? Some methods would only make sense for certain types of games.

Providing a short period of invulnerability to respawned players is a good way to level the playing field some. You might have a powerful player camping a slightly weaker player, but with the 10 seconds of invulnerability after respawning the weaker player can win the fight. If the powerful player is much stronger they'll always be able to win, it'll just take 10 seconds longer because they have to wait for the invulnerability to wear off. That's still camping, so you'd need something else too.


Requiring players to opt-in for PvP (like turning your PvP flag on in a PvE WoW realm) would work but brings up a lot of issues. Some actions need to turn your PvP flag on for you (ex: healing or attacking someone who is flagged). This can get very complicated and still not be ideal: what if you accidentally attack someone who is flagged? Then the game, like in WoW, becomes finding ways of baiting lower level players to attack you so they get flagged.


As long as your game contains PvP you probably can't prevent all griefing. The best option is to make it harder so people will be less likely to do it.

One way to make it harder is to let players choose which spawn point they want to go to. If a dead player can choose between 3 or 4 spawn points, griefers need to patrol all of those places. It's certainly possible but is harder than camping just one location. You can also have one of the spawn points always be an area where PvP is not allowed so the dead player always has a way back to safety.

You could make killing a lower level player (much lower level) be dishonorable and lower your favor with each city. If you kill enough lower level players you won't be welcome in the cities and need to do something to earn your favor back. If for every 20 minutes a player spends griefing they need to spend an hour restoring their favor with the kingdom, players can only grief 25% of the time. If you make griefing more of a setback for the killer than the victim, it's novelty will wear off sooner.
Who says that the person who just spawned shouldn't be able to move faster than the "spawnkiller"? Give them an x number of seconds to get out of sight of enemies, and when that time is over, have a while() loop check to see if any enemies are in view, and if they are, give them n more seconds to run away. Of course this is abuseable because of the fact that a player who didn't want to pvp at all could follow a player. So every n seconds that passed, check to see if the person who spawned has moved, and if not. Allow other players to attack them. Or, make the time they are safe max out at some point. Combine other ways mentioned to make spawnkilling to complicated for the small minds of the spawnkillers.
In response to DisturbedSixx (#8)
My game, which is going to be a post apocalyptic game, will have random global disasters like acid rain, so they need shelter, or tornados in case they are in shelter ^^
In response to Gigimoi (#24)
Gigimoi wrote:
Who says that the person who just spawned shouldn't be able to move faster than the "spawnkiller"? ... Of course this is abuseable because of the fact that a player who didn't want to pvp at all could follow a player.

I'm not sure if this is the same as the abuse you're describing: If you want to get somewhere quickly have a friend kill you, then you kill them. You both get speed boosts as long as you are near each other.

This could also lead to problems when some players are capable of increasing their movement speed. In World of Warcraft higher level players get faster mounts and certain classes can get speed bonuses. A level 80 paladin can always chase down a level 30 player because of these bonuses.
In response to Forum_account (#26)
"I'm not sure if this is the same as the abuse you're describing: If you want to get somewhere quickly have a friend kill you, then you kill them. You both get speed boosts as long as you are near each other."
Yes,that would be true. So instead of checking for enemies with while, it checks for enemies with pvp "on".

"This could also lead to problems when some players are capable of increasing their movement speed."

While it is checking for enemies, it gets the speed of the fastest enemy (including those with pvp off) and gives the player that speed+2 or 3 or something. im not sure if speed is controlled in the game we are discussing.
In response to Gigimoi (#27)
Gigimoi wrote:
Yes,that would be true. So instead of checking for enemies with while, it checks for enemies with pvp "on".

Right, but because you killed each other you both have PvP on.

I think a better approach might just be to increase the area in which the player can respawn. Being able to spawn further away from your killer is similar to a speed boost, it gives you a head start for running away. If the area you can respawn in is larger than your killer's viewing range it's harder for them to follow you (because they won't see you respawn so they don't know what direction you went in).

There are ways to abuse this too, but also ways to limit that abuse.
The design I am going with is when a player kills another player they get a "murderer" status added to them. While having that status standard NPC(s) won't interact with them and local guards will attack on sight. I happen to have guards patrolling the world as well.
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