I spent two days working on a great project in minecraft, then griefers came in and screwed it beyond recognition.
It just... infuriated me. I found myself questioning the good of humanity over something this small. So, regardless of the means, I cannot stress enough how much I want griefers gone.
It can't be deleting accounts, they'll just make more.
It cant be reasoning... duh.
Traps don't seem efficient enough.
IP bans work, but there are SO MANY griefers, and there isn't always an admin on.
My suggestion something of a friends system:
-If you build a block, only you, or anyone in the server you allow, can mess with it. That includes deleting, it, building on it, w/e.
-If it turns out your "friend" is a griefer, you can remove them from the list of people you've allowed to mess w/ your stuff.
-Anyone can manipulate starting tiles of a map.
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Just had an amazing Idea! why doesn't minecraft just inform you when some one is deleting your stuff. You can then talk the the person and if his just doing it for the fun of it, for kick 'em or vote ban. Oh and I'm new, hewoz
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"Everyone is entitled to their own opinion, an opinion cant be awful. Its an opinion. Its your opinion that his opinion is awful." -NoBanForFantoz
Good point. Well I do think once the game costs money there will be less griefers, and that with a combination of good admins can easily make a virtually grief-free server....
I think another good tool would be to be able to select an area and disallow adding or removing blocks in that area. So if someone made something awesome then griefers would be unable to **** with it.
Another thing that I would like is the ability of admins to use a command to find the name of a person who placed a certain block, so you can ban swastika makers even if you didn't catch them in time.
In sandbox, the best way I can think of to defend from griefers is giving admins better surveillance powers like noclip, spectate, and wallhacks (see people and their names through walls)
In sandbox, the best way I can think of to defend from griefers is giving admins better surveillance powers like noclip, spectate, and wallhacks (see people and their names through walls)
This is one of the best suggestions in this thread yet.
P.S.: Instead of using /teleport you can now use /tp
It would be nice that instead of having to type in the entire name you should be able to type in a specific part of the name and it would work too (if there's nobody with the same part in his name on the server) This would work like: /tp Snow
Vote kick would be the best idea, as if a admin isn't online, the players can still have their justice, and protect their own creations. Or a feature to call a Admin somehow.
I found the servers with many admins are less likely to be griefed. Also redusing max player helps. It appears that servers with a large max player are a bigger lurer to griefer.
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Blargha! Blargha! Blargha!
I wouldn't listen to a thing I say. I'm probably insane.
You could have asigned areas for each user, only allowing other users to build with clearance from the person in charge of that area, and disallowing people who aren't that person from making any sort of modifications inside that area.
Alternately.
I have an idea that might fix this problem for SMP: Player Marker Stones.
I think what would be most useful are some "player marker stones" that mark off a 3d "chunk" of the map as belonging to a given player. This would be stored as metadata that the engine would simply bounds-check to allow/disallow certain activities. Area marked off by a player in this way would be set as build/destroy only for that player - kind of like a discrete Adventure - Mode zone. You just put down a stone, and everything within a certain radius of that stone is a "zone" that belongs to you.
There are several reasons why I think this would be a good idea:
* World data would be many times larger in memory if we had user ids/permissions on every block. This avoids that by creating bounding cubes that are sparsely associated with world data. While this is more work for the game engine, I think it would cause minimal load and would be well worth the benefit.
* Admins can easily impose limits on the bounding volume based on data like hours logged in, player rank etc. Moderators could also easily revoke protected areas by reducing the allowed radius for a player's zone.
* Does not have to be limited to one such marker per player, and said markers could be craftable. At the same time, the number of stones could be limited by moderation and server-side metrics as in the previous point.
* Requires minimal player interaction for maximum effect. It would be tedious to go and tag a zillion blocks as belonging to you. Instead you plonk down a stone in the middle of your keep, and if the radius is large enough, the whole thing is now your impregnable fortress.
* Does not have to be limited to build/create. Could also govern interaction with objects like chests, furances, doors, buttons, carts, etc.
* Overlapping player zones can be created by putting markers near one another. Since players can't mine each other's markers, it would require 'trade' to accomplish which is a trusted activity: Player A drops his marker block and drops it for player B to place inside B's already established zone.
* Encourages teamwork for new players, by having them band together to control a sufficiently usable space early on in the game.
The only gotcha here is that players would have to be disallowed the ability to place such markers in a way that would cause their radiuses to overlap. But I think that's merely a build-time concern.
Stopping griefers cannot, and should not, the top priority. If it was, then everyone should not be able to build or destroy, because that will stop all griefers. You should also remove chat, because people can grief with it. This is obviously not a good idea.
The top priority is to make a fun game for everyone. Anti-griefing measures should not hinder this. Done properly, they might be a vital part of it, but making a fun game comes first. Becoming absolutely paranoid about griefers will strangle the game.
Its almost like they forgot what game they are playing.
This is sandbox people. Think of it like the beach! Your the wimpy kid with the sand castle, in a public place, some bully can totaly destroy your sand castle. Mean, yes. But its probably going to be part of this game big time. You build your castle, in the end someone will find a way to destroy it.
Is destroying stuff cheap right now? Yes, BUT, there is hope for the future.
The "Greifing", will probably simper down and turn more creative when monsters and pvp come into play. Either way, shits going to get destroyed.Folks are going to have to accept that fact.
You see those cool cannons throwing tnt everywhere?! People aren't just going to use that for mining.
Sirs, this topic is over 9000 10 months old. In the course of this time, custom server software with zones/teleport/multiworld/who broke or made a block have been made. See McZall (now MCLawl) for example.
Let that go down in history.
MazeGen (Version 1.0) --- An automatic maze generation tool
ModelGen (Version 1.0) --- A 3D model import tool
It just... infuriated me. I found myself questioning the good of humanity over something this small. So, regardless of the means, I cannot stress enough how much I want griefers gone.
It can't be deleting accounts, they'll just make more.
It cant be reasoning... duh.
Traps don't seem efficient enough.
IP bans work, but there are SO MANY griefers, and there isn't always an admin on.
My suggestion something of a friends system:
-If you build a block, only you, or anyone in the server you allow, can mess with it. That includes deleting, it, building on it, w/e.
-If it turns out your "friend" is a griefer, you can remove them from the list of people you've allowed to mess w/ your stuff.
-Anyone can manipulate starting tiles of a map.
-------------------------------------------------------
I'm a pigman!
Follow me on Twitter! https://twitter.com/MikeLouisseize
Sounds like an amazing idea to me.....
But wouldn't you have to store everyone's actions server-side?
Mmm. I don't know how much resources that would take up.
In sandbox, the best way I can think of to defend from griefers is giving admins better surveillance powers like noclip, spectate, and wallhacks (see people and their names through walls)
This is one of the best suggestions in this thread yet.
P.S.: Instead of using /teleport you can now use /tp
It would be nice that instead of having to type in the entire name you should be able to type in a specific part of the name and it would work too (if there's nobody with the same part in his name on the server) This would work like: /tp Snow
I wouldn't listen to a thing I say. I'm probably insane.
Alternately.
I think what would be most useful are some "player marker stones" that mark off a 3d "chunk" of the map as belonging to a given player. This would be stored as metadata that the engine would simply bounds-check to allow/disallow certain activities. Area marked off by a player in this way would be set as build/destroy only for that player - kind of like a discrete Adventure - Mode zone. You just put down a stone, and everything within a certain radius of that stone is a "zone" that belongs to you.
There are several reasons why I think this would be a good idea:
* World data would be many times larger in memory if we had user ids/permissions on every block. This avoids that by creating bounding cubes that are sparsely associated with world data. While this is more work for the game engine, I think it would cause minimal load and would be well worth the benefit.
* Admins can easily impose limits on the bounding volume based on data like hours logged in, player rank etc. Moderators could also easily revoke protected areas by reducing the allowed radius for a player's zone.
* Does not have to be limited to one such marker per player, and said markers could be craftable. At the same time, the number of stones could be limited by moderation and server-side metrics as in the previous point.
* Requires minimal player interaction for maximum effect. It would be tedious to go and tag a zillion blocks as belonging to you. Instead you plonk down a stone in the middle of your keep, and if the radius is large enough, the whole thing is now your impregnable fortress.
* Does not have to be limited to build/create. Could also govern interaction with objects like chests, furances, doors, buttons, carts, etc.
* Overlapping player zones can be created by putting markers near one another. Since players can't mine each other's markers, it would require 'trade' to accomplish which is a trusted activity: Player A drops his marker block and drops it for player B to place inside B's already established zone.
* Encourages teamwork for new players, by having them band together to control a sufficiently usable space early on in the game.
The only gotcha here is that players would have to be disallowed the ability to place such markers in a way that would cause their radiuses to overlap. But I think that's merely a build-time concern.
The top priority is to make a fun game for everyone. Anti-griefing measures should not hinder this. Done properly, they might be a vital part of it, but making a fun game comes first. Becoming absolutely paranoid about griefers will strangle the game.
This is sandbox people. Think of it like the beach! Your the wimpy kid with the sand castle, in a public place, some bully can totaly destroy your sand castle. Mean, yes. But its probably going to be part of this game big time. You build your castle, in the end someone will find a way to destroy it.
Is destroying stuff cheap right now? Yes, BUT, there is hope for the future.
The "Greifing", will probably simper down and turn more creative when monsters and pvp come into play. Either way, shits going to get destroyed.Folks are going to have to accept that fact.
You see those cool cannons throwing tnt everywhere?! People aren't just going to use that for mining.
900010 months old. In the course of this time, custom server software with zones/teleport/multiworld/who broke or made a block have been made. See McZall (now MCLawl) for example.