Managing Griefing: Could Discourse forum methods be adapted for the game?

Exactly!

Nobody (or 99% of people) don´t buy game just to annoy people that play it. As we will have very dangerous and hard to kill titans in game it will somewhat force people to join in arms and work together. I don´t say that everyone will be member of guild or group of players in order to be successful in Oort, but your game experience will be greatly affected by other players. And when people work together as groups to accomplish common goals… we will have nearly no griefing, except new players who want to get boost at start of their adventure or by mistakenly.

Those players that are member of guild will have even more protection as bad things can happen if you annoy group players and there will be more watchful eyes to keep your house or theme park safe.

Before somebody thinks that guilds are best thing that has ever happened, remember that there are things like raiding and sabotage, but these are separate thing from basic, normal griefing. There is already few threads talking about PvP, clan wars, raiding and such and they don´t belong here, but I just wanted to remind that there is also that thing.

My post didn´t really add anything to this anti-griefing forum thread, but I don´t think we need huge server or player databases that monitor every block placement and traveling. Oort is right now basically “demo” versio even though we´re building and exploring real game world already, but right now everyone is just testing things/limits and that is perfectly normal in new game. Griefing will be rarer when more features come and players will “officially” start playing instead of building some stuff.

I hope that you are right, but I believe the more players online the worse it will get. In a small town, people are generally nicer to each other because they have to deal with each other all the time. In a big place with lots of players and worlds, there is less need to cooperate and that brings out the worst in some players. This is why cities have high crime rates.

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Again though, back to the use of beacons. Lets say that even a small group wanted to build a town and that small group came together for a sizable beacon. Now the location is ungriefable, so build a big wall around your town and ignore what happens on the outside because the world regeneration system will take care of anything not beaconed.

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Now back to the topic:
Isnt this “trust” system that the op mentioned pretty similar to a system we already discussed?
Thread (This is just a little bit more focused on the PvP aspect of “trust” gaining but i dont see why this could not be adapted to griefing)

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Being anonymous in a crowed gives malicious a cloak to hide in so yeah it is to be expected and why you will always get smaller guilds splitting off.

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still you will have to build pretty high walls to be able to ignore what some griefers find to annoy

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