Water, lava, and griefing

Yeah but, I wanna make a mountain of lava :disappointed: without having to claim the ENTIRE mountain.

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Then that will not be an option. Want a mountain of lava, then you simply need to plot it. The amount of plots available for players is more than enough to claim a mountain if you really want that.

We do not want lava streams everywhere, griefers will use that if possible and should be avoided.

Also with the way Grief-Prevention handles it, lava and water gets a player name to it. So the griefer has his name attached to his griefing. Placing water/lava outside your own claim should not be possible, and again, the Grief-Prevention plugin really stopped griefing with fluids on a lot of servers.

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Water and lava basically have to stay within your claimed plots anyway, otherwise they are in constant battle against world regen.

It’ll work pretty much the same way as that grief-prevention mod I think.

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Yeah it’s the best idea I suppose…

Please forgive me, I’m just a FANATIC about lava and water being the only, and probably will be the only, 2 blocks in the game that aren’t single block bound :grin:.

If the grief-prevention mod would be the answer, then what would be the answer if a griefing player blocks other players for just that purpose, eg:

A new player makes a 8x8 home with 1 plot, another player plots around the 1st players plot and fulls it with lava because:

You can’t really punish the guy because he plotted in free space which is in his playerly right :persevere:

Which pushes me back to my Idea of:

I know this is very unlikely, but I’m just looking at worst case scenario.:grin:

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This is another scenario that the dev’s want to avoid because it causes undue stress on the entire server itself. Calculating all of that lava flow and lighting is heavy work that makes the entire server slow down as a result.

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That’s why vertical plots are blocked against other players claiming them. Also in the scenario you provided, there would be nothing to stop the mountain owning player just building walls and doing the same thing to block the other player in. Either way, it would be griefing and reportable.

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Haha I don’t want to ACTUALLY make a mountain of lava, that was just an example :yum:. apologies for the confusion.

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I would suggest keeping it at that then.

Instead of coding a whole bunch of in game boundary rules, just apply the griefing rules to lava/water and keep the physics the same.

Nobody is going to want to grief anyone for 10min and eg: get suspended from the server for 1 week…

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Sorry guys I don’t mean to sound aggressive if I do :see_no_evil: :upside_down_face:

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It’s a good example - if you allow it to happen, guaranteed someone will attempt to do it!

No worries - you didn’t come across as aggressive at all :smiley: Hopefully I don’t come across that way either :hushed:

I still think that the boundary rules are required though, as I mentioned previously, without them, the need for water/lava to flow would be constantly fighting against the world regeneration trying to revert blocks back to their original state.

Unfortunately… “The Difference Between Stupidity and Genius Is That Genius Has Its Limits” :stuck_out_tongue: There are always going to be some that try and do it … it’s best to try and prevent it altogether imo, so it never becomes a problem in the first place.

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I think this is how to solve the problems.

  1. Fluids can only be placed in your beacon. If you extend your beacon, you have to place more fluid next to the end of the other fluid and it will then extend. If you remove your beacon, the liquid disappears.

  2. Fluid can not flow into a beaconed area unless that person has control of the beacon. Or, it can flow, but whoever owns the beacon can press “E” on it and choose to remove it from their area.

  3. Maybe make it hard to craft a bucket to collect fluid. A metal bucket for water, some very strong type of material for lava.

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I agree @james these suggestions do not tackle the issue at hand however I am in full support that players should be aloud to use liquids within their builds so my suggestion / solution would be to make fluids gathered by players instantly become non lethal and purely aesthetic and once the beacon has decayed or been removed, allow the current regeneration system in place to eventually remove the liquid. This would deter “griefers” as it has no advantage over say claiming a plot next to another player’s build to prevent expansion or walling them in.

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i like that placed lava is lethal within your beacon. have you seen our dungeon “the spitters maw”?
it’s a verry fun and dangerous dungen.

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It would be nice but it seems at this point it’s either safe liquids or none at all due to devs opinion on them. It is a very difficult choice to make i get everyone’s opinion…this game has the best community but it just takes one to spoil it for the rest of us :frowning: where the dungeon based ill check it out :slight_smile:

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I think the following three rules could make it work

  1. liquid can not leave the boundaries of the owners plot.
  2. A special low cost or free tool can be crafted to invite another players liquid into there beacon.
  3. A good report system where a screen shots can be used by the player to show the dev in charge of greafing reports that fluids are being used agents them. that way the dev dosent have to waste his time traveling to each reported issue unless she/he deems it worthy based on the screen shot.
    I think for every 1 griefing attempt there will be 20+ amazing builds using and sharing liquid.
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The flow algorithm currently (pretty much) matches Minecraft. We could change the parameters but I don’t think this fundamentally changes anything. The only change that would be significant is to the stop the splitting support, so that when a fluid hits suitable landscape is doesn’t spread out. However this would stop the system setup in Elopor.

This would be possible. And is likely the protection required. We would accept the visual / physical artefacts.

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I personally feel that fluids splitting is one of its greatest attributes, even if it is also a potentialy hazardous one. I believe that the excellent plot protections and world regen systems do just about everything that can be expected to prevent griefing behavior. With flowing fluids mostly restricted to a players own plot, I think that this risk is worth taking. After all, within a beacon, any deliberate or accidently malicious fluid abuse can be identified and corrected with little difficulty.

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I agree with Swprozee1. Fluid splitting is fine to me, except that there should be some maximum.
It should be possible to let a single pillar flow down from a very high building till floor level (within the claim), but it shouldn’t be possible to use a single source block to spread indefinately inside a claim (for example, using a single block to flow over a complete claimed mountain).

One thing to keep in mind: what if… a player wants to remove some plots of water, cause he likes it to be sand in stead of water. Is he allowed to: place a beacon, expand the plots to the desired area, remove his beacon to have the source blocks inside his claim removed, replace the beacon and expand the claim again to have an quick way to remove lots of water?

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Personally I think keeping water and lava in your plot is best solution. If that is too technical then make blocks that look like water/lava and let us get that and we can play and shape it one block at a time. Simple, quick, and lets a feature become an actual game implementation instead of months of discussions, design and mechanics work, etc.

As for griefing… I seem to notice a trend of a lot of talk about trying to protect from this. People spend too much time trying to stop jerks. We shouldn’t make it easy for them and create some limitations but we shouldn’t spend many hours trying to stop or create a model to stop it. They don’t play by rules so rules or design decisions won’t solve it.

The reality is jerks are always going to be jerks and will always find a way to be a jerk. They will always find a way to out think a design to be a jerk. Just make a simple reporting system and way to remove the jerk from the equation and repair their jerky action. That will do more to limit the pain from jerks.

Over time as the jerk actions are catalogued we can put solutions in place to add constraints to their jerkiness. But for now, I personally just think its better to deliver solutions that provide fun and good experiences without so many of their own limitations due to “possible jerk actions”.

Maybe the jerks never come, so why are so many conversations started with “griefing” or people doing bad. Can’t we as a community assume “good” and just have a reporting and simple dealing method for the “bad”.

(edit: don’t get me wrong in that I am strongly against jerks but for me believe there needs to be less focus on that and more on simple ways to counter the actions)

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Because water and lava are very good ways to grief.

That should be stopped at all times. Griefers will use water/lava to grief if they can. We learned that the hard way on many unprotected Minecraft Servers.

So better not make that mistake and implement a good way to prevent it from the start then wait for griefers to destroy the fun for all other players. Players in Minecraft do not return to that server if it could be griefed with water/lava.

So better prevent it and keep players playing Boundless then “wait and see if griefers will grief”. It is a matter of time, griefers will always grief.
There are even sick griefers who record their griefing actions and put it on Youtube and they are actually proud of destroying buildings of players, they even enjoy making players miserable and make them quit playing.

A reporting tool does not stop griefers, a good anti-grief system stops griefers. And although you cannot 100% stop griefers with an anti-griefing system, you can make sure that they cannot abuse water/lave to grief.
All other little griefing actions could be reported with a report system though.

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