Hyper.nl Unreal Services Forum Index Hyper.nl Unreal Services
The forum of Hyper.nl Unreal Services and the semi-offical resource for Winged Unicorn's Unreal mods
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

The Server is becoming a Lamer-Garden

 
Post new topic   Reply to topic    Hyper.nl Unreal Services Forum Index -> HyperCoop
View previous topic :: View next topic  
Author Message
Rõþõ+RõN



Joined: 13 May 2004
Posts: 18

PostPosted: Tue Sep 07, 2004 11:42 pm    Post subject: The Server is becoming a Lamer-Garden Reply with quote

Hey,
this Server is more and more becoming a Place to suck. More and more Players kill each other at Roundstart and yelling "Noob! Want 1on1?". This wannabe's are a span of satan.
Or Moderators use the admin functions to rush the Map and kill all monsters. Yes nice, the rest of the player team has only to push buttons. This is a good definition of coop. Why they dont start a single-player game? Ah yes, everyone must know the penis size, because 1000000000000 frags in the score list look good.

Banning Players? Haha! In Unreal a big joke! Dynamic IP is a spawn of satan, too.

The problem in unreal is, you change your name, re-dail-in, reconnect and now u can beginn sucking.

I woulld change following (may be implementated as a mutator like mcoop):
* Track how often a player is shoting other Players. Then may be prevent him to get another gun, or kick him, freeze him, or just destroy his pc,
* Make other Players invulnerable to other players shots (like on zombies server?)
* Some guns are evil. Prevent unknown players to get such guns.
* Elect some *GOOD* Moderators
* Password protected Server?
* LoginSystem like WON? Maybe more Servers can take part in such a system

Just do something... sometimes it realy sucks :shakehead:
_________________
hf, robotron
Back to top
View user's profile Send private message
Rõþõ+RõN



Joined: 13 May 2004
Posts: 18

PostPosted: Wed Sep 08, 2004 12:17 am    Post subject: Reply with quote

I think thats the Wrong place for ads!

I dont plan to set up a new server.


Another *NICE* thing is: Moderator disables end and than leav the server, very nice...
_________________
hf, robotron
Back to top
View user's profile Send private message
Rõþõ+RõN



Joined: 13 May 2004
Posts: 18

PostPosted: Wed Sep 08, 2004 5:36 pm    Post subject: Reply with quote

Other nice thing: Speedending of lamers. They play as monster end end each map in 1 minutes...
The Server is unplayble if Hyper isnt there... :(

So, other Tip: Make a min.timeleft or make that i.e: 60% of monsters must be killed to avtivate end.
_________________
hf, robotron
Back to top
View user's profile Send private message
Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Sep 08, 2004 6:37 pm    Post subject: Reply with quote

Rõþõ+RõN wrote:
Banning Players? Haha! In Unreal a big joke! Dynamic IP is a spawn of satan, too.

The problem in unreal is, you change your name, re-dail-in, reconnect and now u can beginn sucking.

.....
* Track how often a player is shoting other Players. Then may be prevent him to get another gun, or kick him, freeze him, or just destroy his pc

I must agree that IP banning isn't as practical as it used to be years ago, but the options are very small. There are newer updated techniques to ban players, but unfortunatly that would at least require a small re-write to some of MCoop's client logging and ban system. Tracking player shot count can be done easily, but that could run into a problem of over or under sensitivity. If I added such a game mode feature I would have it reflect back the gun's damage dealt after a slack period of about a dozen consecutive shots. I personaly like the idea of giving players "ignore shots" capability better. However, even that can create some slight problems without the accompaniment of other player problem detectors. :/

Rõþõ+RõN wrote:
Other nice thing: Speedending of lamers. They play as monster end end each map in 1 minutes...
So, other Tip: Make a min.timeleft or make that i.e: 60% of monsters must be killed to avtivate end.

A monster killed limit is only feasible if the server doesn't have never-ending creature spawning factories. From what I remember Hyper had his server set to respawn monsters in a monster mash style so that wouldn't work out. In that sort of case a vote system or time-until-end feature would be better.

The only ultimate "lamer" stopper is a gamepassword protected server consisting of selected friendly players.


-Zombie
Back to top
View user's profile Send private message Send e-mail
Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Sep 08, 2004 10:44 pm    Post subject: Reply with quote

Sorry, but I don't have a solution for the problems now. My holiday is over and my study resumes so I don't have enough time to watch the server every day. (And even when I did have time, I can't and don't want to be a policeman all the time.) Yes, I can get more 3rd party admins, but I've had some extremely bad experiences with that. (Promising admins came out to be just cheaters, lamers or hackers.) The people I really trust as admin are all busy with other things like programming, running their own servers and real life and don't want to be admin. I'm already using some security and anti-lamer functions like the GemDagger password but i don't have anything that protect against things like enders or players shooting other players. If you know about tools that can help against this (It must be stable and may not be a game type, because I already use the MCoop2 gametype) I like to use them on the server, but i haven't found any.

I don't like radical options like turning the server to a private one, because I like it to be a accessible public server.

Banning is not a problem. All IP's are logged and I can use Joss' method to ban IP ranges with my IP filtering software. This already happened to a few evil players.

Yes, I use tempban against mass-enders, but probably they just come back and resume their behaviour when the ban ends.

About my admins: I thought I finally found 2 realiable persons, but maybe I made a mistake. But that does not solve the lamer problem in general.

So, what are the options?


    * Keep it runnign this way? ==> Bad idea > lamers
    * Password it? ==> Bad idea > I don't want to have an elite only server or something like that. I like my server to be newbie friendly.
    * Kill the server? ==> Bad idea, after spending a hell of a lot of time in it to make it run reasonably nice.
    * Only run it when I can admin? ==> Bad idea, it ruins the building features of the game and players WANT to be able to play 24/7.
    * Some additional security tools? ==> Good idea, but many security tools are unstable, incompatible or simply don't have the needed features. I know Cooopg2 and DZCoop have some protection at least against quick-enders but these two are game types and therefore not compatible with MCoop. (And Cooopg2 is probably not stable enough for a 24/7 server)
    * Make Players invulnerable to other players shots? ==> This is already the case. But it's still possible to crater players and/or shoot them into the lava. The only solution would be to remove almost all Aura weapons but again, Aura is one of the main features of my server. Players mainly play here because of mods like Aura, MCoop and the GemDagger.

_________________
Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk


Last edited by Hyper on Wed Sep 08, 2004 11:14 pm; edited 6 times in total
Back to top
View user's profile Send private message Visit poster's website
Rõþõ+RõN



Joined: 13 May 2004
Posts: 18

PostPosted: Wed Sep 08, 2004 10:49 pm    Post subject: Reply with quote

Make it *hard* for the *possible* lamers.

I.e. a voting system if someone enters an ending zone.
I dont know a Tool whic does that. May be someone could code it.

I dont know the details, but maybe use the GemDegger-Password / Playername for banning players who shot other players a lot. So they have to get a new weapon when they chnage the password or the name.

I fully agree with you, that a password server will result in an empty server.
_________________
hf, robotron
Back to top
View user's profile Send private message
Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Sep 08, 2004 11:26 pm    Post subject: Reply with quote

I took a quick look at the MCoop2 source. It doesn't have any mutator calls for when players take hits so there would be no way to "ignore" shots without the actual main MCoop2 package being updated. However, it is quite possible to release a new MCoop2 serverside mutator to track players hits for whatever control actions preferred.

Hyper wrote:
I know Cooopg2 and DZCoop have some protection at least against quick-enders but these two are game types and therefore not compatible with MCoop

The monster killed count limiter (my method of fast end protection) is actually apart of a customized DZ mutator. I may of mentioned this before, but it could be integrated into DZMapM. The only problem is what was stated above in my previous post...whether a server uses a monster mash style never-ending respawn of monsters or if everything can be totaly killed off. Plus, that monster killed limit feature took a while to get it to operate decently in normal regular coop maps, it wouldn't work out well in any user made coop maps without special casing. I'd have to forcefully disable such a feature whenever a non-regular coop map was being played.


-Zombie
Back to top
View user's profile Send private message Send e-mail
Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Sep 09, 2004 12:27 am    Post subject: Reply with quote

There might still be some possible solutions, but developers like Winged, Zombie Joss and Boodaflow (From who I use a number of very nice mods already, and 100% free) probably get a little annoyed from my feature requests already :p.

But, if any of you know any way to solve or moderate the problem(s) any idea's or help is welcome of course. I got a few possible idea's but I don't know if they are easily archievable:

Disallowing monster players to end. This is an option in MCoop2's MonsterCoop mode, but I don't see it in MCoop2's Coop mode, which I use. (Sephrioth gave me this tip)

An option to cancel ending. Possibly like Cooopg2: When a player triggers the end teleporter, a message appears "Say NO to disable ending", giving players 10 seconds to abort the ending process.

A configurable minimum play time option for each map, maybe like MCoop2's MapTimer, but then a minimum time. The end is disabled until the minimum play time is expired.

Any forther possible idea's? Feel free to discuss them here. I don't have any idea's about how to stop the players shooting problem however .
I know JCoop gives a message with friendly fire, but this does not stop lamers from cratering others with heavy weapons. And JCoop is a gametype, which can not be used together with other game types like MCoop2.

So this post still ends with some idea's leading to feature requests but if you still are not annoyed yet :p, and are willing to + have some time to search for possible solutions: Any help is welcome of course.
_________________
Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk
Back to top
View user's profile Send private message Visit poster's website
Rõþõ+RõN



Joined: 13 May 2004
Posts: 18

PostPosted: Thu Sep 09, 2004 12:52 am    Post subject: Reply with quote

May be a mod counts how often a player is shoting on another players. If it becomes to much the player will be warned. If he ignores the warning the server could ban the playername. so he needs to get a new weapon.
_________________
hf, robotron
Back to top
View user's profile Send private message
Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Sep 09, 2004 1:44 am    Post subject: Reply with quote

Hyper wrote:
Disallowing monster players to end. This is an option in MCoop2's MonsterCoop mode, but I don't see it in MCoop2's Coop mode, which I use. (Sephrioth gave me this tip)

Probably can be done with a MCoop2 mutator change. Who would fix/add the feature is something to be determined.
Hyper wrote:
An option to cancel ending. Possibly like Cooopg2: When a player triggers the end teleporter, a message appears "Say NO to disable ending", giving players 10 seconds to abort the ending process.

This also can probably be done with a command mutator and mcoop2 mutator change. Who would fix/add the feature is something to be determined.
Hyper wrote:
A configurable minimum play time option for each map, maybe like MCoop2's MapTimer, but then a minimum time. The end is disabled until the minimum play time is expired.

Another feature that could be done in an mcoop2 mutator change. Thi is also a consideration as an alternative to the monster killed counter.
Hyper wrote:
I know JCoop gives a message with friendly fire, but this does not stop lamers from cratering others with heavy weapons.
Like I said before, MCoop2 doesn't have mutator calls for the take damage or hit functions...so there is no way to make MCoop2 players "ignore" shots without Winged or somebody releasing a player class update. JCoop detects and messages players giving friendly-fire through the taken damage/hits, Joss just didn't take it to the next step to give players ability to "ignore" the hits all together.


-Zombie
Back to top
View user's profile Send private message Send e-mail
WårLord



Joined: 22 Jun 2005
Posts: 19
Location: The Skaarj Mothership

PostPosted: Thu Jun 30, 2005 2:58 pm    Post subject: Reply with quote

i love the idea that says you get 10 secs to say no and that will disable ending. i think that would put a stop for the most part for enders.
_________________
The WårLord
Get FireFox!
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
The Wolf



Joined: 18 Jun 2005
Posts: 24

PostPosted: Fri Jul 01, 2005 2:59 am    Post subject: Reply with quote

I think it should be "Say YES to end this level", and the level only ends if 75% of the players say yes but cancel after 15 seconds returning the player at the end point to the start of the map.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Hyper.nl Unreal Services Forum Index -> HyperCoop All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group