Non-consensual PvP Reporting System


Pathfinder Online

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Quote:
Gonna be hard to do 1,000 exp griefing of T2 characters. But yeah, throwaway characters were already going to be a thing with or without a reporting system. A reporting system increases the odds of catching those characters.

Throwaway character squad ganking afk tier 2 people sitting by the bank for the win.


Hark wrote:
The risk of abuse isn't that of false reports so much as bandits and even griefers using it to plan out optimal targets or track how much they are being monitored and know when to let the heat on them dim down before they go on another griefing bing.

First off, bandits are not griefers and griefers are not bandits. I think Bluddwolf has made that clear enough.

Second of all, a part of what this system will do is allow for identification of patterns in particular character's behaviors. Griefers who are repeat offenders on a monthly basis are going to have a harder time "letting the heat dim down" when we have their past behaviors recorded in a more reliable memory form (such as hard documents instead of human brains).


Doc || Allegiant Gemstone Co. wrote:
Quote:
Gonna be hard to do 1,000 exp griefing of T2 characters. But yeah, throwaway characters were already going to be a thing with or without a reporting system. A reporting system increases the odds of catching those characters.
Throwaway character squad ganking afk tier 2 people sitting by the bank for the win.

That's not griefing. That's T2 players being foolish and not logging their characters out while afk.


Quote:


This list would be hard enough to get on to earn the character a KOS status STATUE across the game.

Fixed this for you. ;-)


Quote:
That's not griefing. That's T2 players being foolish and not logging their characters out while afk.

I don't think its griefing either, nor half of the stuff that will probably get reported as griefing when people QQ. But it will happen regardless. Murphy's Law of Occams Electric Shaver or something.


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Doc || Allegiant Gemstone Co. wrote:
Quote:
That's not griefing. That's T2 players being foolish and not logging their characters out while afk.
I don't think its griefing either, nor half of the stuff that will probably get reported as griefing when people QQ.

Yes and the players who report it will be sorely disappointed when their "griefer" is not labeled as such while simultaneously learning a hard lesson about what Open PvP and Meaningful Human Interactions means.

Goblin Squad Member

While I'm not necessarily opposed to a way to easily identify more aggressive players and griefers, this seems like a lot of work. If the game takes off and the player base gets larger, then this will become unwieldy very fast.


Merkaile wrote:
While I'm not necessarily opposed to a way to easily identify more aggressive players and griefers, this seems like a lot of work. If the game takes off and the player base gets larger, then this will become unwieldy very fast.

That is problem I would love to have to solve :)

Goblinworks Executive Founder

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If we do eventually get a map of reported strikes, I predict a slew of "Successfully defended against attempted banditry" around Aragon.

Goblin Squad Member

DeciusBrutus wrote:
If we do eventually get a map of reported strikes, I predict a slew of "Successfully defended against attempted banditry" around Aragon.

That is because we won't allow banditry to take place around Aragon. We plan to travel far and wide to commit our acts of banditry, and it will usually be through the employment of others.

We are not just bandits, we are mercenary-bandits. Our MPV at this is not even available yet, but player looting is very soon and a step in the right direction.

Goblin Squad Member

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Bluddwolf wrote:
"It's better than no system at all", I actually think it is worse than no system at all. It us ripe for abuse, unenforceable and unnecessary. Even the title of this thread is completely wrong.

Bluddwolf, We all know you want to be able to wantonly kill, no consequences. We get it. Sspitfire is trying to implement a system for the game to work and survive. Players like him make these games better. Players like you turn worlds like Agon of Darkfall into beautiful but empty lanscapes. Your world is not fun, not even for you, since there won't be anyone in it.

Goblin Squad Member

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Doc || Allegiant Gemstone Co. wrote:
Throwaway characters for the win

Gawd, I at least hope to learn to win from those. :O

1 on 1, that is.

This is one of the things I like about the XP system. Characters that have some serious XP invested in them may not care about the mechanical in-game reputation, but a bad name does mean something in this game. Not saying these characters can not be played, because I think there will be a place even for these, but at least you can not powerlevel some dude up to considerable power within a week.

Though I guess we will see quit a few of these:

Heavy Armor proficiency
Dragoon 1
Armor: Hide and Banded
Bow Proficiency
Overdraw 1(or 3 if the guy decides to sport a +2 bow)
Weapon1: Longbow
Arcane Weapon Prof.
Energetic Field 1 (gamechanger)
Weapon2: Charged Staff

For like 500xp.

I realize that PFO currently does not gate any skills/feats behind Levels, but I am thinking access to Energetic Field for less then 500xp spent maybe too good to pass up on for your average gank-squad roller.

Did I just ask for the first nerf?

Goblin Squad Member

Agreed Tyncale.

I see people all over the place rockin' their Staff and Energetic Field combo.

And it is really the only reason that Slappy has been winning all of those pvp matches...

Goblin Squad Member

Yup, already decked out each of my wimpy harvesting Alts with this combo, so I guess I am using it from the carebear perspective. :)

Goblin Squad Member

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Hardin Steele wrote:
Bluddwolf, We all know you want to be able to wantonly kill, no consequences.

I don't think Bluddwolf wants any such thing. I think he wants all kinds of consequences that are a balance between risk, effort, and gain.

Goblin Squad Member

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If you want to make this a sandbox, you should push efforts like to back INTO the game and not in some out of game spreadsheet.

Settlements should be able to post boards with "WANTED FOR XYZ" on them. Settlements alone should be responsible for the validity of those boards.

Sorry but the whole concept of pushing this to some out of game googledocs form seems quite contrary to what I hope a sandbox to be.

Grand Lodge Goblin Squad Member

Calidor Cruciatus wrote:

If you want to make this a sandbox, you should push efforts like to back INTO the game and not in some out of game spreadsheet.

Settlements should be able to post boards with "WANTED FOR XYZ" on them. Settlements alone should be responsible for the validity of those boards.

Sorry but the whole concept of pushing this to some out of game googledocs form seems quite contrary to what I hope a sandbox to be.

The google spreadsheet can be done now and doesn't cost developer resources.

This makes a good test if it actually works, what is missing, if player like or hate it.

Once there is more information like that and once GW has more resources I'm in agreement that it should be pushed into the game. But asking for something like this is too early in my humble opinion.

Goblin Squad Member

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You don't actually even need the boards...

Just saying that in my opinion... stuff like this actually detracts from the game. It takes roleplaying out and incentivizes people to spend time NOT IN GAME reporting incidents (alleged and actual) to some big brother 3rd party tracking system.

It should work where each settlement is responsible for determining and disseminating info like this. Not have news of a PvP kill 1/2 a world away magically become known...

Big detraction in my book.

Goblin Squad Member

Calidor Cruciatus wrote:
Big detraction in my book.

How is something that other people do outside of the game that requires nothing of you, either in or out, a detraction from the game?

Goblin Squad Member

Obviously because what happens outside then impacts what happens INSIDE...

This is supposed to be a sandbox where we work together or against each other to impact and change the world around us. I was hoping that given the RPG roots of this game it would be different than others.

The more stuff funneled INTO the game, the better.

Goblin Squad Member

Caldeathe Baequiannia wrote:
Hardin Steele wrote:
Bluddwolf, We all know you want to be able to wantonly kill, no consequences.
I don't think Bluddwolf wants any such thing. I think he wants all kinds of consequences that are a balance between risk, effort, and gain.

Thank you Cal, for seeing through the rhetoric of others and getting to my real desire for this game.

For too long the PvP in PFO has been without risk or reward, and very little meaning. I'm still not convinced that there are enough consequences for losing to add enough risk, with the current system.

Whatever happened to the 25% item decay on death? This was ever so quietly and intentionally uncommented on to 5%.

Whereas the usual fear of losing gear would make one hesitant to continuously throw themselves into a battle, this system almost demands that an opposing force repeatedly kills the same character and the respawn location is the ideal place to do that.

What PFO needs is invulnerability in a spawn point radius (where you need not defend and can not Attack), and Rez sickness that depletes your abilities with each death beyond the first (within a time period).

Goblin Squad Member

Bluddwolf wrote:

Whatever happened to the 25% item decay on death? This was ever so quietly and intentionally uncommented on to 5%.

Whereas the usual fear of losing gear would make one hesitant to continuously throw themselves into a battle, this system almost demands that an opposing force repeatedly kills the same character and the respawn location is the ideal place to do that.

First off, sorry for having my quote out of place, which also messed up yours.

I don't recall a mention of 25% item decay, but possibly that was pre my interest last year. They are, however, doing the 25% item loss for anything that isn't threaded. And while currently everything you equip is treated as threaded, that won't be the case in the long term. Using up threads for bind points, and increased thread costs for higher tier gear means that unless people travel light, they won't be able to thread everything when the system is complete.

Goblin Squad Member

Caldeathe Baequiannia wrote:
Bluddwolf wrote:
Whatever happened to the 25% item decay on death? This was ever so quietly and intentionally uncommented on to 5%.

I don't recall a mention of 25% item decay, but possibly that was pre my interest last year. They are, however, doing the 25% item loss for anything that isn't threaded. And while currently everything you equip is treated as threaded, that won't be the case in the long term. Using up threads for bind points, and increased thread costs for higher tier gear means that unless people travel light, they won't be able to thread everything when the system is complete.

The 25% was in the older Blogs, as was the threading and much of the other promised goodness of PFO that brought many people here.

It is not the case that every one of those Blogs came with the disclaimer, not for MVP or until year X of EE.

Goblin Squad Member

Tyncale wrote:
Doc || Allegiant Gemstone Co. wrote:
Throwaway characters for the win

Gawd, I at least hope to learn to win from those. :O

1 on 1, that is.

This is one of the things I like about the XP system. Characters that have some serious XP invested in them may not care about the mechanical in-game reputation, but a bad name does mean something in this game. Not saying these characters can not be played, because I think there will be a place even for these, but at least you can not powerlevel some dude up to considerable power within a week.

Though I guess we will see quit a few of these:

Heavy Armor proficiency
Dragoon 1
Armor: Hide and Banded
Bow Proficiency
Overdraw 1(or 3 if the guy decides to sport a +2 bow)
Weapon1: Longbow
Arcane Weapon Prof.
Energetic Field 1 (gamechanger)
Weapon2: Charged Staff

For like 500xp.

I realize that PFO currently does not gate any skills/feats behind Levels, but I am thinking access to Energetic Field for less then 500xp spent maybe too good to pass up on for your average gank-squad roller.

Did I just ask for the first nerf?

You forgot to mention rolling an Elf for a throw-away, ranged attacker. A Dwarf for a melee. Never, never roll a Human for a throw-away.

Goblin Squad Member

Bluddwolf wrote:
The 25% was in the older Blogs, as was the threading and much of the other promised goodness of PFO that brought many people here...

In discussion of the test realm release of husks, Ryan described all equipped gear as "threaded", and each item in inventory having a 25% chance of being destroyed. Sometimes you might get the bear, other times the bear might get you :D

Grand Lodge Goblin Squad Member

<Kabal> Daeglin wrote:
Bluddwolf wrote:
The 25% was in the older Blogs, as was the threading and much of the other promised goodness of PFO that brought many people here...
In discussion of the test realm release of husks, Ryan described all equipped gear as "threaded", and each item in inventory having a 25% chance of being destroyed. Sometimes you might get the bear, other times the bear might get you :D

Goblin shamans will likely cause much more harm then bandits for gatherers - at least in the beginning. This will be huge for the gatherer who got used to not bother being occasionally killed because he went to close and stealth would have been to slow.


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I threw up reading this...


Slammy, I was thinking of you when I wrote the 2:49 a.m. comment.

Goblin Squad Member

<Kabal> Daeglin wrote:
Bluddwolf wrote:
The 25% was in the older Blogs, as was the threading and much of the other promised goodness of PFO that brought many people here...
In discussion of the test realm release of husks, Ryan described all equipped gear as "threaded", and each item in inventory having a 25% chance of being destroyed. Sometimes you might get the bear, other times the bear might get you :D

Combat characters have nothing to lose but 5% durability of their threaded gear. All equipped gear is threaded, regardless of tier.

That is not risk, and there is no reward in fighting combat oriented characters. So we (bandits) avoid combat with those who want it and prey upon those that have inventory.

Goblin Squad Member

Threading isn't in it's final form right now. IIRC you won't have that many threads to protect all your gear later on, but the tech isn't built yet.

Goblin Squad Member

Yes, Bluddwolf, many an unthreaded Warm Gloves +1 and Hide Boots +2 will be had once threading gets iterated in more detail so I would not worry so much. ;)

Grand Lodge Goblin Squad Member

Tyncale wrote:
Yes, Bluddwolf, many an unthreaded Warm Gloves +1 and Hide Boots +2 will be had once threading gets iterated in more detail so I would not worry so much. ;)

End of alpha killed my Warm Gloves +4 :(

Goblin Squad Member

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Tyncale wrote:


I realize that PFO currently does not gate any skills/feats behind Levels, but I am thinking access to Energetic Field for less then 500xp spent maybe too good to pass up on for your average gank-squad roller.

Did I just ask for the first nerf?

Bug fixes are not nerfs.

What Energetic Field is supposed to do is:
- Burst to Self, Hasted (2 Rounds) to Self, Dodging (2 Rounds) to Self

What it ACTUALLY does is:
- Burst to Self, Hasted (2 rounds) to ALL, Dodging (2 rounds) to ALL, Mighty (All types) (2 rounds) to ALL, +15 Base Defense and Attack to ALL

So it's really no wonder why anyone who uses Energetic Field combo is winning PVP when they are buffing their attacks by +45, their reflex defense by +40 when moving, and getting 30% more movespeed. All of which applies to every person within 6m of you.

Best buff in the game and it's non-expendable.

Goblin Squad Member

Kyutaru wrote:

What Energetic Field is supposed to do is:

- Burst to Self, Hasted (2 Rounds) to Self, Dodging (2 Rounds) to Self

What it ACTUALLY does is:
- Burst to Self, Hasted (2 rounds) to ALL, Dodging (2 rounds) to ALL, Mighty (All types) (2 rounds) to ALL, +15 Base Defense and Attack to ALL

The spreadsheets are out of date on this. The description of Energetic Field in-game is accurate.

What Energetic Field is supposed to do is:
- Burst to Self, Hasted (2 Rounds) to All, Riposting (2 Rounds) to all, Dodging (2 Rounds) to All, Striking (2 Rounds) to all (from memory)

Goblin Squad Member

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Someone intentionally made it stupidly broken? I'll be in Thornkeep handing out flyers to join the Doomsday Cult.


They really brought down the degradation to 5%? Seems...needlessly toothless. Maybe a 15% would have been a more reasonable reduction. I sure hope they get threading set up soon.

Goblin Squad Member

Kobold Cleaver wrote:
They really brought down the degradation to 5%? Seems...needlessly toothless. Maybe a 15% would have been a more reasonable reduction. I sure hope they get threading set up soon.

Test Server Release of EE2 Wrote:

•Major changes have been implemented regarding character death. Upon death, each item has a 25% chance of being destroyed. At the site of the character's unfortunate demise, a husk node occurs, containing the remaining unequipped items, which can be harvested by any character. The husk's owner (the dead character) can retrieve all items with one click. All other characters can take one item at a time from inventory and each acquisition requires a few seconds to execute. Equipped items will continue to behave as if threaded and will take 1 point of durability damage when the character respawns.


Oh, neat!

Goblin Squad Member

Giorgo wrote:
Kobold Cleaver wrote:
They really brought down the degradation to 5%? Seems...needlessly toothless. Maybe a 15% would have been a more reasonable reduction. I sure hope they get threading set up soon.

Test Server Release of EE2 Wrote:

•Major changes have been implemented regarding character death. Upon death, each item has a 25% chance of being destroyed. At the site of the character's unfortunate demise, a husk node occurs, containing the remaining unequipped items, which can be harvested by any character. The husk's owner (the dead character) can retrieve all items with one click. All other characters can take one item at a time from inventory and each acquisition requires a few seconds to execute. Equipped items will continue to behave as if threaded and will take 1 point of durability damage when the character respawns.

First, the equipped item decay was supposed to be 25%. The rate is now and appears to remain at 5%.

Not good news for our mice buttons with having to click repeatedly for each item in the stack.

Goblin Squad Member

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Doc || Allegiant Gemstone Co. wrote:


I don't think its griefing either, nor half of the stuff that will probably get reported as griefing when people QQ. But it will happen regardless. Murphy's Law of Occams Electric Shaver or something.

Things will always go wrong in the simplest way possible ???????

Thod wrote:
Tyncale wrote:
Yes, Bluddwolf, many an unthreaded Warm Gloves +1 and Hide Boots +2 will be had once threading gets iterated in more detail so I would not worry so much. ;)
End of alpha killed my Warm Gloves +4 :(

Comfy Sofa +4 for the win

Goblin Squad Member

Nihimon wrote:
Kyutaru wrote:

What Energetic Field is supposed to do is:

- Burst to Self, Hasted (2 Rounds) to Self, Dodging (2 Rounds) to Self

What it ACTUALLY does is:
- Burst to Self, Hasted (2 rounds) to ALL, Dodging (2 rounds) to ALL, Mighty (All types) (2 rounds) to ALL, +15 Base Defense and Attack to ALL

The spreadsheets are out of date on this. The description of Energetic Field in-game is accurate.

What Energetic Field is supposed to do is:
- Burst to Self, Hasted (2 Rounds) to All, Riposting (2 Rounds) to all, Dodging (2 Rounds) to All, Striking (2 Rounds) to all (from memory)

Yes, that is what it is doing in-game; I just do not think that it is actually supposed to be doing that.

If it is truly meant to give you such a humongous buff(intended) then I don't know what to say. I already have trouble with the simple, spammable Speed-component of this buff(for a whopping investment of 500xp), let alone all the other buffs that it gives you. Mind you, all my characters currently can cast this buff. This is so FotM-overpowered that it's not funny anymore.

I am hoping that Stephen will chime in, I will bug it in the game though.


Gale Windswept wrote:

Greetings everyone,

I have created a rudamentary system for players to report non-consenual PvP such as banditry and griefing.

Any feedback is welcome.

The goal is three fold.

1. Document incidences of non-consenual PvP in a manner that will allow the community to better identify bandits from griefers.

2. Provide a system that will aid settlement leaders in the policing of their own territories.

3. Create a systematic means of recording where banditry happens most often so travelers can better plan their travel routes and enforcers can better focus their policing efforts.

The River Kingdoms currently has no systematic means of accomplishing items 1 or 2, and it is my concern that griefers may be going un-noticed because their actions are undocumented, while groups policing poachers and trespassers in their territory may be confused with true bandits or griefers.

tinyurl.com/WWpvpReport

I would appreciate support from settlement and community leaders by promoting this space on your respective forums as well as communicating its availability to players in-game and in IRC.

A Shivtr account is required to file a report.

This thread is causing me grief. The very thing it is suppose to stop.

Goblin Squad Member

Why is it causing you grief?

Goblin Squad Member

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Perhaps a better solution would be a dynamic GW site page similar to what we used to see on Camelot Herald showing the map displaying (among other things like political hex ownership) a colorful little icon registering PVP kill count. Accessible to everyone, non-judgmental, impersonal, and objective.

Goblin Squad Member

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Slammy wrote:
This thread is causing me grief. The very thing it is suppose to stop.

PvP Forum Posting is a core mechanic of this game, and is the system working as intended.

;-P

Goblin Squad Member

Being wrote:
Perhaps a better solution would be a dynamic GW site page similar to what we used to see on Camelot Herald showing the map displaying (among other things like political hex ownership) a colorful little icon registering PVP kill count. Accessible to everyone, non-judgmental, impersonal, and objective.

This has been mentioned. 3rd party clients using API and Kill Mails to record that very information in an objective, non judgemental way. It is not impersonal however. The kills will reveal who the winner and victim were, but not what the motivation behind the conflict was.

It will also tell what the traffic patterns are like, for the past hour, 24 hours, week and month.

As one poster already pointed out, this information would be valuable to both merchant and bandit.

Goblin Squad Member

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Bluddwolf wrote:
Drakhan Valane wrote:
I'm absolutely accusing him of duplicity and pointing out his lack of contribution to meaningful dialogue.Because that's how he operates.
My first post has generated a dozen or more responses. Perhaps "meaningful dialogue" to you only means dialogue you agree with?

I want to say here that I was a bit out of line. There's been bad blood between Bluddwolf and I in the past, and it's easy to fall back into a habit. Obviously we'll disagree on many things because our styles are very different, but I want to apologize publicly for the accusation. I've seen his responses to the NAP violation, and I now believe he does care about contributing to the game and not just his own benefit . . . even if I think he could do it differently. :P

Goblin Squad Member

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Drakhan Valane wrote:
Bluddwolf wrote:
Drakhan Valane wrote:
I'm absolutely accusing him of duplicity and pointing out his lack of contribution to meaningful dialogue.Because that's how he operates.
My first post has generated a dozen or more responses. Perhaps "meaningful dialogue" to you only means dialogue you agree with?
I want to say here that I was a bit out of line. There's been bad blood between Bluddwolf and I in the past, and it's easy to fall back into a habit. Obviously we'll disagree on many things because our styles are very different, but I want to apologize publicly for the accusation. I've seen his responses to the NAP violation, and I now believe he does care about contributing to the game and not just his own benefit . . . even if I think he could do it differently. :P

Well that is mighty big of you. I am very abrupt and sarcastic at times. I know that I sometimes look to destroy, rather than simply counter other opinions I disagree with. That iis my failing.

I apologize for any over the top sarcasm and or condescension. My abruptness I likely can not change, I'm a straight shooter.

I do care about this game and this community, I just see the detriment to both coming from a different side of the spectrum than others do.

Goblin Squad Member

Tyncale wrote:


Yes, that is what it is doing in-game; I just do not think that it is actually supposed to be doing that.

If it is truly meant to give you such a humongous buff(intended) then I don't know what to say. I already have trouble with the simple, spammable Speed-component of this buff(for a whopping investment of 500xp), let alone all the other buffs that it gives you. Mind you, all my characters currently can cast this buff. This is so FotM-overpowered that it's not funny anymore.

I am hoping that Stephen will chime in, I will bug it in the game though.

I've been using this for the speed since Alpha so your sudden campaign to see it squashed is starting to piss me off. Of course that's always going to happen when someone likes an ability they are currently using.

2 detriments involving EF: It still bugs out when active and crossing a hex border, locking up the ability and making it ineffective until relog or possibly crossing many hexes. Also, it buffs "All" which means using it near an enemy buffs that enemy as well.

Goblin Squad Member

Ravenlute wrote:
Tyncale wrote:


Yes, that is what it is doing in-game; I just do not think that it is actually supposed to be doing that.

If it is truly meant to give you such a humongous buff(intended) then I don't know what to say. I already have trouble with the simple, spammable Speed-component of this buff(for a whopping investment of 500xp), let alone all the other buffs that it gives you. Mind you, all my characters currently can cast this buff. This is so FotM-overpowered that it's not funny anymore.

I am hoping that Stephen will chime in, I will bug it in the game though.

I've been using this for the speed since Alpha so your sudden campaign to see it squashed is starting to piss me off. Of course that's always going to happen when someone likes an ability they are currently using.

2 detriments involving EF: It still bugs out when active and crossing a hex border, locking up the ability and making it ineffective until relog or possibly crossing many hexes. Also, it buffs "All" which means using it near an enemy buffs that enemy as well.

Ravenlute, I honestly think the Combat-buff component is bugged. The overpowering Speed-boost for so little XP investment is a pet-peeve of mine, but we are supposed to give feedback so I did. However you are right, I should not go on some campaign against it. I will not mention it again. I will just bug it and leave the rest to the devs. :)

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