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Combatting Hub Trolling, Hypothetically Speaking

Posted: Sat Dec 07, 2013 4:07 am
by Spottswoode
Lately, I've been trying to work up ways to counter several problems inherent to the Doom and Hexen code, namely problems with Hub code and anti-trolling measures. Mainly, I've been attempting to draw up a way to prevent players from traveling to another map in a hub without all the consent of all the other players. Thus far the best method I've been able to come up with is to create a keyed door at every entrance/exit that requires a number of keys equal to the current number of players to open. The problem with that is that could theoretically be up 64 keys and that doesn't help prevent trolling on the map by screwing around. (Though a swift vote kick can fix this if the ACS script checks the number of players continuously.)
If the hardcode were able to connect to different servers via script and carry all player items this would be a non-issue though.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Sat Dec 07, 2013 4:27 am
by Ænima
Howbout Duel32 style? Like, 2/3rds of the players in that server must be standing near the door in order to leave that map.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Sat Dec 07, 2013 4:42 am
by Spottswoode
If the number of players can be modified and the trigger is a linedef that would work for most cases but even 80% of players is still plenty of room for trolls in a 64 player co-op servers. I'll look into that. I suppose if I could mitigate the trolling by minorities with keys this would function for most of my purposes.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 4:30 am
by chesse20
if 80% of players r being annoying maybe its to annoy someone they dont like off the server?

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 8:58 am
by Slim
chesse20 wrote: if 80% of players r being annoying maybe its to annoy someone they dont like off the server?
And the point of this post is? ???


Also, my opinion on what to do would be something like mentioned above, some script that requires a large amount of players at the desired portal. It might work out unless another amazing idea flies into the window in spandex.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 10:26 am
by Lollipop
Maybe suggest a HUB system that allow for multiple HUB parts to be open at the same time?... Wouldn't this be the ultimate end of this problem?

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 11:09 am
by Cruduxy
A 5-second delay on hub travel + can't travel while a kick vote is taking place = easiest solution

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 12:13 pm
by Yellowtail
Lollipop wrote: Maybe suggest a HUB system that allow for multiple HUB parts to be open at the same time?... Wouldn't this be the ultimate end of this problem?
This would mean making the map a lot larger than it really should be, as the server can only be on one map at a time.
Cruduxy wrote: A 5-second delay on hub travel + can't travel while a kick vote is taking place = easiest solution
Not exactly. Voting can easily be endlessly abused. Plus, I don't think there's a way to tell if a vote has been called or not.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 12:16 pm
by Cruduxy
Yellowtail wrote:
Cruduxy wrote: A 5-second delay on hub travel + can't travel while a kick vote is taking place = easiest solution
Not exactly. Voting can easily be endlessly abused. Plus, I don't think there's a way to tell if a vote has been called or not.
If its performed on zandronum's own code not a wad I don't see how its impossible to check if a vote is in progress with a simple variable to hold that value.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 6:45 pm
by CloudFlash
So maybe something like
1: Guy chosed next level
2: ACS script gives everyone a hammer and makes Guy the only guy who can be hurt by it
3: Guy's speed gets lowered to slower-than-with-no-run
4: Players can whack Guy with hammers if they dislike him changing maps. If Guy dies he gets banned.
I know it is a very trollable idea, but at least you get to whack some noob with hammer. Ain't that something.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 9:50 pm
by Konda
Whatever you do, make sure it doesn't require the consent of 100% players as there could be one player who can troll by not choosing the same hub, or just an afk player.

RE: Combatting Hub Trolling, Hypothetically Speaking

Posted: Wed Dec 18, 2013 10:19 pm
by Ænima
Konda wrote: Whatever you do, make sure it doesn't require the consent of 100% players as there could be one player who can troll by not choosing the same hub, or just an afk player.
That's why two-thirds is always a safe bet. Or 75%.