Combatting Hub Trolling, Hypothetically Speaking
- Spottswoode
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Combatting Hub Trolling, Hypothetically Speaking
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.
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
Howbout Duel32 style? Like, 2/3rds of the players in that server must be standing near the door in order to leave that map.
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- Spottswoode
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RE: Combatting Hub Trolling, Hypothetically Speaking
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
if 80% of players r being annoying maybe its to annoy someone they dont like off the server?
- Slim
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RE: Combatting Hub Trolling, Hypothetically Speaking
And the point of this post is?chesse20 wrote: if 80% of players r being annoying maybe its to annoy someone they dont like off the server?
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.
Last edited by Slim on Wed Dec 18, 2013 8:59 am, edited 1 time in total.
RE: Combatting Hub Trolling, Hypothetically Speaking
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?
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Combatting Hub Trolling, Hypothetically Speaking
A 5-second delay on hub travel + can't travel while a kick vote is taking place = easiest solution
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Yellowtail
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RE: Combatting Hub Trolling, Hypothetically Speaking
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.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?
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.Cruduxy wrote: 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
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.Yellowtail wrote: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.Cruduxy wrote: A 5-second delay on hub travel + can't travel while a kick vote is taking place = easiest solution
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- CloudFlash
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RE: Combatting Hub Trolling, Hypothetically Speaking
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.
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.
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RE: Combatting Hub Trolling, Hypothetically Speaking
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.
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<Synert> fuck
<Synert> plugged in my memory stick and got a bsodRE: Combatting Hub Trolling, Hypothetically Speaking
That's why two-thirds is always a safe bet. Or 75%.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.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)



