In an effort to consolidate ways to nullify/remove the number of exploits used to the advantage of both people who get inside protected areas and for pvp advantages I would like to have a refined, clearly stated list here. (withholding information on how to actually do these, ofcourse.)
In an effort to remove exploiting from herocraft the following changes I feel would be required:
Suggestion: Fix region flags to restrict vehicle placement.
Game mechanics of certain objects need to be changed. Current mechanics allow placement in "invalid areas".
PROS:
Less exploiting on the server.
Less complaining and PE's about it.
CONS:
I can't really think of any.
Suggestion: Fix game mechanics of being inside of blocks, (specific)
Game mechanics of certain objects need to be changed. This is commonly known as "region lag." A simple fix to what I'm referring to could be as simple as letting players suffocate inside certain "Objects/Blocks" instead of moving them when relogging.
Framework could be implemented to capture your logging in and out near known exploit mechanics to capture people abusing them. This could be as simple as a block check at the players location and the forcing suffocation damage instead of teleporting the player to spawn, or some other alternative solution.
PROS:
A player using blink or a blink-like skill should check the region of the space they are blinking to and from before moving/teleporting. It should be logged when used inside of regions so that there is functionality to catch exploiters.
PROS:
PROS:
Including some simplistic forms of support for pro-builders will increase the life of the community.
Too many new players are camped by veteran pvpers who use exploits they know they can get by with, without the newbie realizing it was an exploit to begin with!
I believe there should be some forms of protection for those who want to build and some changes required to those who want to pvp. It is a hardcore server, right?
Exploiters who pvp get by with exploiting too easily, which is why it is as simple as ignoring the fact they're exploiting to begin with and choosing not to act which ruins the playing experience in my opinion.
I know that doing this means more time invested into building framework to catch people, and less time implementing other features first.
In an effort to remove exploiting from herocraft the following changes I feel would be required:
Suggestion: Fix region flags to restrict vehicle placement.
Game mechanics of certain objects need to be changed. Current mechanics allow placement in "invalid areas".
PROS:
Less exploiting on the server.
Less complaining and PE's about it.
CONS:
I can't really think of any.
Suggestion: Fix game mechanics of being inside of blocks, (specific)
Game mechanics of certain objects need to be changed. This is commonly known as "region lag." A simple fix to what I'm referring to could be as simple as letting players suffocate inside certain "Objects/Blocks" instead of moving them when relogging.
Framework could be implemented to capture your logging in and out near known exploit mechanics to capture people abusing them. This could be as simple as a block check at the players location and the forcing suffocation damage instead of teleporting the player to spawn, or some other alternative solution.
PROS:
- Less exploiting on the server.
- People could no longer abuse glitches in mechanics to enter areas they're not supposed to.
- This would help nullify the worries of the new region height limits/restrictions.
- Towns above ground would not have to worry about exploiters getting in from underneath.
- Would add a certain Quirkyness to certain Objects.
- Players that accidentally get stuck could be killed.
- Certain Objects could be used as a new style of traps to force suffocation damage of entities.
A player using blink or a blink-like skill should check the region of the space they are blinking to and from before moving/teleporting. It should be logged when used inside of regions so that there is functionality to catch exploiters.
PROS:
- We could now catch them dirty wizard thieves abusing game mechanics.
- As a rule of thumb, if it appears they exploited, it might be good to check the blocks around the blink logs.
- This needs to be done to make sure the structure wasn't built around it to make it appear like the accused player was exploiting.
- If the above steps aren't at least taken into account, this change could be used to try and get wizards banned for just blinking around towns.
PROS:
- is simpler than doing this for non-citizens only in their town's region.
- requires less coding than doing this in an advanced way.
- would consume more iron ingots.
- would reduce the amount of PE's about mark/recall.
- would allow a mayor to fully kick someone or evict some one out of their town.
- reduces the risk of players who haven't played in 6 months randomly logging into someone else's basement.
- reduces the risk of players suffocating inside of walls after logging in after long lapses in activity and using recalls.
- means that PVPers' are obviously going to whine and QQ about this.
- same people will think this ruins pvp when all it means is that you have to continually raid a town to get into it.
- increases the difficulty of raiding towns
Including some simplistic forms of support for pro-builders will increase the life of the community.
Too many new players are camped by veteran pvpers who use exploits they know they can get by with, without the newbie realizing it was an exploit to begin with!
I believe there should be some forms of protection for those who want to build and some changes required to those who want to pvp. It is a hardcore server, right?
Exploiters who pvp get by with exploiting too easily, which is why it is as simple as ignoring the fact they're exploiting to begin with and choosing not to act which ruins the playing experience in my opinion.
I know that doing this means more time invested into building framework to catch people, and less time implementing other features first.