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  • team killing Ftards/hackers

    So I just starting playing Call of Duty Modern Warfare 2 again since my friends hate black-ops. I was having fun until when my next 10 random games I would get a teammate that would kill me anytime I got on a streak actually had one follow me to my next game after I left that lobby. To the point I find it odd he was on the other team. there was a weird server crash... and bam he is no on my team, nobody has a score and the game is restarting?

    20min later, all new people im 12 and 3, server crash I end up on opposite team with the scores the same for each team but none of my own. Again WTf.

    I know it is a game but it pisses me off I can't enjoy it or work on getting better when every 15 seconds I need to see if it is a teammate or enemy trying to kill me.

  • #2
    Only game I ever really play online is SoulCalibur IV, but similar problems generally come up with players modifying the game outside of its default parameters such as giving one primary character (such as Xianghua) the fighting style of a different, primary character (such as Darth Vader), which may (or may not?) affect hit boxes and range, and from what I recall eliminated the "Force Bar" that measured how much power a Star Wars character could use towards their Force-based attacks (effectively giving Xianghua unlimited Force attacks).

    I do recall fighting against someone whom even admited to creating a Lizardman-styled character model with Astaroth's fighting style whom had greater range than Astaroth, and yet get upset when he lost to my non-modified Ivy.

    Ah, maybe I'm being too nitpicky about such things.
    "I take it your health insurance doesn't cover acts of pussy."

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    • #3
      Ahh yes, griefers. They come in all sorts but have the same purpose in life, to get their jollies by ruining the online experience of others. And people wonder why I never play competitive online games (I stick to PvE MMO games thanks).

      I just wish game companies would realize that unless the online community shapes up there will always be a huge market for single player games and stop trying to make every game a multiplayer game with a crappy SP mode tacked on.

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      • #4
        The best solution to this kind of crap was almost a decade ago, with Bioware's masterpiece Neverwinter Nights. Anyone that wanted to, and had a PC powerful enough, could learn the ins & outs of the game's built-in Toolkit and set themselves up as a Dungeon Master, maintaining their OWN online server and controlling ALL the parameters of online play. The DM could control access to the server, for example, only allowing their closest friends to access it. They could choose whether or not Player Vs. Player was allowed. And most important of all, they could choose whether or not to enforce Legal Characters and Legal Equipment under the official rules of Dungeons & Dragons 3rd Edition.

        My one friend that ran a server as a DM had his online modules set-up so that when you logged in to the server & loaded your character, they were loaded into a "Lobby" area, with a doorway leading into the actual Adventure Module. But while in the "Lobby", your character was scanned for anything illegal under the official rules of D&D. Playing as a Level 15 character, and using a Level 30 weapon? Guess what, you had to leave it behind before entering the module! He also set a limit as to how much total equipment & loot your character could have in their pack before entering the module, so you couldn't come in with a Bag Of Holding stuffed full of all kinds of gear.

        More games need to do that sort of thing. If a DM operating out of their living room had the power to lock-down the server against cheating, griefing, etc, a DECADE ago, then it should be child's play to do that sort of thing on the mega servers operated by Microsoft, EA, Blizzard, etc. The staff responsible for policing that sort of thing just needs to stop being LAZY and do their frakkin' JOBS.

        But since that's not likely to happen, more games need to do what NWN did, and put the power back where it belongs: In the hands of the PLAYERS that have grown sick & tired of cheaters, player killers, hackers, & griefers.
        "You guys are so unhip, it's a wonder your bums don't fall off!"
        --Zaphod Beeblebrox

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        • #5
          Originally posted by Jack T. Chance View Post
          More games need to do that sort of thing. If a DM operating out of their living room had the power to lock-down the server against cheating, griefing, etc, a DECADE ago, then it should be child's play to do that sort of thing on the mega servers operated by Microsoft, EA, Blizzard, etc. The staff responsible for policing that sort of thing just needs to stop being LAZY and do their frakkin' JOBS.
          Umm, I'm gonna challenge that statement. Most Perpetual worlds (as they're called in NWN) is usually handled by three or four people on a 24 hour basis and is usually home to at most a couple hundred players total. Games like World of Warcraft, Battlefield, etc. can house hundreds of thousand players over the span of a couple hundred servers and only have a few hundred GMs/Mods on a rotating basis that require evidence of actions to act on them, not to mention ensuring that exploits are repaired permanently which any bug tester will tell you is like the punishment of Sisyphus.

          Basically, when the scale is multiplied, the management effort does as well and it's not a parallel scale either. It's not that they're lazy, but it tends to be borderline impossible once the scale hits a certain point.

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