griefers

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  • Bethesda Softworks

    'Fallout 76' deals with trolls by making them part of the game

    by 
    Jon Fingas
    Jon Fingas
    08.11.2018

    When Bethesda mentioned that Fallout 76 was an online game, you could hear alarm bells ringing in fans' heads. How were they going to deal with the inevitable trolls who come in to ruin other players' fun? Now we know: it's making them a part of the game. In a presentation at QuakeCon, game lead Todd Howard revealed that people who kill unwilling victims will get bounties on their heads, with the money coming out of their total cap balance (that is, currency) and reflecting their character level. They'll also be impossible to miss -- you'll see a red star on the map.

  • The Daily Grind: Do you see more saints or jerks in-game?

    by 
    Justin Olivetti
    Justin Olivetti
    06.25.2014

    Well, this will certainly be an extremely subjective topic today, but I say we embrace it! We've all heard and experienced horror stories with players who are extreme jerks in MMOs, from the mouthy trolls in general chat to the scammers out to fleece your hard-earned goods. But are there equal or perhaps greater numbers of generous, kind players whose good deeds don't make the headlines or leave us steaming for hours? Personally, it's really hard to say. The jerks can be really vocal and noticeable, which may make them seem proportionally larger than they really are. The saints can't be doing all sorts of nice things on a one-on-one basis that go virtually unnoticed by others. I see a lot of jerks in PUGs and a lot of saints while leveling in PvE, and I'd like to believe that there are more of the latter than the former. What do you think? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Xbox One griefers may have Twitch privileges, dessert taken away

    by 
    Mike Suszek
    Mike Suszek
    03.26.2014

    When Microsoft revealed its reputation system for Xbox One in July, it sought to match the worst members of the gaming community with one another based on a long-term gauge of their behavior in online games. Now, the console manufacturer will begin issuing warnings for those that fall into the "Needs Work" category of players following feedback from other members of the community. In an Xbox Wire blog, Microsoft said, "these warnings are based on community feedback collected since Xbox One launched," so bad reports from others shouldn't take effect from just a few weeks of play. While Microsoft plans to "introduce rewards for good behavior," the more noteworthy course of action applies to the bottom-tier of the community. Those that fall into the "Avoid Me" category will see penalties on their account, such as "reduced matchmaking pairings" and restrictions on other Xbox Live functions, such as the ability to use "certain privileges such as Twitch broadcasting." Microsoft clarified in September that Xbox 360 reputation scores don't carry over to Xbox One. [Image: Microsoft]

  • The Daily Grind: Does griefing in MMOs reflect a sinister personality?

    by 
    Bree Royce
    Bree Royce
    03.04.2014

    A recent psychology paper picked up by Slate suggests that maybe there's more to bad behavior on the internet than previously thought. Researchers asked study participants to evaluate what they found most fun about commenting on the internet, then gave those same participants a personality test to determine their levels of sadism, narcissism, psychopathy, and Machiavellianism -- the "dark tetrad" of antisocial personality traits. (One of the agree/disagree statements on the personality exam? "I enjoy griefing other players in multiplayer games.") The researchers found a significant correlation between those who flagged as sadists and those who claimed to enjoy trolling and expressed "sadistic glee at the distress of others." While the study focused on the 5% of participants who cause comment moderators the most grief on the internet, over here in MMOland I'm wondering whether this study would map equally well to griefers in video games since we might define griefing in a virtual world the same way: causing someone distress because it's pleasurable for the griefer. That guy who ganks your lowbie and corpse camps you for an hour might not be so socially well-adjusted in the real world after all, in spite of what griefer-apologists have been claiming all these years. What do you folks think? Does griefing in MMOs reflect a sinister personality? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • DayZ griefers force victims to sing

    by 
    Justin Olivetti
    Justin Olivetti
    01.24.2014

    It may be the most genial stick-em-up of all time. A group of DayZ bandits are ambushing players in game for a truly sinister purpose: to make them sing. In the following video, you can see and hear players sneak up on unprepared foes, force them to their knees at gunpoint, and then offer them a choice. Either they sing their national anthem or they get shot. The bandits don't make their victims sing the entire thing and are recorded saying that they'll help them out with in-game supplies if they go along with it. You can preview the spectacle after the jump.

  • Some Assembly Required: Pre-NGE SWG's proper sandbox PvP

    by 
    Jef Reahard
    Jef Reahard
    01.17.2014

    A few weeks ago I ranted at indie sandbox devs who continue pumping out poorly conceived FFA PvP games. I didn't have any wordcount left at the end of that novella to propose any solutions, so I'm going to do that today. And hey, it's pretty simple, at least conceptually. All a dev team needs to do is iterate on Star Wars: Galaxies' pre-NGE PvP system.

  • Blizzard to fix exploit with Diablo III's votekick system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.08.2013

    Playing Diablo III in Hardcore mode is a harrowing experience. No matter how good you are as a player, there's always the real worry that one careless move will mean the end of a character you've worked hard to level. Unfortunately, sometimes that careless move is simply playing in a public game, as griefers have been exploiting the votekick system to cause players to die and lose everything through no fault of their own. As it currently stands, a player who has been kicked by popular vote will be rooted in place for 10 seconds while the character is ejected. Griefers have used this to kick players in the middle of monster-heavy rooms, resulting in 10 seconds of uninterrupted monster beatdowns with no chance of reprieve. So how to fix this? Well, Blizzard plans to remove the 10 second lockout in the near future to ensure that a kicked player can still move and respond rather than get pointlessly murdered. There's no word on whether this will be a hotfix or rolled into a larger patch, but it's definitely on the horizon. Until it goes live, though, you might not want to have your hardcore characters on a public game.

  • The Game Archaeologist moves into Lucasfilm's Habitat: Part 2

    by 
    Justin Olivetti
    Justin Olivetti
    01.17.2012

    Last week on the exciting cosmic adventures of the Game Archaeologist, we uncovered the ancient civilization of Lucasfilm's Habitat, one of the early predecessors to graphical MMOs. While we talked about how it came to be and pondered just how much money we'd waste if game companies were still charging by the minute, we didn't have the time or space to cover the community and events that formed around this experimental project. That day has come. Prepare your bladder for imminent release! Giving a bunch of players tools to do every which thing in the game and turning them loose without strict regulation might seem like a recipe for an instant sewage pit of a game today, but our cultured, classy behaviors weren't quite trained into us in 1986. When players first set eyes on Habitat, they weren't thinking of min-maxing, kill-stealing, or raid progression; they were trying to make sense of a virtual world using the only frame of reference they had to date: their own lives. Out of a melting pot of ideas and objects came fascinating stories from one of the earliest MMO proto-ancestors of the modern era. Get your '80s on as we head back... to the future!

  • The Soapbox: Why we grief - a therapy session

    by 
    Jef Reahard
    Jef Reahard
    05.03.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Welcome to the Massively Psychiatric Center for Gamers, Griefers, and Greater Internet F-wads (link NSFW). I'm Dr. Reahard, and while I'm most definitely an armchair psychologist, psychiatrist, and MMOlogist, pay no attention to any of that. I'm more than qualified to help you determine whether or not you're a bleep (sorry, a griefer). So please, have a seat, make yourself comfortable, and let's talk about you. Tell me about yourself. Do you relish that feeling of power you get when messing with another human being? Is there a certain sense of being alive, a rush if you will, that only comes around when you bleep with another person? Does said bleeping happen exclusively in video games where your actions carry no perceivable repercussions? Are you secretly frustrated with a banal and disturbingly meaningless white-collar existence? Does releasing your inner bleep in a (theoretically) anonymous online environment scratch the itches made manifest by a minivan, 2.3 kids, and the otherwise inescapable confines of suburbia?

  • The Daily Grind: What's the worst you've ever been griefed?

    by 
    Justin Olivetti
    Justin Olivetti
    04.26.2011

    Bad boys, bad boys, whatcha gonna do? Whatcha gonna do when griefers come for you? My grandmother warned me of a time when online hooligans would invade the sanctity of my gaming space and do anything they could to ruin my fun. Some feel that griefing is a legitimate type of play that gives them great satisfaction. I feel that griefers should be carefully rounded up, tagged, and shipped to a small desert island where they can smack each other over the head with coconuts and leave the rest of us in peace. Just about everybody's been griefed in an MMO at one point or another, whether by an overly antagonistic camper, a con artist who swindled you out of in-game gold, or that node stealer who stalked you and swooped in to grab the ore that was rightfully yours while you tangled with a nearby tiger. Today we want to hear your testimony of a time when another player actively tried to spoil your fun. What's the worst you've ever been griefed in an MMO? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Player identifies "huge security hole" in RIFT's authentication system, Trion seals it

    by 
    Justin Olivetti
    Justin Olivetti
    03.19.2011

    Hacking and account hijacking have been severe issues for RIFT ever since launch, even though Trion Worlds anticipated the onslaught from the beginning. Yesterday we saw Trion implement the so-called Coin Lock patch to prevent hackers from selling other players' items in-game, which some see as a novel (partial) solution to the problem. However, this may not be enough to stop the truly malicious invaders from getting into RIFT accounts. One player, identified as "ManWitDaPlan" on the forums, claims to have circumvented the account login completely, leaving a "huge security hole" for hackers to exploit: "I have verified the authentication system can be bypassed by successfully logging into another account without needing its credentials. Worse, all it took was about thirty seconds of time once I got all of the details locked down. I did trigger Coin Lock, but I was fully able to access that handy delete-character button, so this exploit is a griefer's dream. I will not post details on how to do this (so don't ask), but I'm positive that I can reproduce this at will and likely on any account on the system." Later in the thread, a Trion representative added: "We have some things in the works right now and have been passing on your feedback, concerns, and thoughts throughout the day (no matter how radical or unlikely). Sharing sensitive information about our actions (no matter how broad) naturally also informs those carrying out these attacks. This puts us in a tight spot with how much information we can provide, and the questions we can answer." And it looks as though the problem may be fixed, as ManWitDaPlan posted late last night: "Got word back from Steve Chamberlin, the development lead for Rift. This hole is sealed."

  • The Soapbox: Sandboxes and the cop-out of FFA PvP

    by 
    Bree Royce
    Bree Royce
    01.04.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Last week, our own Jef Reahard mounted the Massively Soapbox with an article titled Sandboxes and the fear of FFA PvP. In it, he argued that open PvP was a natural and necessary part of any solid sandbox MMO. He also made waves by suggesting that FFA PvP is crucial to the roleplaying experience and that roleplayers should really face their "fears" and give it a try. I'm a sandbox gamer and a PvPer at heart. I played the early years of Ultima Online and lived the adrenaline rush of full and brutal PvP and thievery. Dark Age of Camelot's RvR sucked up another year of my life. Star Wars Galaxies remains my sandbox of choice, and I've braved a World of Warcraft PvP server since launch. I know this territory very well. I'll knock it, because I have more than tried it -- in several tasty flavors. And even though I'm an unabashed Jef-fangirl, I think there are a few debatable issues with his article. Hit the jump for some good old-fashioned counterpoints!

  • Behind the Mask: It feels so good to be bad

    by 
    Patrick Mackey
    Patrick Mackey
    09.30.2010

    Playing bad guys in an MMO is one of those features mostly unique to the superhero genre. In other games, there are factions and these factions are vaguely good or bad, but it's kind of rare to see players clamor about playing an evil faction as much as they do in superhero games. One of the reasons behind the lack of true villain factions in most games is that the hero factions in other MMOs are a touch more grey than the good guy factions in a superhero game. In World of Warcraft, both the Alliance and the Horde have their faults; the Alliance are stuck-up bigots and the Horde are ruthless and somewhat bloodthirsty. In Aion, the light and dark factions tread equally on the thin blue line that separates good and evil (although it's somewhat less obvious as an Elyos). One of my biggest grievances with getting into Champions Online was the lack of playable villain content at launch. I was unwilling to test drive City of Heroes at all until villains were playable, and over half of the characters I've made in Champions are bad guys. Even my non-villains aren't heroes (at least not in character). I have a certain infatuation with being a bad guy.

  • The Virtual Whirl: A brief history of Second Life, the middle years

    by 
    Tateru Nino
    Tateru Nino
    07.03.2010

    This week, we cover the second installment of our summarized history of Second Life and Linden Lab (or check out part one, if you missed it). From 2005, there's an impossible amount of material to cover, but there are some interesting stories lurking among it all. Join us as we work our way through some of the interesting highlights from 2005, 2006 and 2007.

  • Blood Sport: Griefers in arena

    by 
    C. Christian Moore
    C. Christian Moore
    06.02.2010

    Want to crush your enemies, see them driven before you and hear the lamentation of their women? Blood Sport investigates the entirety of all things arena for gladiators and challengers alike. C. Christian Moore, multiple rank 1 gladiator, examines the latest arena strategy, trends, compositions and more in WoW.com's arena column. Listening music: Eurythmics' Sweet Dreams. An awesome '80s song -- who can dispute this claim? Last week: We talked about some fun things to do in arena while Wrath of the Lich King and the old world are still with us. This week: All of us have had that random guy in a battleground get under our skin. Maybe he's proclaiming how terrible he thinks you are over /battleground chat, or he's an annoying jerk in some other way. Griefers are a part of the game, and they're here to stay. Nothing excites them more than making others miserable. Maybe you are a far better person than I, but I tend to wish ill towards these individuals. There are lots of ways to exact revenge upon griefers or rivals, particularly in arenas. Justice can be fun -- very fun. Some people, however, take it too far or make it menacing. Revenge is fine; trying to make someone quit the game or use RL money for a server transfer (for instance) is not. I mention the latter because I knew a guy who recruited someone from the #2 arena team three days before season 7 ended. They never invited him to the team, thus assuring themselves #1 gladiator because they had no competition. That goes beyond creating a rivalry into the realm of downright douchebaggery. While I suppose what he did is completely legal, I don't know a lot of people who want to transfer over to play with him after what he pulled. His ex-partners actually play with the guy that he recruited instead of him. Poetic justice, I suppose.

  • Linden Lab versus the griefers

    by 
    Tateru Nino
    Tateru Nino
    06.05.2009

    Looking back over the rather long, rich and tumultuous history of Second Life, it seems that Linden Lab finally has their griefer problems more or less eliminated. That doesn't mean that they're gone, by any means. Griefing still happens every day, but it's now a problem for individual users and communities. The problems that Linden Lab itself had with griefers are, pretty much, over. Back in the day (before free accounts) griefers were a big-time problem for the Lab. A small group of griefers could take down or impede significant quantities of the Second Life architecture, eliminating any semblance of service for thousands or tens of thousands of users. Those days are long past.

  • The Escapist: A folk hero for the online age

    by 
    Jon Shute
    Jon Shute
    05.08.2009

    Tom Endo over at The Escapist has written an interesting editorial in which he suggests the idea that we all need a villain as a vessel for people's frustration with authority such as Bonnie and Clyde or Robin Hood. In the case of MMOs, that anti-hero is the Griefer, who will push the game mechanics to and past their breaking point or intended use in order get ahead.Second Life has had more than its fair share of griefers over the years, and it's true that in games such as Eve Online, the actions of the players have had a massive impact on the game. Some might say that with some games they have had more than the developer itself. Such is the case with the various self-styled bad-boy corporations and alliances throughout the years in that game, or the actions leading up to the Felluca/Trammel split in Ultima Online. But Endo puts forward the idea that players need these griefers and the stories that they create, despite the true nature of their actual actions. Head on over to The Escapist to read the full article and see if you agree with his ideas.

  • Potential avenues for MMO companies to deal with griefers

    by 
    James Egan
    James Egan
    05.05.2009

    Ah, the MMO griefer. Most of us have encountered them, or been them, at some point. It can be frustrating to deal with but griefing in MMOs is enabled by the very nature of most online interaction -- anonymity -- and there's not much that can be done about that. Or is there? Much has been written on eliminating griefing before, and will continue to be written we're sure, but Allen Varney at The Escapist has a different take on handling griefers. Varney writes, "The motive to block and frustrate griefers masks what might be a great opportunity. Can we distract would-be griefers? Can we make the game so unpleasant for them they leave voluntarily? Sure. But go further: Could we turn griefers, despite themselves, to productive ends?" His article "Wanted: Ganked or Alive" points out how the behavior of griefers is something that can be predicted and exploited.

  • The Digital Continuum: Is free-for-all PvP really for nobody?

    by 
    Kyle Horner
    Kyle Horner
    02.21.2009

    Many MMOs with the "hardcore" PvP mentality are often argued as an experience that isn't for everyone -- something for a very set niche. Or in other words, these games aren't for people who prefer a little structure and intelligently crafted incentive to participate.Don't get me wrong, I love me some crunchy PvP snacks. What I don't have any affection for is a system that promotes players being douchetards. Sure, we're going to get them regardless, but encouraging the behavior is just not smart at all and it makes for a terrible experience.Here's the problem: If these PvP-centric games aren't for "carebears", then who are they for? Griefers? Well when you design a game that only they want to play, then yes.

  • DDO's Shroud exploit closes raid until patch

    by 
    Shawn Schuster
    Shawn Schuster
    12.04.2008

    After "widespread griefing of players by other players using a game exploit," Turbine decided to finally take down the Shroud raid in Dungeon and Dragons Online to prevent further use of this exploit. This level 17 raid was introduced with Module 6 and through the bug, allowed a single cleric to deny other party members completion and the part 4 chests.Although community reaction to the shutdown is mixed, as is expected, Turbine says the raid's issue will be fixed and the Shroud will be reopened on the next patch, which could come as early as next week.