Re: Muleing / Twinking discussion
Posted: Wed Mar 14, 2018 7:18 am
Because far too may players would not honor the system. This IS the internet, afterall.niapet wrote:Why couldn't you just ban it on the honor system?
Neverwinter Nights 2 Persistent World BGTSCC Discussion Forum
https://bgtscc.net/
Because far too may players would not honor the system. This IS the internet, afterall.niapet wrote:Why couldn't you just ban it on the honor system?
Actually, what you should say is: We are humans, afterall. (Mostly.)Steve wrote:Because far too may players would not honor the system. This IS the internet, afterall.niapet wrote:Why couldn't you just ban it on the honor system?
Actually, you don't need to remove it, you just need to make the items not visibible to the players other characters that did not put it up. Thats what is needed to be done.Sun Wukong wrote:In order to 'ban' muling on this server, you need to do the following things:
2) You need to remove the in game consignment store because it could be used to mule over gold at a very minor 10% tax.
What you need is do is flag the items with an ownership tied to the character, which preferably also stores item ownership changes with timestamps, so that it can effectively be tracked and proven if muling happened. Scripts could also be made to track muling behaviour and flag the player of suspicious activity.Sun Wukong wrote:5) You need to bind all items to belong to the character that first found them in loot or purchased from an NPC. No one else should be able to use items that others have acquired one way or another. Hence, all you can do with items is to keep them for yourself or sell them to any NPC merchant - where the item could be possibly purchased by others at its full in game value. Which means that players have no reason to actually trade with each other beyond the capacity of informing others when they sell a desirable item to a merchant.
There are otherways to deal with the problem with the consignment store with regards to muling. Another fact here, usually with each of use of a proxy it usually means one won't get the same ip address, which could also be use to identify if one is muling.Sun Wukong wrote:People can have multiple logins and even sets of CD keys. Then they can just add a shortcut to their desktop, and switch between CD keys by just swapping a single file. Oh, and they can pay for some proxy service too. Thus to prevent muling from taking place, you need to remove the in-game consignment store. There is no way around it.
. How many flags will happen depends a lot on the script and what is determined to be suspicious behaviour. Eventually a typical pattern will show and will make the violators easily distinguishable from other suspicious flags. I don't think that it would be necessary to make it so only the one who aqcuired it who can use it, and don't think it would be good either.Sun Wukong wrote:As for just flagging items, it will not work. Who has the time to be on the constant lookout for 'suspicious' activity? Browse through a list of potential false flags? What about the potential of that person starting to show favouritism towards his own mates? Some people can mule, while others cannot. This is why you need to make items so that they can be only used by the character that acquired it. There is no way around it
Muling produces a lot of issues, so yes a lot of net good would come of it, besides, if those that want to mule and engages in this sort of activities should also realize that this hurt the server and a lot of various things, so those that do it are those that are diminishing the quality and a reduction in the overall enjoyment of the server - which affect the players of the server and they're effectively causing staff to use time, energy and efforts to deal with the problems they make because of it.Sun Wukong wrote:And yes, you need to remove rather large chunks of the server to 'end' muling... And ultimately it produces no net good, it just makes things worse for everyone. I guess if you wish to kill the server, you could argue that as some net good, but... I imagine majority would rather see the server continue to live on.
You know nothing of proxy servers.Incarnate wrote:There are otherways to deal with the problem with the consignment store with regards to muling. Another fact here, usually with each of use of a proxy it usually means one won't get the same ip address, which could also be use to identify if one is muling.
But the thing with groundless witch hunts, erm... mule hunts, is that you will not be satisfied until the server is without a single player.Incarnate wrote:. How many flags will happen depends a lot on the script and what is determined to be suspicious behaviour. Eventually a typical pattern will show and will make the violators easily distinguishable from other suspicious flags. I don't think that it would be necessary to make it so only the one who aqcuired it who can use it, and don't think it would be good either.
And once again, you speak of a multitude of issues without actually naming a single one. Not to mention that you repeatedly demonstrate a complete and utter lack of understanding of the rudimentary requirements to see your desire fullfillied.Incarnate wrote:Muling produces a lot of issues, so yes a lot of net good would come of it, besides, if those that want to mule and engages in this sort of activities should also realize that this hurt the server and a lot of various things, so those that do it are those that are diminishing the quality and a reduction in the overall enjoyment of the server - which affect the players of the server and they're effectively causing staff to use time, energy and efforts to deal with the problems they make because of it.
I actually have pointed out a lot of things in this very thread a lot of things it affects, but apparently you've missed it, but it is in this thread. Also quoted others who've pointed the things out or have made an explanation to what it does. I know a lot more than you think, you're assuming just because I don't put everything in then it means thats the only way it can be from my perspective which it most certainly isn't. However, using your logic since you're pro muling, it would seem that either you don't understand what muling achieves on a serverwide scale. Now I'm not going name a single thing it will affect, but it does affect game balance, especially CvC / PvP, it affects the economy negatively. This isn't is Diablo or Path of Exile where it doesn't matter if one where to mule because that is specifically made for it, even those two game has rpg elements to it, they aren't a true rpg. Muling does a lot more than you seem to want to merit. Apparently you haven't noticed that a lot of people see its a problem, so its not only me, even a lot of staff recognizes it as a problem but tolerate because they don't know how to deal with the problem effeciently.Sun Wukong wrote:And once again, you speak of a multitude of issues without actually naming a single one. Not to mention that you repeatedly demonstrate a complete and utter lack of understanding of the rudimentary requirements to see your desire fullfillied.Incarnate wrote:Muling produces a lot of issues, so yes a lot of net good would come of it, besides, if those that want to mule and engages in this sort of activities should also realize that this hurt the server and a lot of various things, so those that do it are those that are diminishing the quality and a reduction in the overall enjoyment of the server - which affect the players of the server and they're effectively causing staff to use time, energy and efforts to deal with the problems they make because of it.
Feel free to present a list if you believe there is any valid argument to be presented. Or just quote previous posts.Incarnate wrote:I actually have pointed out a lot of things in this very thread a lot of things it affects, but apparently you've missed it, but it is in this thread. Also quoted others who've pointed the things out or have made an explanation to what it does.
On the issue of proxy servers, I could also mention that not every player has a stable IP address. For example, there are networks run with DDNS, which means that the IP address on your end can change from time to time. Then there are players that might have to travel for one reason or another, and NWN2 is actually a multiplayer game that can be easily played over a 'free wifi' - and therefore, tracking IP addresses to detect mulers will create false positives. Hence, either you ban innocent people for no crime done, or you have someone asking for additional questions in order to determine if muling was actually done. People are not infallible. Mistakes can be made, positions can be abused, and the person in the position can be tricked and abused as well. This is why IP trackign is a poor solution to prevent muling.Incarnate wrote:I know a lot more than you think, you're assuming just because I don't put everything in then it means thats the only way it can be from my perspective which it most certainly isn't.
A dead server is not fun. Rules that are enforced for some and not for others is not fun. Unnecessary limitations are not fun. I am pro-fun.Incarnate wrote:However, using your logic since you're pro muling, it would seem that either you don't understand what muling achieves on a serverwide scale.
You are not going to name actual examples, because you cannot name a single actual example. It should be easy to prove me wrong.Incarnate wrote:Now I'm not going name a single thing it will affect, but it does affect game balance, especially CvC / PvP, it affects the economy negatively.
In Diablo, you run in circles to gain loot and experience. In BGTSCC, you run in circles to gain loot and experience. And honestly, I do take Diablo II RP over the campfire RP any day.Incarnate wrote:This isn't is Diablo or Path of Exile where it doesn't matter if one where to mule because that is specifically made for it, even those two game has rpg elements to it, they aren't a true rpg. Muling does a lot more than you seem to want to merit. Apparently you haven't noticed that a lot of people see its a problem, so its not only me, even a lot of staff recognizes it as a problem but tolerate because they don't know how to deal with the problem effeciently.
Item level limits existed before, and they were garbage.niapet wrote:Oooh item level limits.. yeah I like it.
Why? It makes perfect sense. You take a cool weapon, and turn it into integral part of some character's story.niapet wrote: It made me ill when I read the comment that people make a character around an item they found...seriously?