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<title>Ace of Spades Game Forums &#187; Topic: HOW TO STOP GRIEFING!!!</title>
<link>http://forumarchive.spadille.net/</link>
<description>Ace of Spades Game Forums &#187; Topic: HOW TO STOP GRIEFING!!!</description>
<language>en</language>
<pubDate>Thu, 14 May 2026 06:32:20 +0000</pubDate>

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<title>TheGrandmaster on "HOW TO STOP GRIEFING!!!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=1401#post-15455</link>
<pubDate>Wed, 25 May 2011 02:42:49 +0000</pubDate>
<dc:creator>TheGrandmaster</dc:creator>
<guid isPermaLink="false">15455@http://forumarchive.spadille.net/</guid>
<description><p>Griefers will find their ways..<br />
Although, as mat^2 says, you may be able to code this using pyspades, I think that there's one solution already built into pyspades: clear votekicking.<br />
Pyspades uses server messages in chat to say when a votekick has been initiated, you can add a reason to the votekicking (using '/votekick #ID &#60;reason&#62;'), and then it updates as more people vote.<br />
It is as good as we can get currently, until bcool gets around to creating a full votekicking UI.</p>
<p>We are discussing how to tackle the griefing issue in #AoS ( <a href="http://www.aceofspadeswiki.com/index.php?title=IRC" rel="nofollow">http://www.aceofspadeswiki.com/index.php?title=IRC</a> ) if anyone's interested in joining us.</p>
<p>But the best solution to griefing is: only build things that maintained easily and replaced quickly. It's a war game, with sandbox elements. Build things in good positions to aid defense. 90% of the big forts I see don't actually get use for defense - they are just added to and made pretty by a builder in a world of their own.
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<title>mat^2 on "HOW TO STOP GRIEFING!!!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=1401#post-15446</link>
<pubDate>Wed, 25 May 2011 01:57:02 +0000</pubDate>
<dc:creator>mat^2</dc:creator>
<guid isPermaLink="false">15446@http://forumarchive.spadille.net/</guid>
<description><p>You can code this yourself using pyspades once I expose the block destroying/adding API. Link: <a href="http://code.google.com/p/pyspades/" rel="nofollow">http://code.google.com/p/pyspades/</a>
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<title>Null on "HOW TO STOP GRIEFING!!!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=1401#post-15431</link>
<pubDate>Wed, 25 May 2011 00:45:21 +0000</pubDate>
<dc:creator>Null</dc:creator>
<guid isPermaLink="false">15431@http://forumarchive.spadille.net/</guid>
<description><p>That still isn't a good idea.  What this will add is a huge amount of overhead and will be likely to bog down the host.  Currently all that a server host needs to do is calculate where each player is (3 numbers), the direction they are facing and whether or not a shot hits.  Ammo, health calculation, movement and block breaking is all accomplished client side (thus the people who "hack" these aspects).  Because of this my factory made 5 year old Dell laptop can host a 32 player game without lag or crashing and still run Morrowind at a sane speed.  By adding the need for a hosting computer to calculate some hundreds of 5 minute timers (especially during the early game) you severely limit the amount of dedicated server hosts who are using their computers for other things during the time when they are hosting.
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<title>wlemay on "HOW TO STOP GRIEFING!!!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=1401#post-15417</link>
<pubDate>Tue, 24 May 2011 23:37:37 +0000</pubDate>
<dc:creator>wlemay</dc:creator>
<guid isPermaLink="false">15417@http://forumarchive.spadille.net/</guid>
<description><p>Chinopwned, I guess u read my thread a little to late, I thought the same thing and figured a timer would be in order, so i edited my post; if a structure is out for more than 5min THEN it becomes stronger to teammates
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<title>Chinopwned on "HOW TO STOP GRIEFING!!!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=1401#post-15416</link>
<pubDate>Tue, 24 May 2011 23:35:15 +0000</pubDate>
<dc:creator>Chinopwned</dc:creator>
<guid isPermaLink="false">15416@http://forumarchive.spadille.net/</guid>
<description><p>no, then you cant get rid of the stupid shit that gets in the way eg. random giant penises and rogue walls. </p>
<p>to stop griefing you shoot the duece who continues to break your stuff.
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<title>wlemay on "HOW TO STOP GRIEFING!!!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=1401#post-15414</link>
<pubDate>Tue, 24 May 2011 23:30:54 +0000</pubDate>
<dc:creator>wlemay</dc:creator>
<guid isPermaLink="false">15414@http://forumarchive.spadille.net/</guid>
<description><p>Ok, this is to the developer of this game. </p>
<p>I know how you can severly hinder the ability of griefers while at the same time not ruining game play for others.</p>
<p>Here is my idea: Add a timed counter that keeps track of the number of friendly blocks you destroy  withing 1 minute. So that if a teammate destroys (lets say) 20 friendly blocks within 1minute; auto kick their griefing ass! </p>
<p>Also another possible change would be to make blocks that YOUR team laid take longer to destroy if they have been on the map for more that 5minutes; say 9 pick hits instead of 3 &#38; also disable spade use on friendly blocks/ structures.  </p>
<p>I think that these simple changes would inhibit griefing severely. I know some c++ and I am sure this would be a very easy change to make to the code of the game.  </p>
<p>If you like some or all of these ideas please reply and keep this thread alive! - this is for the good of the game. I am sick of people taking seconds to destroy what can take hours to make!
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