Windsinger wrote: Fri Apr 10, 2020 8:13 pm
I love it how players only aim to see the negative side of it and profoundly refuse to see the positive aim on this suggestion.
They see only the negative side, because it has been tried already in several systems to implement such kind of ban. Best example: UseNet. its now over 40 years old and is misused daily. Because if you implement such a system, it would (and surely will) be abused to kick opinions from others, that are not matching your opinions.
And I can place here countless other examples, also from games etc. where they tried it. It will be always abused.
So far so good.
Now it gets a little bit wired and I’m risking here a very long discussion about it. So please try to be kind with me and my bad English.
The point is: what is the difference between playing like you play and how a griever plays? From a neutral standpoint it’s hard to say. Both have fun, both play. Maybe you find criterias, but how to check them automatically?
I mentioned this “automatic criteria “, because we already had such a discussion like “automatic ban if someone destroys more than he builds” and so on.
So there is no way to decide that automatically. And so it needs to be decided by human and we come to your suggestion. But that is not much better, because humans decide always opinionated.
Why?
Let’s put that scenario into the real world!
It is like if you open your house and invite everybody to change your house as they like. Would you ever do that? no of course not. Of course some will come and like to work for a new paint in the kitchen or clean the windows. But others will come then and they like to hammer everything down. Is that their fault, that you invited them?
I know this is very controversial, and a bit far from reality, but that’s what you are doing with an open Factorio server. It is no wonder that you have problems with that.
Now what you want is that if someone comes that does not play (or craft your kitchen) as you like you can notify some “higher instance” (some kind of police?) that will close your door if there are people want to come in, that are already known to do “nasty” things.
But let’s say you have a very old house, and you want to destroy it to build a new one, and you want people who like to hammer everything, they also won’t be allowed to enter. And it’s much more stupid! You will notify everybody who tries to repair things and clean it up.
So, again, that’s a very weird example where I tried to move your suggestion into the real world. You see: it won’t work, even if it clear that there will be of course much more people who like to invite only people which want them to craft instead of destroy things.
Now let’s try to move that knowledge back to Factorio, because why should it work so much different there?
- you try to give up responsibility of your own system to some kind of “higher instance”. A police? No it’s not a police, it’s much more mighty!
- - which means: You give the power for selecting the right people out of your hands.
- - you will be opinionated by others (you search for people who want to make a short fight and kick everybody who builds stuff)
- you can abuse this system, e.g. if you have many servers running, so you can use your “server power”. Which has eventually nothing to with playing “good games”.
- it is your server and your dammed responsibility to keep grievers out. If you give that out of your hands you will loose in the long turn.
Yes, there is eventually no perfect system, but for me the price for freedom, creativity and fun of this seems to be very high.
There are other ways to keep them out and I recommend to ask others how they do that (this subboard is the wrong place). And if you come together and have an idea, you can come back.
