Thursday, May 15, 2008

Looking for ideas - Multiple accounts creation problem

I recently added a nice little system that really get a guild to work together. A golem that each hour gives 1 prestige points to each guildmates. Prestige points are used to calculate rankings and to buy special items.

The problem is that since Golemizer is a free game, some people could just create multiple zombie accounts to artificially inflate their guild ranking with such golem (guild ranking is the sum of all guildmates prestige points).

The easy way to fix this would make the golem so it gives prestige points only to it's owner. The guild ranking would still benefit from it. Of course, the teamwork aspect is lessen since other guildmates doesn't get any "real" benefit from it besides higher guild ranking (which has no effect on the game, that might be enough for some players though). Iit feels that there's less reasons to deploy energy to defend the golem that way.

Anyone have an idea how to fix this?

4 Comments:

Joe Osborn said...

Hi! I haven't really been following along, but you could have the effectiveness of the golem be a function of the character's level or other strength. Or you could have the effectiveness of the golem go down if the owner isn't actively doing stuff like killing monsters, healing, talking, etc.

Another way is to only have one prestige golem be allowed per party, and then have it give a prestige multiplier or bonus to party actions (if prestige is gained through things like fighting). The bonus would be higher if party members were in the same guild.

Do either of those make sense for Golemizer?

Jedaz said...

One posibility is to make it so that the golem has a certain amount of energy. The more energy which is being put into these prestige points the less energy it has to defend itself when an enemy attacks.

So what this means in short is that unless you are in an active guild (or a small one) then your golem is likely to be an easy target. People who try to exploit this system won't be able to keep the golem well defended, so eventually the cost of re-creating one will outweigh any benifits that it gives.

Iain said...

What you could do is when a player kills the prestige golem it becomes lootable, and a certain amount of prestige is lootable. The to stop active players golems from being farmed, you could have a safe pool of prestige which gets larger as the golems owner levels up, this would make it so people trying to farm prestige for there guild could end up costing them, as lumps of prestige will vanish when someone kills and loots an unprotected weak prestige golum :D

Over00 said...

Joe Osborn said...

you could have the effectiveness of the golem be a function of the character's level or other strength

Hi! Not bad, an inactive player (aka zombie account) would receive less benefits from it. The problem is that Golemizer doesn't have levels. The skills system is a passive one much like Eve Online.

Players gains time points over time and use them to train new skills (and do other specific actions). I could track how many time points have been spent by a character but again, since gaining new time points doesn't require any action, having zombie accounts would still be effective by just logging once in a while to spend those points to train new skills (even if the account isn't really played).

have it give a prestige multiplier or bonus to party actions

This kind of effect would be better. You gain no benefit from it unless you actually take actions. Instead of making it a multiplier, I'd probably make it just a fix bonus to limit the sudden burst of time points. Ex.: This golem will give 1 more prestige points to each kill guildmates achieve. Some technical challenge here but there might be the beginning of a solution here.


Jedaz said...

One posibility is to make it so that the golem has a certain amount of energy. The more energy which is being put into these prestige points the less energy it has to defend itself when an enemy attacks.

I see how something like this could be done. The balancing between energy spent for prestige points and defense would require quite some work to get it work. Maybe this solution combined with another one would provide a more solid solution.


Iain said...

What you could do is when a player kills the prestige golem it becomes lootable, and a certain amount of prestige is lootable.

One information I forgot to put here is that when a golem is destroyed, it's owner lose an amount of prestige points equal to the points value of the golem. Weak golems have a low points value and stronger golems are worth more.

Using your idea, instead of making the prestige points lootable, I could expand the loss of points to all guildmates.

Ex.: The Guardian Statue of the guild ABC (10 members) has a value of 20 points. Each hour, it gives 1 point to all guildmates. It's been up for 48 hours, giving 48 points to all guildmates and boosting the guild rank by 480 points (48 * 10 members).

The Guardian Statue is destroyed by another guild. The player that destroyed it gains 20 points (which also have the effect of adding 20 points to the guild ranking) and all members of the ABC guild lose 20 prestige points. The guild rank would then be lowered by 200 points (20 * 10 members).

The nice thing is that for the Guardian Statue to really improve rankings would need to be up for at least 21 hours. Shorter than this, it would be a loss in ranks.


There's quite some stuff in what you all said so I'll take some time to think about it. Thanks to all for your help. It should help me to get with something a bit more balanced.