-smash-
Content Director
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A few months ago I wrote the first "For Your Information" about all of those DirectX installations on your machine, and it turned out to be curious enough information according to the responses I got through our site and a few others. Fortunately there's a lot of these gem responses from Valve on their Steam forums, but they're quickly buried by other posts. I'm here to help find and bring them to light.
Trying to deal with griefers inside of your game server can be a tedious task. A server admin would usually ban problematic players through the console with the help of a server modification. But, in this new world of "official servers," there's fewer and fewer humanoid admins to take care of the problem. So how does a company like Valve remove these guys from your gaming experiences automagically? One way is to create a global player blocking system.
[prbreak][/prbreak]
So back in December, Valve added a player blocking system to Left 4 Dead 2. In short, this feature allows a player to block another player, basically disallowing the two to play in the same server together. But because this globalized feature is left in the hands of you, it has stirred up the community, and has spawned a rather large argument about griefers and their potential ability to disrupt this new system.
Well, Chet Faliszek crawled out of the woodwork to lay out a rebuttal – in this forum post.
Chet layed down some simple logic to start, perhaps also outlining the key principle for this feature. He said that "If someone is a jerk, they are a jerk." And by nature this will manifest in other ways that will only hurt the griefer in the long run, as intended.
So in tangent to this fact, as time goes on and as good players are reporting problematic players, this system of blocking will work itself out in any case. A griefer, is a griefer, is a greifer. Overtime, this network of blocks will morph into a web, and griefers will be stuck on the other side away from you.
Chet said that the blocking players features will be released with their future games and will continue to be improved upon. If you'd like to read more of what Mr. Faliszek had to say, you can read his post here, and you can join in on the debate as well.
Trying to deal with griefers inside of your game server can be a tedious task. A server admin would usually ban problematic players through the console with the help of a server modification. But, in this new world of "official servers," there's fewer and fewer humanoid admins to take care of the problem. So how does a company like Valve remove these guys from your gaming experiences automagically? One way is to create a global player blocking system.
[prbreak][/prbreak]
So back in December, Valve added a player blocking system to Left 4 Dead 2. In short, this feature allows a player to block another player, basically disallowing the two to play in the same server together. But because this globalized feature is left in the hands of you, it has stirred up the community, and has spawned a rather large argument about griefers and their potential ability to disrupt this new system.
Well, Chet Faliszek crawled out of the woodwork to lay out a rebuttal – in this forum post.
Chet layed down some simple logic to start, perhaps also outlining the key principle for this feature. He said that "If someone is a jerk, they are a jerk." And by nature this will manifest in other ways that will only hurt the griefer in the long run, as intended.
There are more people playing than you think. Many, many, more. If you can reach an official server, you are in an area where there are more than enough people to support you if you yourself aren't the jerk. We hope hardcore jerks DO have a problem finding games.
Jerks don't have one or two reports/blocks, they have 10s of reports. They don't have three people conspiring to block them. They have 20 completely random strangers on the Internet all deciding they no longer want to play with them.
So in tangent to this fact, as time goes on and as good players are reporting problematic players, this system of blocking will work itself out in any case. A griefer, is a griefer, is a greifer. Overtime, this network of blocks will morph into a web, and griefers will be stuck on the other side away from you.
If jerks who behave horribly have fewer games to play in - good. Giving power to the players is always a goal. They get to decide who they want to play with. It really is that simple.
Chet said that the blocking players features will be released with their future games and will continue to be improved upon. If you'd like to read more of what Mr. Faliszek had to say, you can read his post here, and you can join in on the debate as well.