Difference between revisions of "Challenge System"

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''I demand satisfaction!''


== PVP (Player Vs. Player) Challenge System and You! ==
The challenge system is HellMOO's core PvP mechanic. Despite its themes and first appearances, HellMOO is not a fully open-PvP game. Instead, the challenge system decides who you are allowed to attack, as well as where and how you may attack them. It's also complicated, confusing and often messy, so buckle up.


'''Introduction to the rest of your life:'''
'''Note for carebears''': Carebears are barred from all PvP. The challenge system has almost nothing to do with them with two exceptions, and these are deliberately marked. If you are a carebear who just wants to know the bare applicable minimum, use ctrl+f with the word "pink".
If you are reading this then you have been ganked and murdered several times by that jerx with all the focus, and pondering how to go about revenge! Or maybe you are new in the world of Hell, and the idea of PVP and skull-crushing murder gets you all hot and bothered! No matter, this is the place where your prayers, may Gilmore rest your soul, be answered!


PVP, or Player versus player, is combat and or ill-intended actions being exchanged between a player or group against or directed at another player and/or group. Things like picking into a poor bastards apartment and looting their precious text and munching their deathsuits, introducing your piston hammer to their skulls as they try to kill lampreys, or even grabbing them and throwing that poor scrubbe down the orphanage steps! Those are all acts of PVP in the game, which is controlled and regulated with the Challenge System! Since you are practically drooling to know more... let's hop to it.
== Anatomy of a Challenge ==
A "challenge" is a free pass to attack someone with fewer consequences and restrictions. For example: Without a challenge, you cannot attack someone in a green zone. With a challenge, you can.


The most basic challenges involve two people: the challenge sender, and the challenge receiver. The sender gives a challenge to the receiver by doing something hostile towards the receiver. Depending on what the hostile action was, the receiver then has a limited-time "challenge" from the sender, during which time they can attack the sender much more easily.


----
=== A Challenge System Example ===
Below is a simple example of the challenge system in action. This is a very basic example; most real challenges have more strings attached.
# Greedo and Han Solo are in a green zone.
# Greedo {{cmd|insult}}s Han. This gives Han a challenge from Greedo.
# Han is free to shoot Greedo first, even though the two are in a green zone, because Han has a challenge from Greedo.
# Greedo still cannot shoot Han, because Greedo does not have a challenge from Han.
#* If Han opens fire on Greedo, however, Greedo is of course free to defend himself.
# If Han does shoot Greedo while he has the challenge, the attack will not issue a challenge to Greedo.
# After ten minutes, the challenge expires, and Han is no longer free to shoot Greedo in a green zone.


== Types of Zone ==
In the above example, the green zone was very important. "Zones" are a central part of the challenge system, and understanding them alongside challenges is critical. There are three types of zone:
* '''Green zones disallow all PvP combat''' by default, unless challenges are involved as in the above example.
** Getting around this limitation with exploits is against the rules.
** Explosives also don't work here.
** Some relatively harmless acts of PvP are allowed here, such as insulting people or {{cmd|spew}}ing in their face. These actions will send a challenge, leaving the aggressor open to immediate retaliation.
** Looting of bodies is also possible here, and will challenge (for 12 hours).
* '''Yellow zones are "challenge-PvP"''':
** Any player can attack any player here, but the consequences are very serious.
** Attacking a player who has not challenged the attacker will give a challenge from the attacker to the attacked player.
** These challenges work identically to the Greedo-Solo example; the challenged player is free to attack the aggressor in green zones.
** The challenge length for this behavior is much longer, lasting twelve hours.
* '''Red zones are open PvP''':
** Anyone can attack anyone with zero consequences (though attacking people generally ruffles some feathers).


'''Here is my gun. Watch it go bang!'''
== Other Aspects of Challenges ==
Most in-game challenges are nowhere near as simple as the skirmish between Han and Greedo. This sub-section lists other facets of the sytem.


Shots have been fired! The Challenge system is based around 2 main parts, you challenging someone or someone challenging you. If Gilmore attacks me, or tries to pick my measly little Bradbury apartment, he challenges me! Meaning I have a challenge on me from him! Or if I go and fuck up Kayle's shit? I would put a challenge on him. Pretty simple, in theory. However, there are multiple factors that play a role in the nitty-gritty specifics of challenges and who can do what: but do not worry, we are about to shove this wall of text down your throat!
One super-important note: '''challenges do not tick down while offline'''. If you have challenged someone for 12 hours, you must log 12 hours of time connected to HellMOO on that character until the challenge expires.


''First let's find out what having a challenge from someone on you does!''
=== Methods of Challenging ===
*Allows you to attack that person on-sight no matter the type of Zone you two are in!
Here's a handy table of actions that will issue a challenge:
*Allows you to pick into that person's apartment/mansion, even the @sethome'd apartment for more than likely looting and murder.
*Allows you to pick into any lock/door that person is scanned into or hiding behind like a little bitch! This includes planes and corp HQs, and even other player's apartment that might not even have a challenge against you! But since they decided to hide that cowardly bastard, their shit is open season to you as well! Remember this if you are hiding fugitives from Helljustice.
*If the challenge was placed against you first (i.e that bastard made a move first on you specifically) then all the above actions will not issue a return challenge until the former challenge expires.


Alright then. So we see if someone does throw a challenge against you, that means they are taking these risks for attacking you in some form so... shit just got real for 15 helldays(roughly 2 days IRL), that is how long challenges last standard: but more ill-intended actions from the challenger can reset the challenge timer against the challenged. Now lets move on:
{| class="wikitable sortable" border=1 cellspacing=0
|- bgcolor="#cccccc"
! Cause !! Duration !! Notes
|-
!Nonconsensual habbery
|2 minutes
|{{cmd|fondle}} without allowing first; use {{cmd|allow sex from <name>}}.
|-
!Insulting, hacking [[Gangland]] cameras
|10 minutes
|Using the {{cmd|insult}} command on other players or hacking the Gangland cameras that another corporation owns.     
|-
!Installing plane modules
|1 hour
|Installing modules in planes that aren't yours. Rightly so - 99 times out of 100, this activity involves the self-destruct module.
|-
![[Mutations#Focus_mutations|Focus abilities]]
|6 hours
|Using {{cmd|spew}}, {{cmd|screech}} or {{cmd|scare}} to mess with people, even in green zones. {{cmd|seek}} is exempt from this.
|-
!Aggressive actions
|12 hours
|Attacking/grabbing/looting/butchering players as well as attacking plane hatches. This doesn't include dragging bodies.
|-
!Picking*, barging, challenging
|2 days
|Picking only challenges if you pick '''A)''' inactive players or '''B)''' a lock that someone who challenged you first is scanned into or hiding behind. For example: their corp HQ or their friend's plane.
|-
!Permachallenge
|Forever
|{{cmd|permachallenge <name>}}. This also permanently bars your character from entering the FCPD precinct.
|}


''Things that will issue challenges against people! If you like being a shitlorde...''
=== Challenges and Picking ===
*Attacking a player in a yellow zone in any fashion! Obviously.
PvP is not limited to attacking. Players can also pick the locks of other player's [[apartments]], which is usually much more serious than killing them. Getting your skull cracked open is a mild to severe inconvenience. Getting your front door cracked open can lead to the loss or gain of several months' of effort in just a few minutes.
*Picking a player's non-@sethome'd apartment.
*Picking an inactive's apartment.
*Looting a corpse for its tasty loots.
*Attempting to grab a player in a yellow zone.
*Attacking a player's things in their apartment or attacking their doors!
*Barging/or otherwise entering an apartment where you have not been set on their allow visit list.
*Typing challenge <enter scrubbe's name here>
*Eating a nigga's honey nut cheerios. May Gilmore help your troubled soul.


As you can see there are multiple ways you can fuck up and get yourself fucked up: so don't go around attacking people if you don't want a merciless dick of a fister-pire rammed up your bum. Nor do you want to go around spewing a bunch of shit, because someone might take the risk just to put you in your rightful, scum-licking place.
However, picking is not normally allowed without a challenge. As long as Greedo never challenges anyone, his apartment is impenetrable. But as soon as he challenges Han, Han is free to pick into his apartment for as long as the challenge lasts. Note that just because the game allows Han to pick into Greedo's stuff doesn't mean that the [[Police|law]] will be happy about it. Han will face apartment security or police intervention if he picks in front of cameras.


'''It's sometimes the where, not the who...'''
Other picking considerations:
So you heard me speak of yellow zones, and green zones and all that good non-important shit, right? Good. The world of Hell is broken into zones, to be exact, 3 of them. These 3 zones dictate what parts of the Challenge system is enforced or lack of being enforced as you might have noticed in your repeated gankings.
* The act of picking itself will issue a challenge if it is not the challenge sender's own lock, but rather someone else's lock which they are scanned into or hiding behind. If the lock belongs to the challenge sender, picking won't send a challenge.
* Almost any door in a red zone can be picked no matter the situation. This does not send a challenge. Even carebears are not completely immune. Any pink's plane that is parked in a red zone has a grace period of a few hours, and after that time it can be picked like any other door in a red zone.
* Doors cannot be picked while their owner is offline, regardless of challenges. There is a grace period for this to stop people just spamming disconnect while being robbed: for 10 minutes after disconnection, locks will still be open to PvP. After that, they're locked down until the owner logs in again.
* The exact same logic applies to bashing down doors as opposed to picking them, except that the challenge for bashing a door is 12 hours long rather than 48.


''Greenzone, the pussies of the wastes...''
=== Challenges and [[Corporations]] ===
Green zone, noted by the area name you are in colored in green next to your map, is most likely the first of the zones you will encounter. Normally, no PVP is usually allowed in the zone: meaning you cannot attack other players directly. However, looting of corpses is allowed and thus would issue a challenge and etc etc. There are some other special cases that I will cover later on that bypass this standard rule. But for the most part: green zone is the rather safe zone from other players (not other hazards like NPCs/environment). Freedom City is mostly a Green zone except some spots. Places like Anyport and the Orphange are strict green zones.
The ''vast'' majority of players are in corps, unlike our solo riders Han and Greedo. This complicates the system further:
* When one player challenges another, the challenge sender not only challenges the receiver, but also the receiver's entire corp.
** This means that the challenge sender is vulnerable to full retaliation from any of the receiver's corpmates.
* If a player sends a challenge...
** any locks that the challenge sender is scanned into will become pickable.
** their corp HQ will become pickable. This happens regardless of whether the sender is scanned into the HQ lock.
** and then hides behind a lock that they are not scanned into (such as inside a corpmate's apartment), that lock will still become pickable.


''Yellowzone, the world of hell and grief...''
=== What Challenges Allow ===
Yellow zone, noted by the area name like the green zone, is in yellow. You will encounter yellow zones rather quickly as you progress your way and don't idle in your apartment or your corp's HQ, for most of Hell is yellowzones. PVP is fully allowed and the challenge system is enforced fully! Meaning you can attack someone that hasn't challenged you, but you will put a challenge on them and be open to PVP even in greenzones etc etc! This is where a good portion of griefing happens, don't be a statistic, don't piss people off.
Challenges open the floodgates to a wide range of retaliation. Here's a full listing.
* The challenge receiver can...
** '''attack the sender on sight''' almost anywhere in the game.
** '''pick into the sender's apartments'''/boats/planes/etc.
** '''pick into any other locks that the sender is scanned into''', as well as their corp's HQ, as detailed in the Challenges and Corporations section.
* '''Bartenders will not defend the challenge sender''' if they are attacked by the challenge receiver on the bartender's tile.
* All of these '''retaliations can be made without sending a return challenge''', except for certain picking cases.


''Redzone, where player tears are collected...''
== Exceptions to the Challenge System ==
Red zone, noted by the- fuck, if you are here, you know it. Red zones are few and far between, meaning if you are here by accident, it is in your best interest to quicker your arse to the nearest yellowzone. Why you ask? Because like the yellowzone, PVP is fully enforced...
Aside from red zones, there are other special exceptions to the challenge system.
* Players wearing fursuits can always be attacked in green zones, regardless of whether they've challenged anyone or not.
* Carebears cannot challenge or be challenged; they are completely barred from engaging in PvP. If a pink exploits game mechanics to engage in PvP, they are breaking the rules.
* [[Outlaw]]s (players who do not respawn and are marked with a + next to their name) can attack players in any zone without a challenge, and can also be attacked in any zone without a challenge. They cannot, however, be picked without a challenge, and they will still send a challenge if they attack.
* Some zones have all PvP disabled, regardless of challenges. These zones are usually strange or exceptional, and will give a message like "You get the impression you shouldn't be doing that here" when you try to attack.
* Planes which have had a player {{cmd|@sethome}} inside them cannot be freely picked in red zones; they must become vulnerable by the challenge system first, as if they were in a yellow zone.
* Doors owned by players who have been inactive for 60 days or more are pickable without a challenge. Picking these doors will also send a two-day challenge to the door's owner.


However, the challenge system is not.
== Conclusions ==
Reading about the challenge system here is just words on a screen, and does not show the whole picture of HellMOO PvP. The implications of the system on actual HellMOO gameplay is a topic of long-standing debate, and far beyond the scope of this article.<br>For a (very lengthy) historical overview of thoughts on the subject, try {{cmd|@read body:challenge minvotes:15 on *gr}} - be prepared to wade through tons of posts and comments on a clunky interface.


There is no revenge if someone catches you and ganks you for your deathsuit and exosuit.
However, there's some common-sense advice anyone new to the challenge system would be wise to take away:
There is no plotting to loot their apartment for your lovely text that was more than likely munched.
* '''Being in the same corp as a picker is a good thing'''. People will be afraid to challenge you because being picked is very bad.
There is no camping in the streets of Freedom City in cover with your FN SCAR and hunt on.
* '''Challenging people without a plan is a bad thing''', and can lead to a ton of problems. This is doubly true if whoever you're challenging has a friendly picker.
There is no "carebear" FCPD protection to save you.
* '''Idling in red zones is a recipe for disaster'''. There are plenty of (relatively) safe zones that the game hands to you on a silver platter - you default-spawn in one, for heaven's sake. Don't be dumb, don't dither around in red zones, idle responsibly.
 
* '''Being in a corp with muscle is a good thing'''. Get on the same side as powerful people and you will be much safer.
Because you have no challenge to act on.
* '''Don't be that guy''' that idles in a green zone after forgetting to remove their fursuit!
 
This place is just pure, unregulated PVP savagery. You kill without immediate consequence. You get killed without care. Sure, their corp might get their feather ruffled: but they cannot do anything until you step into a yellow or red zone, and then, they issue the challenge against you. It is mainly wise to stay out these places unless with a group. Remember it is safety in numbers.
 
So, remember: Green is ok safe, yellow is risk but revenge, red is good luck!
 
'''So you've got some cool friends, do ya?'''
Corp Challenges!
This is a fun little thing that comes into play when at least 1 of the parties involved belongs to a corp of some kind, disregarding Carebear (if carebear, you really shouldn't even concern yourself you whimp). This, actually is fairly simple: if you challenge a person, you also issue an active challenge to every member of that person's corp. I think you know what that means... not only do you have that person out for you: you have a whole corp able to gank/pick you on-sight. I cannot stress enough on choosing wisely whom you wish to fucketh with.
 
'''There is always that special snowflake...'''
Them exceptions to the rules. They have a special name: outlaws (those people with the funny first name and a + before their names on the who-list)
They can ignore the challenge system as if it was a red zone and attack you and anyone on sight! However, you can also attack them no matter the zone as well. But you may not pick them unless they have attacked you and issue a challenge. Such is the of the outlaw.
 
Well, that is the basics to the PVP system of Hell. There are more little special things and quirks, however it is much funnier watching you rage *bug and *er and *ata about them than me blabbing about it on this wiki.

Latest revision as of 14:45, 31 October 2018

I demand satisfaction!

The challenge system is HellMOO's core PvP mechanic. Despite its themes and first appearances, HellMOO is not a fully open-PvP game. Instead, the challenge system decides who you are allowed to attack, as well as where and how you may attack them. It's also complicated, confusing and often messy, so buckle up.

Note for carebears: Carebears are barred from all PvP. The challenge system has almost nothing to do with them with two exceptions, and these are deliberately marked. If you are a carebear who just wants to know the bare applicable minimum, use ctrl+f with the word "pink".

Anatomy of a Challenge

A "challenge" is a free pass to attack someone with fewer consequences and restrictions. For example: Without a challenge, you cannot attack someone in a green zone. With a challenge, you can.

The most basic challenges involve two people: the challenge sender, and the challenge receiver. The sender gives a challenge to the receiver by doing something hostile towards the receiver. Depending on what the hostile action was, the receiver then has a limited-time "challenge" from the sender, during which time they can attack the sender much more easily.

A Challenge System Example

Below is a simple example of the challenge system in action. This is a very basic example; most real challenges have more strings attached.

  1. Greedo and Han Solo are in a green zone.
  2. Greedo insults Han. This gives Han a challenge from Greedo.
  3. Han is free to shoot Greedo first, even though the two are in a green zone, because Han has a challenge from Greedo.
  4. Greedo still cannot shoot Han, because Greedo does not have a challenge from Han.
    • If Han opens fire on Greedo, however, Greedo is of course free to defend himself.
  5. If Han does shoot Greedo while he has the challenge, the attack will not issue a challenge to Greedo.
  6. After ten minutes, the challenge expires, and Han is no longer free to shoot Greedo in a green zone.

Types of Zone

In the above example, the green zone was very important. "Zones" are a central part of the challenge system, and understanding them alongside challenges is critical. There are three types of zone:

  • Green zones disallow all PvP combat by default, unless challenges are involved as in the above example.
    • Getting around this limitation with exploits is against the rules.
    • Explosives also don't work here.
    • Some relatively harmless acts of PvP are allowed here, such as insulting people or spewing in their face. These actions will send a challenge, leaving the aggressor open to immediate retaliation.
    • Looting of bodies is also possible here, and will challenge (for 12 hours).
  • Yellow zones are "challenge-PvP":
    • Any player can attack any player here, but the consequences are very serious.
    • Attacking a player who has not challenged the attacker will give a challenge from the attacker to the attacked player.
    • These challenges work identically to the Greedo-Solo example; the challenged player is free to attack the aggressor in green zones.
    • The challenge length for this behavior is much longer, lasting twelve hours.
  • Red zones are open PvP:
    • Anyone can attack anyone with zero consequences (though attacking people generally ruffles some feathers).

Other Aspects of Challenges

Most in-game challenges are nowhere near as simple as the skirmish between Han and Greedo. This sub-section lists other facets of the sytem.

One super-important note: challenges do not tick down while offline. If you have challenged someone for 12 hours, you must log 12 hours of time connected to HellMOO on that character until the challenge expires.

Methods of Challenging

Here's a handy table of actions that will issue a challenge:

Cause Duration Notes
Nonconsensual habbery 2 minutes fondle without allowing first; use allow sex from <name>.
Insulting, hacking Gangland cameras 10 minutes Using the insult command on other players or hacking the Gangland cameras that another corporation owns.
Installing plane modules 1 hour Installing modules in planes that aren't yours. Rightly so - 99 times out of 100, this activity involves the self-destruct module.
Focus abilities 6 hours Using spew, screech or scare to mess with people, even in green zones. seek is exempt from this.
Aggressive actions 12 hours Attacking/grabbing/looting/butchering players as well as attacking plane hatches. This doesn't include dragging bodies.
Picking*, barging, challenging 2 days Picking only challenges if you pick A) inactive players or B) a lock that someone who challenged you first is scanned into or hiding behind. For example: their corp HQ or their friend's plane.
Permachallenge Forever permachallenge <name>. This also permanently bars your character from entering the FCPD precinct.

Challenges and Picking

PvP is not limited to attacking. Players can also pick the locks of other player's apartments, which is usually much more serious than killing them. Getting your skull cracked open is a mild to severe inconvenience. Getting your front door cracked open can lead to the loss or gain of several months' of effort in just a few minutes.

However, picking is not normally allowed without a challenge. As long as Greedo never challenges anyone, his apartment is impenetrable. But as soon as he challenges Han, Han is free to pick into his apartment for as long as the challenge lasts. Note that just because the game allows Han to pick into Greedo's stuff doesn't mean that the law will be happy about it. Han will face apartment security or police intervention if he picks in front of cameras.

Other picking considerations:

  • The act of picking itself will issue a challenge if it is not the challenge sender's own lock, but rather someone else's lock which they are scanned into or hiding behind. If the lock belongs to the challenge sender, picking won't send a challenge.
  • Almost any door in a red zone can be picked no matter the situation. This does not send a challenge. Even carebears are not completely immune. Any pink's plane that is parked in a red zone has a grace period of a few hours, and after that time it can be picked like any other door in a red zone.
  • Doors cannot be picked while their owner is offline, regardless of challenges. There is a grace period for this to stop people just spamming disconnect while being robbed: for 10 minutes after disconnection, locks will still be open to PvP. After that, they're locked down until the owner logs in again.
  • The exact same logic applies to bashing down doors as opposed to picking them, except that the challenge for bashing a door is 12 hours long rather than 48.

Challenges and Corporations

The vast majority of players are in corps, unlike our solo riders Han and Greedo. This complicates the system further:

  • When one player challenges another, the challenge sender not only challenges the receiver, but also the receiver's entire corp.
    • This means that the challenge sender is vulnerable to full retaliation from any of the receiver's corpmates.
  • If a player sends a challenge...
    • any locks that the challenge sender is scanned into will become pickable.
    • their corp HQ will become pickable. This happens regardless of whether the sender is scanned into the HQ lock.
    • and then hides behind a lock that they are not scanned into (such as inside a corpmate's apartment), that lock will still become pickable.

What Challenges Allow

Challenges open the floodgates to a wide range of retaliation. Here's a full listing.

  • The challenge receiver can...
    • attack the sender on sight almost anywhere in the game.
    • pick into the sender's apartments/boats/planes/etc.
    • pick into any other locks that the sender is scanned into, as well as their corp's HQ, as detailed in the Challenges and Corporations section.
  • Bartenders will not defend the challenge sender if they are attacked by the challenge receiver on the bartender's tile.
  • All of these retaliations can be made without sending a return challenge, except for certain picking cases.

Exceptions to the Challenge System

Aside from red zones, there are other special exceptions to the challenge system.

  • Players wearing fursuits can always be attacked in green zones, regardless of whether they've challenged anyone or not.
  • Carebears cannot challenge or be challenged; they are completely barred from engaging in PvP. If a pink exploits game mechanics to engage in PvP, they are breaking the rules.
  • Outlaws (players who do not respawn and are marked with a + next to their name) can attack players in any zone without a challenge, and can also be attacked in any zone without a challenge. They cannot, however, be picked without a challenge, and they will still send a challenge if they attack.
  • Some zones have all PvP disabled, regardless of challenges. These zones are usually strange or exceptional, and will give a message like "You get the impression you shouldn't be doing that here" when you try to attack.
  • Planes which have had a player @sethome inside them cannot be freely picked in red zones; they must become vulnerable by the challenge system first, as if they were in a yellow zone.
  • Doors owned by players who have been inactive for 60 days or more are pickable without a challenge. Picking these doors will also send a two-day challenge to the door's owner.

Conclusions

Reading about the challenge system here is just words on a screen, and does not show the whole picture of HellMOO PvP. The implications of the system on actual HellMOO gameplay is a topic of long-standing debate, and far beyond the scope of this article.
For a (very lengthy) historical overview of thoughts on the subject, try @read body:challenge minvotes:15 on *gr - be prepared to wade through tons of posts and comments on a clunky interface.

However, there's some common-sense advice anyone new to the challenge system would be wise to take away:

  • Being in the same corp as a picker is a good thing. People will be afraid to challenge you because being picked is very bad.
  • Challenging people without a plan is a bad thing, and can lead to a ton of problems. This is doubly true if whoever you're challenging has a friendly picker.
  • Idling in red zones is a recipe for disaster. There are plenty of (relatively) safe zones that the game hands to you on a silver platter - you default-spawn in one, for heaven's sake. Don't be dumb, don't dither around in red zones, idle responsibly.
  • Being in a corp with muscle is a good thing. Get on the same side as powerful people and you will be much safer.
  • Don't be that guy that idles in a green zone after forgetting to remove their fursuit!