#System to Reduce Impact of Rogue Players and Support Healthy Communities

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sharp wadi
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One major issue in Rise of Kingdoms is the lack of tools to minimize the impact of bad-faith players who disrupt the experience for others. Community is a key foundation of the game, and rogue players damage morale, undermine enjoyment, and create chaos. There should be a stronger focus on protecting the happiness of players who follow and support kingdom rules while reducing the influence of those whose only motivation is disruption.

Proposed System:

  1. Strike Mechanism (Using the “Traitor” Title):
    • The king applies the “Traitor” title to mark a rogue player.
    • This title acts as the strike that initiates penalties.
    • To mitigate misuse, using the Traitor title costs gems, making the skill powerful but costly and ensuring careful use.
  2. Tier 1 (Initial Penalties):
    • First strike: Player cannot leave city or train troops for 24 hours.
    • Second strike: 48 hours.
    • Third strike: 72 hours.
    ➝ After the third strike, the king gains access to a special in-game “Case Submission” feature (available only to kings).
    • Through this feature, the king sends a report with context (e.g., screenshots, description of disruptive behavior).
    • Lilith reviews the case to confirm whether the king’s actions are justified or if the player is being unfairly targeted.
    • If disruptive behavior is confirmed, the player receives an official warning from Lilith.
    • At this point, the penalty “clock” resets, giving the player a chance to reform.
  3. Tier 2 (Escalation if Behavior Continues):
    • First strike: 3 days.
    • Second strike: 5 days.
    • Third strike: 7 days.
    ➝ Again, the king uses the Case Submission feature for Lilith to review at the third strike. If the king’s actions are valid, the player receives a final warning that continued misconduct may lead to a permanent ban of their governor ID.
  4. Decay / Reset Mechanism:
    • If a player goes 60 days without any penalties, their strike history decays by one level (e.g., from 2 strikes back to 1).
    • If a player goes 90 days without any penalties, their record fully resets.
    • This ensures that players who reform are not permanently burdened by old mistakes.

Benefits of This System:
• Reinforces that community and morale are central to the game experience.
• Gives kings a clear, structured tool (Traitor title) to identify disruptive players.
• Prevents abuse through a gem cost for each use of the Traitor title.
• Adds accountability with an in-game Case Submission feature for Lilith review.
• Encourages players to reform instead of permanently harming kingdom morale.
• Creates a transparent, escalating penalty system with a decay mechanic to reward good behavior.

burnt sky
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Sounds good but for smth like that lilith needs people and right now they dont seem to have enough

dry breach
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they have something in the works already

cold wave
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All we need is to keep them out of the KvK map so they can't grief the starting zone. We don't need to lock troops in city because they can be sent to Z1 in home kd with exile. Designate top corner Z1 as unsafe.

An "official" warning does nothing. A troll would enjoy the proof they are being a pain. Don't waste support's time on this. You see how much time they waste unmuting people (who generally don't deserve an unmute)

The solution is to have fine grained control over who you register into KVK with, like every other team based / guild based game. No other game makes you stuck with a griefer for 2+ years

The gem cost is another burden for a king account. You want them to waste gems 3x and wait out the cooldown each time? Make it quicker. How will you deal with 3+ players in a short time?