.:`=-~rANdOm~`-=:. Game Servers

Support (Read Only) => Suggestions => Topic started by: oreltal1 on September 04, 2011, 08:11:02 AM

Title: TTT RDM Spread
Post by: oreltal1 on September 04, 2011, 08:11:02 AM
There are many new players getting in and rdming and im always need to fix my karma and i thought that its will be better if Guests will lose karma normally and Regulars will lose less karma and VIP will lose less then Regulars so it will be fair because many guests rdm most of time. and thats all what you think?
Title: Re: TTT RDM Spread
Post by: ursus on September 04, 2011, 08:15:26 AM
How about no

If you're smart enough that people think you deserve reg or VIP, you should be smart enough to not kill "xXx420sk8erb0ixXx" who just shot you in the leg with a pistol.
Title: Re: TTT RDM Spread
Post by: Sabb on September 04, 2011, 09:40:51 AM
yano
No rank is meant to give anyone in-game advantage, only to help manage the servers.
Title: Re: TTT RDM Spread
Post by: oreltal1 on September 04, 2011, 10:21:47 AM
so if someone kills Guest he will lose less karma because i saw many new shot me with no reason even if i was T
Title: Re: TTT RDM Spread
Post by: Don on September 04, 2011, 10:34:18 AM
so if someone kills Guest he will lose less karma because i saw many new shot me with no reason even if i was T
No.
Title: Re: TTT RDM Spread
Post by: Hotgreensoldier on September 04, 2011, 11:09:22 AM
As Sabb said (yet again ._.) ranks are not meant to give any advantages AT ALL. They are meant to help the server and get rid of mingebags.
Title: Re: TTT RDM Spread
Post by: Travelsonic on September 04, 2011, 11:11:25 AM
I think dealing with karma by status [reg, vip, etc] is a bad idea, though it does bring to light a real issue.  Lately, we've been forced to deal with a LOT of RDMing, RDMers on the server - many are new, and learn not to do it, manyfold more are not so mature.

I was wondering if it is possible to hard code something to deal with this - something that kicks users who MASS RDM beyond what leniency that may already exist / be reasonably necessary.

I mean, my thought would be that such an idea would work like this:

Have a variable for each user - lets call it penaltyPoints.

When a player shoots another player, and either injures or kills that player, the teams of the two involved in the combat are compared - and either penaltyPoints is incremented, or not. 

TRAITORS:
Traitor kills / injures Innocent or Detective:
No increment of pentaltyPoints
Traitor injures another Traitor:
Small increment of penaltyPoints
Traitor kills another Traitor:
Large increment of penaltyPoints


INNOCENTS AND DETECTIVES
Innocent or Detective  hurts or kills a Traitor:
No increment of penaltyPoints
Innocent or Detective hurts a Innocent or Detective:
Small increment of penaltyPoints
Innocent kills another Innocent:
Large increment of penaltyPoints
Detective kills an Innocent:
Large increment of penaltyPoints
Detective kills another Detective:
Large increment of penaltyPoints
Innocent kills a Detective:
Huge increment of penaltyPoints

Have a set threshold, when a user's penaltyPoints is equal or greater to that, kick the user.  At various penaltyPoint values, have a means of warning the user about how close to being kicked he / she is.

I know, what about accidents?  IMO, if there was some way to keep track of it, I'd say make it so it was only possible to increment playerPoints [AND by that extension, affect the karma] when it comes to explosives at least by keeping tack of the damage only from when the flame entities are created, etc, to a second or two after.  The idea behind that is to reduce the chance of somebody getting karma fucked - or in the case of this system, penaltyPoint screwed - by team mates stupidly walking into fires created by explosives set off by their own team mates.

And YES, I know it feels complicated - the penaltyPoints system thing, but usually programming projects that seem straight foreward can be rather complicated - especially if you want to severely reduce the number of exploitable loopholes.

This is just an idea I had though, an interesting albiet imperfect means of dealing with, kicking problem mass RDMers without worrying about the absence or prsence of VIPs, or Admins.
Title: Re: TTT RDM Spread
Post by: Deacon on September 04, 2011, 11:20:15 AM
What we need is more vips and admins to play.
We don't have a very strong force to show that this sort of behavior will not be tolerated, especially with the new slot increase.

Also, we rely on regulars (and even guests) to use the report system in the correct manner in order to handle problems that arise when we can't be there to help.
Title: Re: TTT RDM Spread
Post by: Travelsonic on September 04, 2011, 11:26:04 AM
What we need is more vips and admins to play.
We don't have a very strong force to show that this sort of behavior will not be tolerated, especially with the new slot increase.

Also, we rely on regulars (and even guests) to use the report system in the correct manner in order to handle problems that arise when we can't be there to help.

SPEAKING OF WHICH:  Now I've stopped retardedly failing at figuring out how to use source recorder, and can actually upload the demos I make to Youtube, etc - which is going to be helpful if the RDMing shitfest we have had in the last day or two is anything to go by.
Title: Re: TTT RDM Spread
Post by: yoshi on September 04, 2011, 12:04:48 PM
Half of the VIP's goes to wirebuild and ZS.
When the server that has the most hackers is TTT.

I think i get what's going on now.  ::)

EDIT: Ok i get it i'm fucking stupid.
Title: Re: TTT RDM Spread
Post by: Prox on September 04, 2011, 12:38:52 PM
Half of the VIP's goes to wirebuild and ZS.
When the server that has the most hackers is TTT.

I think i get what's going on now.  ::)
There are barely any VIPs that go on ZS.
Most of the VIPs I saw usually go on TTT.

Also I just love how people think that only VIPs and Admins can manage the servers, it's not like we have a report section or anything...
Title: Re: TTT RDM Spread
Post by: Don on September 04, 2011, 01:01:52 PM
Half of the VIP's goes to wirebuild and ZS.
When the server that has the most hackers is TTT.

I think i get what's going on now.  ::)
You seem to really know the thought processes of VIPs.
Title: Re: TTT RDM Spread
Post by: Sabb on September 04, 2011, 01:03:16 PM
Half of the VIP's goes to wirebuild and ZS.
When the server that has the most hackers is TTT.

I think i get what's going on now.  ::)
Dude, no.
Just no.

What Prox said, if anything, most VIPs play TTT (including me).
Title: Re: TTT RDM Spread
Post by: yoshi on September 04, 2011, 06:07:54 PM
That's what i get for assuming.
Title: Re: TTT RDM Spread
Post by: [Valor]iPounce on September 05, 2011, 01:46:09 AM
I play ttt, But the disadvantage of it is My Dial up is lagging when playing on rNd. It's like overheating like a lava.
Title: Re: TTT RDM Spread
Post by: A4F| Ghost on September 05, 2011, 01:53:25 AM
absolutely not ,
this is an unfair advantage and should not be given to regs and vips
the karma reduction rate should be the same for all the players , cause there are some players that do know how to play ttt pretty good and arent regs
Title: Re: TTT RDM Spread
Post by: Deathie on September 05, 2011, 02:46:43 AM
-snip-

Why has nobody said anything about this? I think it's a great idea.
Title: Re: TTT RDM Spread
Post by: Hotgreensoldier on September 05, 2011, 07:38:42 AM
-Travelsonic The idea seems pretty good.

The reason I haven't been on Gmod is becuse I'm currently on a trip to my family. Coming back today/tomorrow tho. I might also reach the amount of money I nid to get internetz back.

Also, Yoshi, that was a really bad assumption just to tell you. If anything, most VIPs are on TTT.
Title: Re: TTT RDM Spread
Post by: Sabb on September 05, 2011, 09:17:14 AM
Why has nobody said anything about this? I think it's a great idea.
Because I tl;dr'd, but skimming through it, it sounds like a good idea.
Title: Re: TTT RDM Spread
Post by: Travelsonic on September 05, 2011, 11:04:43 AM
This idea has a number of issues that still need to be worked on, especially with trying to reduce being excessively penalized for legitimate accidents / teammate stupidity [hence the idea with the explosives / their flame entities], but my hope is that if such an idea were seriously considered, it would help in many respects with the RDMing.