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TTT: Traitor Testers..... why?

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Travelsonic:
I am branching this discussion off from the Official "This map sucks, Remove now kthx" Thread, since it doesn't necessarily include one map, but a thing I take issue with on a number of maps.

Traitor testers.

You know, usually some chamber where anybody whom is T will be killed if they enter it, or something along those lines.

My issue is how they seem to have gone from a funny idea - or even useful when the Ds are AFK, or dead - to something that is taking away from the gameplay completely.  Every map with one, and nearly every round on said map that I've been on - T, I, or D, it's always devolved into "GET IN OR DIE!" - in which those whom are not subjecting themselves to it are either T, or ASSUMED to be T, and killed.  The fostering of this mentality, and the reliance on them, in my opinion, is killing the game for me, at least on said maps. 

I mean, on a map with one of these testers, it quickly becomes a mob mentality, where everybody goes for the T tester [and over most of the rounds on [whichever map has a T-tester]] and either tests everyone, or kills those who don't / refuse to get tested, instead of actually, I dunno, Is and Ds looking for Ts using their wits, weapons, and tools.   What about the possibility of [R?]DMing, ghosting being fostered by this mentality, or fostering the idea that relying on these things > working to find Ts.

Perhaps there should be a limit on how many times a T tester can be used - per round, per-minute-of-a-round, etc - and make it so things can happen either with the evidence the dead body would otherwise produce, or the tester chamber itself, to render it useless eventually.  I mean, why shouldn't an incendiary grenade be able to damage it / multiple grenades destroy it for example?  ANYTHING to return balance to the maps with these things on them if outright removing them seems over the top [and I'd agree that there are legitimate cases where they are useful].

Prox:
I have never experienced any problems with traitors testers. On some maps the traitor tester can be used
only a few times per round. Besides those traitor testers can be easily abused by traitors since
people get distracted when testing. Also, it's not like you have to be near the traitor tester the whole time,
people won't notice if you're not going to be anywhere near them.
Btw it's an rdm if people kill you when you refuse to go into a T tester.(as far as I know)

blαh2355:
But Traitors can just plant a C4 or throw an incendiary in the T testing room. Traitor testing is usually for confirming people are innocent even though it's obvious that traitors won't go in there. I like the idea of the T tester in alt_borders. It doesn't give away the T that instantly and only gives 3 tests. We should leave T testers the way they are. Besides, I think the T testers are embedded into the coding of the map, not the server.

Travelsonic:

--- Quote from: Prox on August 05, 2011, 09:36:16 AM --- Also, it's not like you have to be near the traitor tester the whole time,
people won't notice if you're not going to be anywhere near them.

--- End quote ---

See the mob / witch hunt mentality I mentioned initially, which is my chief complaint about them [which I should have made clearer if I didn't] - using the T chambers to create a witch hunt mentality where people not going into them are used as criteria to kill instead of the, you know, actual reasons - being shot at, evidence from Detective work, or other players, etc....


--- Quote from: blah2355 on August 05, 2011, 09:37:29 AM ---Traitor testing is usually for confirming people are innocent even though it's obvious that traitors won't go in there.

--- End quote ---

Am I correct in guessing the intent is for matters regarding conflicts like being accused falsely of being a T, etc? 

Because if that is so, the intent is more than noble, but from what I see the use is not confined to that use - it seems all too often I see people from the getgo starting a wave of "everybody get tested" - and with it creating the social atmosphere hostile to not getting tested with instilling the idea that those whom don't get tested MUST be T.

Often it seems that the people perpetuating that mentality are the same people who assume one is a T / suspicious based purely on inconsequential things like being hurt [hello falling, getting hit with doors, etc?] - not whether or not one has been tailing others suspiciously, shooting at others, etc.

[EDIT: And I am aware that these things are map additions.  Ones that have limited use, don't reveal it off the bat, etc are good - preferably if they can be damaged, or destoryed with a lot of damage, the ones I take issue with are things like doors that only Ts can open, or traps that drop Ts into lava [hello, Minecraft], etc - again, because I feel these things create a mentality, pattern of behavior that take away from the game.]

Ἆxule:

--- Quote from: Prox on August 05, 2011, 09:36:16 AM ---Btw it's an rdm if people kill you when you refuse to go into a T tester.(as far as I know)

--- End quote ---

I believe it isn't rdm when you get killed for not following the Detective's orders to get in there.
But even if they call you in, you don't always have to. You can troll your way out of it.
The only time trolling doesn't work is when they're very big risk takers, or if they have the karma bug, meaning karma means nothing to them.

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