Support (Read Only) > Suggestions
TTT RDM Spread
Hotgreensoldier:
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.
Travelsonic:
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.
Deacon:
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.
Travelsonic:
--- Quote from: 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.
--- End quote ---
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.
yoshi:
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.
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