Author Topic: lower it to 3 teamwound reports for kick  (Read 2609 times)

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Offline The_Bloody_Nine

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Re: lower it to 3 teamwound reports for kick
« Reply #15 on: February 27, 2012, 10:17:18 pm »
0
shows the success of this system. When it was introduced 5 hits were nothing.

Still good ideas around.

Offline Gatsby

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Re: lower it to 3 teamwound reports for kick
« Reply #16 on: March 04, 2012, 10:48:21 am »
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3 reports temp. ban would be great. Too many thits and tkills really.

Offline _Tak_

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Re: lower it to 3 teamwound reports for kick
« Reply #17 on: March 04, 2012, 10:58:00 am »
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Learn to jump.

We both know you're doing it on purpose :wink:


Horse jumping does not work when there is more than 3 team mates around, and people will report you for like 0.1 % damage for good reason

Offline Slamz

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Re: lower it to 3 teamwound reports for kick
« Reply #18 on: March 04, 2012, 11:22:45 am »
+2
They should adopt the Planetside system.  This was an excellent anti-teamwound system.

It goes a little something like this --

Every time you wound someone, you gain "TW points".  Call them whatever you like.

Dealing rapid fire damage results in rapid acceleration of these points.  That is, if you hit someone for 30 points and, 5 minutes later, hit someone else for 30 points, you might have 60 TW points.  If you hit them for 30 points and then swing again immediately for 30 more points, you might have 90 TW points.  If you hit them a third time for 30 more points you might have 210 TW points -- the conversion from "damage" to "TW points" is accelerating.

So it's okay to hit someone now and then.  If you go apeshit on someone you'll get locked down real quick.


TW points wear off slowly over time, online or offline.

TW points persist from map to map and character to character.

Past a certain TW value, you are banned until your TW value goes below some value.  e.g., 500 points = ban, 250 points = let back in.


This is one of the best things Planetside did and it worked amazingly well.  You COULD tk someone once in a while on purpose, or intentionally wound someone here and there, but then you'd have to play extra careful for the rest of the day because one intentional TK + some random unintentional hits would lock you down.

You'll know it's tweaked right when there are occasional complaints from people getting banned without intentionally wounding anyone.  Some people have so many "accidental hits" that they are basically indistinguishable from griefers.  These people will find themselves bumping the limit regularly.  The average player will always tend to have some points, but will almost never hit the limit.
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Offline Zlisch_The_Butcher

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Re: lower it to 3 teamwound reports for kick
« Reply #19 on: March 04, 2012, 08:45:25 pm »
+1

Horse jumping does not work when there is more than 3 team mates around, and people will report you for like 0.1 % damage for good reason
Bump deals a shitload of damage (and I'm a fucking cav), my archer alt gets teambumped at spawn by some retard on a heavy horse who decides he's more important than everyone else and takes off 25-50% of my health.
it's NOTHING like 0.1%.

On topic post: I believe five is a good amount, but TBH every team wounder on an x stops at 4/5 anyway.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline Gisbert_of_Thuringia

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Re: lower it to 3 teamwound reports for kick
« Reply #20 on: March 12, 2012, 08:13:41 pm »
+1
My suggestion would be something like:

- Kick after 4 Teamhits
- After 30 seconds of not teamhitting it should be -1 (or maybe 45 seconds, whatever devs wish)
- After again 30 seconds another -1, until you are at 0 again
- Change it into a five-minute-ban instead of a kick. Many people just don't care. They hit around blindly, especially on siege and when they get kicked they immediately rejoin and do the same over and over again.

Offline Rumblood

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Re: lower it to 3 teamwound reports for kick
« Reply #21 on: March 12, 2012, 11:26:44 pm »
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As an Admin, I say yes. Right now a few are using it as their "allocated" number of team wounds and feel they must use them all  :rolleyes: I have been tempted a few times to remove someone myself as soon as I see a 4/5.
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Offline RibaldRon

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Re: lower it to 3 teamwound reports for kick
« Reply #22 on: March 13, 2012, 12:35:10 am »
+1
They should adopt the Planetside system.  This was an excellent anti-teamwound system.

It goes a little something like this --

Every time you wound someone, you gain "TW points".  Call them whatever you like.

...

So it's okay to hit someone now and then.  If you go apeshit on someone you'll get locked down real quick.


TW points wear off slowly over time, online or offline.

TW points persist from map to map and character to character.

Past a certain TW value, you are banned until your TW value goes below some value.  e.g., 500 points = ban, 250 points = let back in.
This actually sounds like a really awesome idea.  Make the points based on actual HITS FOR DAMAGE, as well as the damage value, though.  Keep the current system, too, so you can speed up the process if somebody is obviously intentionally team wounding.


My suggestion would be something like:

- Kick after 4 Teamhits
- After 30 seconds of not teamhitting it should be -1 (or maybe 45 seconds, whatever devs wish)
- After again 30 seconds another -1, until you are at 0 again
- Change it into a five-minute-ban instead of a kick. Many people just don't care. They hit around blindly, especially on siege and when they get kicked they immediately rejoin and do the same over and over again.
Another good idea, slap in "Counts persist after map change," slow down how quickly you lose the counts and I'm sold.


Bump deals a shitload of damage (and I'm a fucking cav), my archer alt gets teambumped at spawn by some retard on a heavy horse who decides he's more important than everyone else and takes off 25-50% of my health.
it's NOTHING like 0.1%.

On topic post: I believe five is a good amount, but TBH every team wounder on an x stops at 4/5 anyway.
Yeah, does the game track.. what would that be... about 0.07 dmg??

I was lead to believe that it only dealt with whole numbers like 1 at a minimum.  :mrgreen:  That's why a "0.1%" horse bump, wouldn't even be reportable.

But yes, even with around 50 armor a plated charger takes hp off me at the slowest speed.  I get it they are slow horses but you don't need to get out of spawn that quickly mister..  I played a round once with a lot of cav  and it wasn't even the last one out who killed a couple of peasants.  Yes, everybody ran over these guys.  Even if they weren't going full speed he was just some new player..
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Offline Gatsby

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Re: lower it to 3 teamwound reports for kick
« Reply #23 on: March 23, 2012, 12:10:01 pm »
+1
+ really not even in tdm native there are so many tk and th.

Offline Leshma

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Re: lower it to 3 teamwound reports for kick
« Reply #24 on: March 23, 2012, 05:12:40 pm »
-1
3 teamhits = autokick
5 teamhits = 1 hour ban

It's not easy to get to 5 on one map, it takes some dedication. Either it's someone who's doing it on purpose or someone who don't care about teammates at all. In both cases he should take a short break from playing.

Offline POOPHAMMER

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Re: lower it to 3 teamwound reports for kick
« Reply #25 on: March 23, 2012, 05:14:15 pm »
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as a cav, i am really against this.
even when I am careful and go around people, sometimes they still suddenly go in the wrong direction and exactly under my horse.

and they still press M even though it was their fault
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Offline Leshma

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Re: lower it to 3 teamwound reports for kick
« Reply #26 on: March 23, 2012, 05:22:29 pm »
-1
I only press M when I know it was intentional/careless bump. Some people try to slow down but still bump me, sometimes I take 20% damage in such situation but I never report them. I've seen GK guys who jumped over me when that wasn't really smart thing to do for them. Riders shouldn't risk their lives but they could jump or avoid infantry on open field when there isn't anyone in 50 square meters, except him and infantry guy...

Offline Rumblood

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Re: lower it to 3 teamwound reports for kick
« Reply #27 on: March 23, 2012, 05:35:51 pm »
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As an Admin, I say yes. Right now a few are using it as their "allocated" number of team wounds and feel they must use them all  :rolleyes: I have been tempted a few times to remove someone myself as soon as I see a 4/5.

Now that I've been Admining on Siege, I've modified my opinion.

5/5 is good for Siege. Don't change it there.

3/3 is good for Battle. Battle does need its threshold for kick lowered.
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Offline Bulzur

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Re: lower it to 3 teamwound reports for kick
« Reply #28 on: March 23, 2012, 07:48:39 pm »
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Now that I've been Admining on Siege, I've modified my opinion.

5/5 is good for Siege. Don't change it there.

3/3 is good for Battle. Battle does need its threshold for kick lowered.

Completely agree with that.

But... i'd also like, for battle, the possibility to directly add 2 (instead of the usual one) if you get teamkilled. Thing is, at the moment, loosing 1 hp or your entire health bar in one hit (or one kick making you fall down) result in the same unique -1. I'd love to see it based on the percentage of health lost.


Some people find it funny to one-hit kill you, knowing that they'll get only 1 "report" anyway, and that, SINCE they get the blame, the other players don't do anything about it.
"Well, you did blame him, so he got his punishment."

I usually never go beyond 2 reports, and... kind of really deserve let's say 3/4th of them. Playing stupid, etc... And we'll say that's how it is for a major part of the players, unless they're even better and rarely get even one report.

So this change will not hinder the occasional teamhitters, but will prevent the intentional ones from doing them too often.


Cause let's face it, thanks to this good "report system" added, there's unfortunately a lack of severity from admins when considering teamattacks and teamkilling. The usual "Well, you already reported him, if he don't behave, he'll be kicked automatically." Wich is not right, imo.
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Offline Zanze

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Re: lower it to 3 teamwound reports for kick
« Reply #29 on: March 23, 2012, 08:14:45 pm »
0
Lower it.

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Lower it. 5 is too safe. There really is no creeping fear of a kick until you are at 3/5 teamhits. THAT is when you are careful. THAT is when you watch bumps / teamhits. It needs to be ALL the time, not just 3/5.