Author Topic: So, will have Trem 1.2 have some kind of autokick?  (Read 4137 times)

oliver

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So, will have Trem 1.2 have some kind of autokick?
« on: December 18, 2006, 07:31:40 pm »
Just played in a match where humans had:
- one tker, who (as far as I could see) stayed at base all the time and every few seconds/minutes suddenly killed some teammate(s). In the heat of the battle, this seemed to go unnoticed for quite some time... finally a kick vote was started, but it took far too long until he was actually kicked.
- one player who first did some teamkills in battle (possibly really accidentally); then when a kick vote was started, he started laying waste to our base with bs and luci... He managed to heavily damage nearly all buildings before the vote was finally through.
- a (possibly inexperienced) player who did some shots with luci near our base and managed to take down our already weakened turrets...

I'm so hoping that some kind of autokick is really high on the Trem roadmap list... Some mechanism that kicks players after a specific ratio of tks and kills is reached, possibly also taking building damage into account. It would be great if somehow the "traitor damage" could be undone somehow, but automatically kicking such players pretty quick could make it still possible to save a match.

Thanks,
Oliver

Smokey

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So, will have Trem 1.2 have some kind of autokick?
« Reply #1 on: December 18, 2006, 09:07:35 pm »
probably not, but it would be nice.

This is mainly the job for admins.

Paradox

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So, will have Trem 1.2 have some kind of autokick?
« Reply #2 on: December 18, 2006, 11:02:23 pm »
I was looking through the svn yesterday, and saw that TJW is implementing a flood protect mechanism.

Also, autokick is part of R1s seemingly defunct admin system. No other servers, besides AKKA, use it that i know of. Shame, it was really good for a while.

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AKAnotu

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So, will have Trem 1.2 have some kind of autokick?
« Reply #3 on: December 18, 2006, 11:23:48 pm »
Quote from: "Paradox"
I was looking through the svn yesterday, and saw that TJW is implementing a flood protect mechanism.

Also, autokick is part of R1s seemingly defunct admin system. No other servers, besides AKKA, use it that i know of. Shame, it was really good for a while.


Cool, thank you tremulous developers!

Stof

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So, will have Trem 1.2 have some kind of autokick?
« Reply #4 on: December 18, 2006, 11:35:55 pm »
Quote from: "Paradox"
I was looking through the svn yesterday, and saw that TJW is implementing a flood protect mechanism.

Also, autokick is part of R1s seemingly defunct admin system. No other servers, besides AKKA, use it that i know of. Shame, it was really good for a while.

I still think that any kind of autokick like that sucks. The complaint system in W:ET sucks a lot and it isn't an autokick system yet ( although a majority of mindless player on the server sure made it feel like one )
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kevlarman

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So, will have Trem 1.2 have some kind of autokick?
« Reply #5 on: December 19, 2006, 05:00:46 am »
Quote from: "Stof"
Quote from: "Paradox"
I was looking through the svn yesterday, and saw that TJW is implementing a flood protect mechanism.

Also, autokick is part of R1s seemingly defunct admin system. No other servers, besides AKKA, use it that i know of. Shame, it was really good for a while.

I still think that any kind of autokick like that sucks. The complaint system in W:ET sucks a lot and it isn't an autokick system yet ( although a majority of mindless player on the server sure made it feel like one )
i agree, there is always some noob who stands in front of your luci 5 times in a row and gets you kicked with a system like this. (offtopic: i had one idiot not only file a complaint, but tap out before i got my needle out when i tried to tk/revive him). an automatic system also does a very bad job of differentiating between people who don't know any better, or that do it accidentally, who should not be banned for an hour, and those who do it on purpose, who should be banned for much longer than an hour.
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Lava Croft

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So, will have Trem 1.2 have some kind of autokick?
« Reply #6 on: December 19, 2006, 05:30:22 am »
I don't think Tremulous is ready for an auto-TK-kick system yet...
It certainly is something to remember though, since it has proven it's worth in years of Quake II Gloom gaming.

oliver

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So, will have Trem 1.2 have some kind of autokick?
« Reply #7 on: December 19, 2006, 06:43:26 pm »
Paradox: good to hear that there are attempts to implement autokick - thanks for digging that out :-)

kevlarman: autokick will require some tuning, ie. admins turning it on for some days, then counting the dead ;-) and then adjusting the ratio.

And regarding the differentation between newbies and real tkers: the autokick rules should be set high enough so that the occasional newbie tk is not a problem; and if a newbie indeed gets autokicked - well then he probably really was a danger for his team... He can then explain/whine on the forum or on IRC and get his explanation there.

And I didn't mean autokick as an admin replacement - it should just protect the other players from a dangerous teammate. If there's a notorious tker, an admin still has to handle that...

Vector_Matt

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So, will have Trem 1.2 have some kind of autokick?
« Reply #8 on: December 20, 2006, 03:48:37 pm »
Quote from: "kevlarman"
an automatic system also does a very bad job of differentiating between people who don't know any better, or that do it accidentally
This is why oliver said it would kick after a certain ratio of tk's team-damage etc. so that if you mostly are killing alien stuff, you won't be kicked for accidental damage as easily.

Paradox

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So, will have Trem 1.2 have some kind of autokick?
« Reply #9 on: December 20, 2006, 07:16:21 pm »
The way the system TJW has in ET:Pub works is that there are 2 cvars, g_minHits and g_teamDamageRestriction. You set g_minHits to something, so it requires whatever number of hits on a foe to start calculating team damage. Once you pass minHits, it starts to calculate team damage, and if it gets high enough kick. Killing the opposite teams players or structures could lower the amount done, and players can see their status by typing /damage.

Example:
I have g_minHits set to 10.
I have g_teamDamageRestriction set to 50%.
UnnamedPlayer connects
UnnamedPlayer spawns as human
UnnamedPlayer shoots the nearest human dead
UnnamedPlayer is kicked
SkIlledPlayer is playing. He accidentally hits a teammate and kills him. Since he has killed 20 aliens, he isnt kicked, because his teamdamage is -20 or some number. He quicly types /damage, and sees that he will not be kicked, but he has been lowered to 0 teamdamage.

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atesterman

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So, will have Trem 1.2 have some kind of autokick?
« Reply #10 on: December 22, 2006, 05:59:29 am »
theres a major problem with an auto kick system, nades and lucies.

all it takes is an asshole to knock a nade back in to a base, and all it takes are griefers who jump in front of luci shots to fuck up good players

Vector_Matt

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So, will have Trem 1.2 have some kind of autokick?
« Reply #11 on: December 22, 2006, 02:06:09 pm »
Quote from: "atesterman"
all it takes is an asshole to knock a nade back in to a base, and all it takes are griefers who jump in front of luci shots to fuck up good players
You'd have to be ridiculously fast to knock a nade back into base. And a griefer would usualy do more than run into lucie shots, so they would probably get noticed and kicked.

techhead

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So, will have Trem 1.2 have some kind of autokick?
« Reply #12 on: December 22, 2006, 08:22:14 pm »
Who uses nades on the front doorstep, anyway?
However, dodging in front of luci's so that they hurt the buildings is very uncool.
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