Let's talk about teamkilling

Let's talk about teamkilling

Postby TheLastProject » 01 Mar 2012, 21:20

Teamkilling is the biggest issue we face in Red Eclipse at the moment and it ruins games. Therefore, I propose these changes:
1) Do not add negative player scores to the team's total score
Team alpha (100):
PlayerA (50)
PlayerB (30)
PlayerC (20)
PlayerD (-20)
2) After a set amount of teamkills (3 in a minute?) the server will warn the player that he will be punished if he keeps teamkilling.
3) If the player makes more teamkills in a certain time (another 5 in the next 3 minutes?) the player will be forced into observer until the match ends and the server will issue a final warning. Repetition will cause the player to get the default mod-length ban (1 hour/until server is empty again)

During this the server should remember what state a player is in (probably with IP-address) and act accordingly to prevent leaving and rejoining from resetting this count.

Of course, there's no reason for me to be right. If you've got a better idea, share it!
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Re: Let's talk about teamkilling

Postby Gingerbear » 01 Mar 2012, 21:22

I like having it lower team score.. because it could be a game breaker if someone were to accidently tk someone at the last second and lose the match.. I do think there needs to be some kind of system that punishes someone that tk's too often.
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Re: Let's talk about teamkilling

Postby TheLastProject » 01 Mar 2012, 21:35

Gingerbear {l Wrote}:I like having it lower team score.. because it could be a game breaker if someone were to accidently tk someone at the last second and lose the match.. I do think there needs to be some kind of system that punishes someone that tk's too often.

Well, in my plan if your score would drop the team score would still drop, but if you would go below zero it wouldn't count anymore. So, if you would have 50 points, your team having 100 and accidentally killed someone you would have 47 points and your team 97. However, if you would have 0 points (team having 100) and you killed someone you would have -3 points and the team would still be at 100. Of course this also means that the points you gain until you reach 0 points do not count either. I believe this would be a good thing to stop intentional teamkilling, but not destroying the scenario you are thinking of. Besides that, having 50 points less than the opponent because one player on your team is teamkilling doesn't make for a fair match either.
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Re: Let's talk about teamkilling

Postby Fallen » 01 Mar 2012, 22:44

I agree with TheLastProject - it will make game more fair, and balanced. Players will be able to make + points to team, but not -, it's just genius! Give him a Noble award!
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Re: Let's talk about teamkilling

Postby 012yArthur0 » 01 Mar 2012, 23:14

Project is right. It is unfair for the team if you accidentally kill a teammate. This is hell frequent on closed maps in instagib.
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Re: Let's talk about teamkilling

Postby Gingerbear » 02 Mar 2012, 00:56

But its part of the game. People make mistakes and you should be punished for that.. and it also goes for if someone is walking in front of you when you are shooting. Thus the team should also be penalized. I do like the idea of the team score not going under 0.
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Re: Let's talk about teamkilling

Postby Vaecrius » 02 Mar 2012, 09:35

I'm all for the status quo on this one... whatever my complaints about this policy going too far wrt weapon behaviour, keeping an incentive for accuracy is a good idea. Not hitting what you're not supposed to hit is just as much a skill as hitting what you're supposed to and should be acknowledged as much as not getting hit.

Besides, after a while if this really bothers you you already know to adjust for the odd one out in a team to get their "real" score. :P

That said, some alternate suggestions:
- if there's ever a team-scramble/balance option, make sure it puts negative scorers on the same team as the top players.
- option to not lose points for killing a teammate with a negative score so you can defend yourself if necessary.
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Re: Let's talk about teamkilling

Postby hulk » 02 Mar 2012, 12:41

Just disable friendly fire. it really isn't that hard to implement.
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Re: Let's talk about teamkilling

Postby qreeves » 02 Mar 2012, 12:48

/teamdamage 0
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Re: Let's talk about teamkilling

Postby arand » 02 Mar 2012, 13:20

Hmm, I wonder, would it even be possible to temporarily set friendly fire off for people who teamkill, but obviously make it situational enough that it wouldn't overall benefit the player who teamkills and then plays normally, now with no firendly fire?

Negative score - no friendly fire?
# teamkills within # minutes - no friendly fire for # minutes?
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Re: Let's talk about teamkilling

Postby Ulukai » 02 Mar 2012, 14:21

If the majority of players would like so, I have no problem to turn of team damage on my server. Let me know here, I can do it on demand.
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Re: Let's talk about teamkilling

Postby inpersona64 » 02 Mar 2012, 17:31

I've heard little talk of turning off friendly fire over the months and to be honest, I was always a strong advocate of leaving it on because it instills teamwork, but some people do like to take that feeling for granted. I think we've become better players with friendly fire on. But teamkilling is definitely annoying. Perhaps maybe lets say you were teamkilled by accident (or on purpose) by one person. When you respawn, you can't be teamkilled by that same person until someone else teamkills you. So basically you are invincible to being teamkilled by one person over and over again, until someone else teamkills you.
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Re: Let's talk about teamkilling

Postby riidom » 02 Mar 2012, 17:43

I am no friend of teamdamage-off - it makes gameplay more shallow.

TLP's idea about score system is pretty good, it somehow divides the two cases of a) player with nothing but game-destruction in mind and b) a basically serious, just careless player.

Automated punishment could be realized really easy on absolute values. The first is free, 2nd gives just a warning, 3rd kicks (kind of physical warning) and 4th bans for an hour - (counting per match).
This is simple, everyone can memorize it, and if you notice yourself having a bad day, then just shift down a gear and decide to not shoot at all in certain situations. Or wait with the plasmaball-mania for the next non-team match.

It is not like that anyone gets *forced* to teamkill. It is usually overestimating of own aiming/prediction skills. Or thinking that teammates have nothing better to do than taking care to not bother *you*.
Most people are pretty egoistic, they dont care if they get in your line of fire if they get a better shoot position theirselves - it is just like that, respect it.

Oh btw, kinda offtopic - can plasmaballs be team-coloured? That would help a bit too, I could imagine (....and while doing so, rifle beams in team-insta as well?^^)
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Re: Let's talk about teamkilling

Postby Gingerbear » 02 Mar 2012, 19:56

I've had to deal with these trollhard guys that are using a school network everyday now :/ there has to be something more we can do to solve this issue.. I tried talking to one of them and all they did was disrespect me and the game saying the reason they teamkill so much is to drive players away from the game because its a horrible game :/ this situation is just getting old and I'm trying my best to ban them when they get on
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Re: Let's talk about teamkilling

Postby Ulukai » 02 Mar 2012, 21:59

They are a bunch of kids. We could maybe try to disable team killing for a little while on most of the servers to see if this changes the situation? I hear you Sona, it is less fun and skill-based like this, but it doesn't totally ruin the game.
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Re: Let's talk about teamkilling

Postby Goku » 03 Mar 2012, 05:02

i vote for the simple solution of removing team damage completely. /teamdamage 0 easy fix to that problem. or at least reduce team damage to 25%
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Re: Let's talk about teamkilling

Postby qreeves » 03 Mar 2012, 06:19

Gingerbear {l Wrote}:I've had to deal with these trollhard guys that are using a school network everyday now :/ there has to be something more we can do to solve this issue.. I tried talking to one of them and all they did was disrespect me and the game saying the reason they teamkill so much is to drive players away from the game because its a horrible game :/ this situation is just getting old and I'm trying my best to ban them when they get on

I've globally banned the entire netblock, problem solved.
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Re: Let's talk about teamkilling

Postby TheLastProject » 03 Mar 2012, 10:00

qreeves {l Wrote}:I've globally banned the entire netblock, problem solved.

Thank you.
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Re: Let's talk about teamkilling

Postby Gingerbear » 03 Mar 2012, 22:13

awesome thank you
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Re: Let's talk about teamkilling

Postby Ulukai » 03 Mar 2012, 22:21

Hail to the king baby! :)
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Re: Let's talk about teamkilling

Postby Blindman » 14 Mar 2012, 18:33

I prefer it off for the most part, yer always going to get team killers and team bleeders, and for that you need to disable self killing as well.
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Re: Let's talk about teamkilling

Postby unixfreak » 15 Mar 2012, 02:30

What about having an optional variable for a negative score limit?
Say, if your score drops below the set value (eg; -50) the server automatically kicks you and resets your frags so it doesn't effect the team score?
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Re: Let's talk about teamkilling

Postby Fallen » 15 Mar 2012, 13:47

@unixfreak great idea.
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Re: Let's talk about teamkilling

Postby ZeroKnight » 15 Mar 2012, 17:27

That is indeed a potentially great idea o_O That would also take into effect team bleeders who kill themselves to bring the score down as well.
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Re: Let's talk about teamkilling

Postby TheLastProject » 17 Mar 2012, 15:33

To bitch more about that, I find Xonotics method quite smart:
- You deal 50% of the damage to teammates if you hit them instead of teammates
- You deal 75% of the damage to yourself if you hit teammates.
So, if you have a shot that takes 100 damage, your teammate will lose 50 health and you will lose 75 health, punishing you more for hitting a teammate than the teammate.

Will still force us to tweak the negative score thing, but we may at least make it less attractive to teamkill with this method as you are more likely to die yourself if you hit teammates. Should playtest this first though (I believe this will also make the flamer less powerful as you have to be more careful not to hit teammates as well).
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