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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#16 (permalink) |
![]() Join Date: Sep 2006
Age: 31
Posts: 570
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Re: Proactivity.
How about just sending the password through pm's to supporting members/registered members to pass out from there as an invitation. I do not use Team Speak and do not plan on using it after my past experience with it being negative.
I would prefer to keep the limit high like 62 player or 50 players. 32 is a bit low for most maps in my opinion. As for policing as a non-admin just telling people what is not allowable is often enough if you have a tag on. I informed a squad leader to fix his hidden RP and he did so as he was not aware that it was no longer allowable on the server and continued to leave it in a good spot for the rest of the round. Admin's don't have to be involved if they do it once, if they correct their behavior then the problem is solved. Of course if you see it again I would report to an admin at that time even if it is a week later since you already corrected them the week before. Informing people in your own squad of the rules while playing often takes care of the issue on its own. |
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#17 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,823
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Re: Proactivity.
I want to comment on some of the suggestions here so players understand some of the implications.
I'm not sure that providing the password over teamspeak would alleviate the problems that exist by providing it in the forums. In both instances a player has to create a forum account to get the password. If the password is getting leaked, I don't see teamspeak nullifying that issue. One possibility is to create a white-list of players and only allowing these players onto password events. This is technically feasible but I'm not sure realistically manageable. I've got this on my list of things to sort out. In regards to breaking down the admin team into separate teams, doing this would actually reduce some of the help that is available. The admin team, while all considered BFx admins, are pretty much separated into individual sub-teams. Many focus on one (possibly two) games. These are their primary responsibilities. We base are admin counts on these sub-teams and not on the total. However, by having these teams combined we gain the following... 1) Cross communication. Players tend to frequent multiple BF titles and having this cross communication we're able to take preemptive action before those players cause problems in other titles. There are also general BFx related issues that benefit from having the combined team discuss. 2) Backup support. When a title's active admin isn't readily available, these other admins can help support. There have been instances where an admin like lucky shot has been available for a title he's not active in. So here are a couple of things we can do to help make things smoother... 1) Add more admins. Yes, we realize the numbers for a specific title may be low and we're looking to add more. 2) Better cross-training. As mentioned above sometimes an admin for a game like BF2 doesn't understanding all of the details of setting up 2142. 3) Combination of more coverage in-game and more reports from players. Even with more admins in-game, we still rely on the direct reports of players to take action. This is due mainly from the fact that PR restricts visibility of tags. 4) Education. This has to come from everyone. I still see many players crying foul for rules that aren't rules. This makes it extra difficult to weed through reports and also makes it more difficult to trust that player's word on the next report. This has to be a community effort to learn the rules and teach them to new players. 5) Getting players to the forums. I'm disappointed with the latest turn-out for the PR scrim. We have more players on the PR server than any other BFx title we've had, yet this is the first scrim we've not filled up. Previous scrims were filled up within a matter of hours. This, coupled with previous issues, leads me to believe that the regulars on the server are not regulars on the forums.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#18 (permalink) |
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Join Date: May 2007
Location: Southwestern Ontario, Canada
Age: 20
Posts: 57
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Re: Proactivity.
I personally think for password nights, the password needs rotating every single PW night. I see way too many smacktards around. Also I think players need to be alerted to the fact that VOIP is also something where swearing is not acceptable.
Proper education is the plain and simple key |
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#19 (permalink) |
![]() Join Date: Apr 2007
Location: Illinois
Age: 38
Posts: 24
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Re: Proactivity.
Allow me to add a relatively new guy perspective. Until I had read the rules, was instructed by helpful squad leaders, and found my way to these forums to learn the TG way, I'm sure I, unknowingly, was an annoyance to someone. Sure, I knew not to hit uncaps, bunny hop, or tk. I discovered on these forums that using LAT to hit that guy on the other mountain was being a smacktard. I'd like to emphasize some points that asch and others have mentioned that I felt have helped me become someone that makes every effort to play TG.
1. Please let some new guys in the squad and give them a chance. I lucked into an MIP squad and had my eyes opened to what was possible in online teamwork. 2. Notify the player of the poor behavior in a constructive way and explain what is frowned upon and why. If someone had told me a month ago that I was using a LT noobtube to blast the sniper and this was considered tactics frowned upon by TG, I would have apologized and stopped immediately. (Sorry by the way) 3. Encourage them to come to the forums. It is a great place to find out what the TG community expects and respects. The rules do not spoil fun, it makes it more fun. 4. Instructional videos, messages during respawn times or map loads, or any form of communication that tells a new player of the TG difference and how NOT to be a smacktard could be helpful. It is possible for a well intentioned new player to just not know what he is doing wrong. |
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#20 (permalink) | ||
![]() Join Date: Mar 2007
Location: Belgium
Age: 26
Posts: 922
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Re: Proactivity.
Quote:
I think the biggest problem with PR is that you can't see who kills who as mentioned before. Don't get me wrong, this is a great feature which adds a lot to the reality factor but it makes it very hard to report people. Quote:
Reducing slots to 32 would be a real shame and therefore I encourage any other solution . |
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#21 (permalink) |
![]() Join Date: Mar 2007
Location: California
Posts: 702
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Re: Proactivity.
Imho this is one of the most important points mentioned. It is impossible for one admin to control 64 players and therefore SL 's should admin their own squads. They are the ones with the ability to see who 's baseraping UCB 's, bunnyhopping or doing whatever smacktard behaviour and I think I speak for everyone when I say it 's their duty to report these rule breakers, as it would be in real life.
Reducing slots to 32 would be a real shame and therefore I encourage any other solution . __________________ hehe, this puts alot of pressure on SL's though that many SL's really don't care for, or at least I don't. being a Squad leader in PR is hard enough. a few password nights ago i had an issue with a player absolutely lone wolfing it. i was like, wtf is his issue. i went on TS asked if anyone knew the guy and they said he always did that. so i called an admin and he got the boot. second time in the same game i had a guy taking the APC's from APC squad. i said, hey man get out of that APC. it's not ours. no reply, i asked him three or four more times then he got the boot. later that SAME game there was another guy from my squad kicked and i don't know the exact reason. i lost 3 members and the squad went from enjoyable to spending all my time getting people removed from my squad and that's not acceptable. |
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#22 (permalink) |
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Join Date: May 2007
Location: Southwestern Ontario, Canada
Age: 20
Posts: 57
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Re: Proactivity.
I think it is DEFINITELY our place as squad leaders to deal with infractions within our squad because we should lead by example as well. We need to show that certain things are not acceptable. I have had a few people removed from my squad or the server because of misbehaviour.
We as squad leaders need to be eyes and ears, and I think if a squad leader is the one causing problems he should get a couple days of break time from the server, in other words a ban for a few days. That is one way to have the bads one lead by example haha. |
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#23 (permalink) |
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Join Date: Aug 2005
Posts: 4,639
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Re: Proactivity.
As a squad leader, coach them first. If you can correct the way they play, then they could become solid teamplayers. If that doesn't work, report them. I wouldn't bother kicking them from the squad as a troublemaker could end up ruining your teams chances and fun for 59 other people.
Lucky Shot |
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#24 (permalink) |
![]() Join Date: Aug 2005
Location: Chicago
Age: 34
Posts: 821
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Re: Proactivity.
I have a simple solution for pw nights, only allow SM to be squad leaders or commanders. The SL will then police their squads freeing up admins.
How to technically solve this. Create an instant script that kicks the SL from a squad if the SL is a non SM. This would create some backlash but this is only for pw nights. For other nights the simple solution is to show the killers name when you get killed. How to support the last technically. Create a name database where people can log comments about players and then admins can see how many comments they get and what type of comments. If there is somebody that have many bad comments ban that player. It has to be simple. |
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#25 (permalink) | |
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Join Date: Aug 2005
Posts: 4,639
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Re: Proactivity.
Quote:
Lucky Shot |
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#26 (permalink) |
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Join Date: May 2007
Location: Southwestern Ontario, Canada
Age: 20
Posts: 57
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Re: Proactivity.
I disagree Redbane, I am considered to be an excellent squad leader by many, and I am not a supporting member yet (I say yet because I am planning on getting it done soon) So would you penalise people such as myself for trying to do what I am good at and assist in the game leadership? You cannot make generalised statements like that because there are many who are supporting members who are absolutely horrid squad leaders and then many who are excellent.
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#27 (permalink) | |
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Join Date: Dec 2006
Location: Massachusetts
Posts: 3,766
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Re: Proactivity.
Quote:
I wish I could follow that paragraph up with a solution, but everything depends on trusting other members, and this isn't something many are willing to do anymore.
__________________
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#28 (permalink) |
![]() Join Date: Aug 2005
Location: Chicago
Age: 34
Posts: 821
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Re: Proactivity.
I agree not all TG members are good squad leaders but we should expect a good following of the TG principles from a supporting members, we can not assume the same from a random non supporting members. And I am talking about password nights only. I consider the most important attributes of a SL on a TG server to follow the TG principles.
Another idea would be to create a list of any person also non supporting members that get the privilege to be SLs and commander, maybe only on recomendation for their SL work on non password nights. Or maybe an easy application in our forum where they are forced to read the SOP and accept it. My whole idea is based on a way to keep it simple. So I beleive that some kind of system rule on who can SL and be Commander could accomplish this the easiest way. |
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#29 (permalink) | |
![]() Join Date: Sep 2006
Location: Pittsburgh, Pa
Age: 33
Posts: 337
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Re: Proactivity.
Quote:
if they are then ignore that suggestion perhaps, if you come up with a list of people that are considered acceptable sl's you could have someone create a python script that can allow them to kick/ban ppl only in their squad i would like to see the game have the ability for the cmdr to pick squad leaders and then assign players to the squads as it would be even more realistic but don't know if it would ruin the fun or be too hard i'd also like to see the game have the sl have to approve kits but then again might do the same thing as the above suggestion for fun |
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#30 (permalink) | |
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Join Date: Mar 2007
Posts: 143
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Re: Proactivity.
Quote:
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"It's nothing to do with Stalker, really" |
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