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Discussion: Project Reality / PR:BF2 - Improving the kick for TG player script. - The only hiccup there is that the person is kicked right when a SM connects
  1. #31

    Beatnik's Avatar

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    Re: Improving the kick for TG player script.

    The only hiccup there is that the person is kicked right when a SM connects to the server. I watch BF2CC when I connect and I see the kick message before I see my name in the Player list.
    Beatnik

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  3. #32

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by RedBane View Post
    That also means TG "implicitly" assumes supporting members to be better teamplayers and should have the absolute highest priority.
    I don't quite agree with this statement. I know that TG does not "implicitly" assume supporting members are better teamplayers at all. SM's get priority because they pay the bills. That's the perks. But I do know in the past (in CS:S mostly, not so much in BF2) that there have been people who shell out the bucks simply to get the benefits...not so much because they are really all about the teamwork, maturity, community and whatnot. In paying the bills they do earn the benefits, but I think it would be a stretch to assume that SM = better teamplayer. That simply is not true.

    As for improving the kick script, I don't see any need to. It does what it does well, save for that annoying kick message, but I'm sure as soon as that can be worked around it will be. I'm not an SM myself. I have no problems with the auto-kick feature. Afer all it's the SM's who pay for us non-SM's to have an awesome place to game. And I'm deeply deeply appreciative for that!

    It really does kind of bother me that anyone gripes about being kicked like it's some great wrong doing (not that anyone is doing that here...but elsewhere) is occuring here. It's not. Bills are being paid. Those paying them reap the benefits of doing so. Simple as that. I don't see how the occasional SL/CO getting auto-kicked for an SM has disrupted anything at all. It certainly is not reflected by the fact that our server is ranked #1 in PRM.

    That being said...thanks to those who pay the bills and to the admins who do an awesome job at ensuring we have the greatest place around for our gaming experience. Much appreciated from the Dog!

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  5. #33

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by WhiskeySix View Post
    Can a message be sent to an individual player in-game? I suspect not, which is too bad, because if it could, the script could periodically figure out who's "next", and send them a message letting them know they're on deck to be kicked. Perhaps the "on-deck" player could be notified via global chat? Then they'd at least be able to deal better.
    In the least it would give them the opportunity to disconnect and reconnect to the server to reset their timeplayed value. But I can see that opening up a whole new set of problems...particularly with people constantly disconnecting and reconnecting and the Global Notifier continuously spamming the next one in line.

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  7. #34

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    Re: Improving the kick for TG player script.

    Due to my 45-minute recurrence of losing connection for some reason, I drop out when SLing all the time. If I rejoin immediately, I can often jump back in the squad and get back to SLing or just be a member.

    Use TS! If a server is full, I often ask over TS to be notified when the map switches, as server populations always fluctuate a bit. If I hop on right away, I almost always can get back in the server unless it's PRM. Getting in there is like getting into Fort Knox for me.
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  9. #35

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by Axis of Eeevil View Post
    Due to my 45-minute recurrence of losing connection for some reason, I drop out when SLing all the time. If I rejoin immediately, I can often jump back in the squad and get back to SLing or just be a member.
    That is really unfortunate. That means someone gets the boot for you every 45 mins! I hope you can fix that for a lot of people's sake.

    There is one thing I might suggest changing about the sm kick. If the CO-role remains as unpopular as it is now (devs say it'll all be different in 0.6) it might be a good idea to exempt commanders. No kick is going to effect the overall game more then a CO being kicked during a round.

    Given that CO's are easily and quickly dealt with if they don't do their job, I can't see much harm in exempting two players for one round. Most people don't co for more then one round anyway.
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  11. #36

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by BigGaayAl View Post
    That is really unfortunate. That means someone gets the boot for you every 45 mins! I hope you can fix that for a lot of people's sake.
    Note: Axis isn't an SM... (yet, anyway )

    Quote Originally Posted by BigGaayAl View Post
    There is one thing I might suggest changing about the sm kick. If the CO-role remains as unpopular as it is now (devs say it'll all be different in 0.6) it might be a good idea to exempt commanders. No kick is going to effect the overall game more then a CO being kicked during a round.

    Given that CO's are easily and quickly dealt with if they don't do their job, I can't see much harm in exempting two players for one round. Most people don't co for more then one round anyway.
    agree with this ^^^ completely!!

    |TG-12th|WhiskeySix

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  13. #37


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    Re: Improving the kick for TG player script.

    COs are already exempt.



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  15. #38


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    Re: Improving the kick for TG player script.

    Quote Originally Posted by Tempus View Post
    COs are already exempt.
    A bit off topic but perhaps a server message to let everyone know that CO's are exempt from the kick would entice more people to take the chair. It wouldn't make them do the CO's job but it would get someone in the seat. I'm not sure I like the idea so I'm just tossing it out there.
    Retired 6th DB

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  17. #39

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    Re: Improving the kick for TG player script.

    Not that anyone asked my opinion, but I have never belonged to a substantial "clan" or club that didn't charge dues to offset costs. I think TG is VERY considerate of the balance between SMs and non-SMs; however, priority on the server is really one of those issues that should be cut and dry IMHO.

    If you can't or don't want to contribute to offset the costs of the server and community then you shouldn't be exempt from letting other non-contributors participate.
    |TG-12th| SHINER


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  19. #40

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by Wimpinator View Post
    A bit off topic but perhaps a server message to let everyone know that CO's are exempt from the kick would entice more people to take the chair. It wouldn't make them do the CO's job but it would get someone in the seat. I'm not sure I like the idea so I'm just tossing it out there.
    I think all the would achieve is pubbies taking the CO chair to avoid being kicked and not do their job.
    |TG| Lorian
    Member since 18th February 2006


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  21. #41

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by Wimpinator View Post
    A bit off topic but perhaps a server message to let everyone know that CO's are exempt from the kick would entice more people to take the chair. It wouldn't make them do the CO's job but it would get someone in the seat. I'm not sure I like the idea so I'm just tossing it out there.
    I don't particularly think that's a good idea, as the CO can be a lone wolf quite easily. I think the main reason why people don't CO is because they think 1) they're not good at it or 2) it's not fun compared to running around shooting.

    [squadl]
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  23. #42

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by SmokingTarpan View Post
    I think the main reason why people don't CO is because they think ..... or 2) it's not fun compared to running around shooting.
    I'm pretty sure I read that 0.6 is going to change that. In the meantime, we should all think about stepping up to CO.
    BFCL TF2 league admin

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  25. #43

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    Re: Improving the kick for TG player script.

    Quote Originally Posted by SmokingTarpan View Post
    I don't particularly think that's a good idea, as the CO can be a lone wolf quite easily. I think the main reason why people don't CO is because they think 1) they're not good at it or 2) it's not fun compared to running around shooting.

    I never went CO for the same reason, I didn't think I was good enough. But I now realized that it wasn't me that wasn't good enough, it was that other squads sucked. But when I went commander on TG for the first time, I completely changed the tide of the war. Every round I have gone commander I have won! All squads really need is someone to tell them what every squad is doing. I pretty much leave orders up to squad leaders.

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  27. #44

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    Re: Improving the kick for TG player script.

    Back to the note about the kick script. I just got booted to make room for a supporting member, and I noticed that when I got bumped out I had an improved message. It was kind of a 2 window thing, where the top had the normal message, but a bottom window "attachment" told me that I had been removed to make room for a supporting member.

    So, looks like we've made some sort of a fix relatively recently? :P

    [squadl]
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  29. #45

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    Re: Improving the kick for TG player script.

    ^ ditto I got the same thing.

    I think if the change was made to make SLs exempt and it's just not told to everyone (like pubbies) you won't see people getting into squads just because. I mean, I see people getting into lone wolf squads enough as it is (in rebel to your not in a squad kick) so I don't think it would be THAT big of a deal. Because today my squad was distrupted at least 10 times (I'm not exaggerating) due to whoever was in the SL position would get kicked, it was very annoying.

    Holy crap I just had a genious idea!

    Take off your guys "not in a squad you get kicked" and have the scripting just kick lone wolfers.

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