Pending Killing AFKs

helix

i copied darktooth
Staff member
Moderator
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Current rule:
2. AFK players may be killed when there are less than two minutes left in the round.


Change to:
2. AFK players may be killed after 3 minutes have elapsed in the round. (or however @Siddo wants to reword this)

Rationale:

Sometimes rounds can extend to 10 minutes+. AFKs being safe during this period not only delays the round, but causes someone who has missed to context of the entire round to mess up the progression of the round. Plus, going AFK is just pretty rude for the delay aspect in itself. I feel it makes more sense for AFKs to automatically be killable when AFK after the 3 minute mark (or whatever time period people agree with) rather than waiting for the time tick down all the way down to the to when there's only two minutes left. As another side, this would make it easier for staff to track as well- although that doesn't really matter. That's something that should be fixed with staff tool changes, not necessarily rule changes.
 
I feel like with a change like this we may need to define "AFK". If I tab out for 10 seconds I don't want to wind up dead. Something like "A player is considered AFK if they haven't moved in over a minute" or something.
 
+1 we need wording around AFK in Spawn area, as Zikeji mentioned, just tabbing out for a few seconds shouldn't result in someone getting killed with a report response along the lines of "Well I thought they were afk"
 
I feel like with a change like this we may need to define "AFK". If I tab out for 10 seconds I don't want to wind up dead. Something like "A player is considered AFK if they haven't moved in over a minute" or something.
Eh, I get that, but I kind of disagree. That means in order to kill them you gotta keep an eye on them for that total minute in order to kill for it.

Currently, it's pretty much a slightly discretionary judgement call even with the last two minutes of the round. Honestly, if you go AFK in the middle of an active round, I'm pretty okay with you being fair game.
 
Eh, I get that, but I kind of disagree. That means in order to kill them you gotta keep an eye on them for that total minute in order to kill for it.

Currently, it's pretty much a slightly discretionary judgement call even with the last two minutes of the round. Honestly, if you go AFK in the middle of an active round, I'm pretty okay with you being fair game.

To your first point, I phrased it precisely so you wouldn't have to keep an eye on them for a total minute. If you observe them standing there, then come back a minute or two later and they're still in the same spot, that's good enough.
 
To your first point, I phrased it precisely so you wouldn't have to keep an eye on them for a total minute. If you observe them standing there, then come back a minute or two later and they're still in the same spot, that's good enough.
Ah, I can see how it'd be interpreted that way, yeah, but I can also see some shitlord saying "Um, excuse me. I MOVED and the moved back to the same spot".
 
Ah, I can see how it'd be interpreted that way, yeah, but I can also see some shitlord saying "Um, excuse me. I MOVED and the moved back to the same spot".

That's why it's phrased in this way - if they move back to the same spot, they screwed themselves - the guideline is clear lol.

Ultimately we can't prevent toxic gameplay, people can attempt to loophole it all they want, it just gives the players a somewhat more clear guideline than the vague "AFK" which can be interpreted a hundred different ways. Granted, it isn't a frequent issue but with making the criteria for when you can kill AFKs quicker it will be more frequent.

I could totally see two staff treating a case differently just because of their own biases with the current rules. e.g. player A stands still for 20 seconds, player B walks up, sees them unmoving for 10 seconds, and blasts em', player A reports player B for RDM. With no clear definition of what qualifies as AFK, one staff member might consider standing still for 10 seconds to be good enough, and another might not. And for the player it's much the same way.
 
Why not just reduce the timer that sends you to AFK Farm Land?

Far too many times scrubs that are AFK don't get kicked to the farm just because someone killed them + seems like an easier solution than trying to fuck with the rules
 
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Listing both so casual/new players can use the in-game timer (timer does not adjust for kills for inno/D), staff can use damage logs to verify more easily
 
I mean, would all of this not be solved by just moving to the normal haste mode and having afk's be killable in overtime set at 3 mins or whatever you end up deciding?
 
I mean, would all of this not be solved by just moving to the normal haste mode and having afk's be killable in overtime set at 3 mins or whatever you end up deciding?
yeah. I'm totally good with that + Nura's suggestion.
 
if i were to afk in the middle of a four square game in 2nd grade to look at the reviews for the hit new movie happy gilmore 2 starring adam sandler as happy gilmore 2 i would deserve what the children would do to me +1
 
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