Fixes for Assholes

Fixes for Assholes

Requests for features in the spring code.

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Frans
Posts: 22
Joined: 25 Aug 2007, 07:12

Fixes for Assholes

Post by Frans »

in spring, there has been lately a bunch of assholes, people who just don't know when to stop. i'm purposing the following changes be made, to lessen the effect they have.

firstly, joinspaming. i've just been pissed of by one, who really went and overdid this.

whenever a user is auto kicked, because of a specification not met, such a rank, or they were banned, or autospeckicking is on, and a game is full, some players don't just get it into their peanut shells for heads, that they'll keep on getting kicked. some of them are real smart too.
in auto host, they might know how to unlock, and lock a game, to cause a even greater annoyance.

my suggestion, stop joinspams, by creating a timelimit to rejoin a game. this time of not being able to rejoin would keep on increasing, for each kick a user recieves. so, if their banned from a game, and they get kicked a few times, they'll find themselves at first have to wait a few seconds to rejoin, to a full minute, or even 5 - 10 minutes.

also, ingame, some players would be real assholes, by waiting for someone to press ready, then place their marker next to theirs, and pressing ready. the end result being that two players start next to each other, and blowing each other up good, with their dguns.

i suggest that a player can un-ready, and also that when a player places their marker, a circle could appear, with stuff such as radius based on what the host has defined for a setting, and within that circle, no other players may place their markers in it. that way, players have to travel a bit, to dgun, and that is enough time, to run away, and to tell the host to kick.

also, this suggestion is for the guy(s) makeing the autohosts.
i'd like to see that when commands are being pmed to the autohost, that the person who sent the command will have their name stated.
for eaxmple, lets say, i did a ring, and the autohost rings player a, and b. the autohost would ring alright, but would display " * Autohost ringing a, b, on behalf of Fransc".
this would stop players from spamming an autohost, and then blaming it on someone else.

also, seeing players get privileges revoked temporally, or permanently for heavily spamming an autohost's commands would also be nice.

there were a few more ideas that i wrote down somewhere, but i lost them, and the others i remember, i realized isn't needed, or is already suggested, or done.

But, by implanting these ideas, and/or other similar measures, can improve how a game is played, and would lead to less frustration.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Fixes for Assholes

Post by LordMatt »

I think the join throttling, unready ingame, and seeing the PMed commands of the autohost are good ideas.
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bibim
Lobby Developer
Posts: 959
Joined: 06 Dec 2007, 11:12

Re: Fixes for Assholes

Post by bibim »

I'm not sure the join throttling functionnality is the good way to do it. To my mind the problem resides in the way that the lobby protocol handles the join operation: correct me if I'm wrong, but each time a client asks to join a battle, after some basic checks the lobby server informs all clients that the client joined the battle, without even asking the battle host if the client is allowed to join the battle. Consequently, currently there is no way to really ban a client from a battle when you're hosting, all you can do is auto-kick him once he joined. So I think that a lobby protocol fix would be much better to avoid join spam.
The only workaround that I found when autohosting was to implement a special mode in which a random password would be set for the battle. And a command ("!pass" for example) would have to be sent in PM to the AutoHost in order to obtain the password. Of course the password would only be given if you fit the configured autohost filters (banlist, minimum rank ...).

Concerning the unready ingame functionnality, it could be usefull indeed, because sometimes honest players don't see other's start points. However, when players are acting like assholes as you say, I just think they deserve a ban. We can't prevent all possible ways to ruin games...
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Fixes for Assholes

Post by REVENGE »

Thought we were going to fix those assholes [permabans], but I'm dissapointed. :lol:
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Fixes for Assholes

Post by Peet »

AFAIK the next lobby server in development will support a proper battle/channel permission system including bans; for now there is not really any way to deal with joinspamming other than contacting a moderator.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Fixes for Assholes

Post by FLOZi »

Buttplugs!
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Fixes for Assholes

Post by Licho »

I can only implement visible PM, but other things are not possible without lobby protocol changes. Host cannot prevent player from joining...
Jonanin
Posts: 107
Joined: 13 Jan 2008, 21:34

Re: Fixes for Assholes

Post by Jonanin »

I have been thinking a lot about a new protocol, and maybe even start to roll out specifications for one (to be used with Aegis' uberserver). I would like it to be based on JSON. This is good for a lot of reasons, but I'm not going to derail the thread any more than I already have.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Fixes for Assholes

Post by KDR_11k »

Forcing distances for start positions seems like a good idea to me, even if it's just to prevent clogging the exit of other people's bases when static coms are used.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Fixes for Assholes

Post by Google_Frog »

I don't like the idea of forcing start position distances because some rush strategies involve 2 comms assisting a factory from the start.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Fixes for Assholes

Post by rattle »

Then make it a mod option.
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bibim
Lobby Developer
Posts: 959
Joined: 06 Dec 2007, 11:12

Re: Fixes for Assholes

Post by bibim »

Peet wrote:AFAIK the next lobby server in development will support a proper battle/channel permission system including bans; for now there is not really any way to deal with joinspamming other than contacting a moderator.
How will the battle permission system will be implemented ? I think a banlist stored at lobby server level for each battle isn't enough. The lobby server should really ask the battle host before allowing a client to join a battle.
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Fixes for Assholes

Post by aegis »

i can add mechanisms for both invite-only battles and request to join -> host accepts/denies
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Fixes for Assholes

Post by ZellSF »

Peet wrote:AFAIK the next lobby server in development will support a proper battle/channel permission system including bans; for now there is not really any way to deal with joinspamming other than contacting a moderator.
Is that lobby server 0.76b2 or 0.77?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Fixes for Assholes

Post by KDR_11k »

The lobby server does not require the Spring Engine to be changed in any way so the Spring version isn't really meaningful.
zwARREN69
Posts: 40
Joined: 12 Feb 2008, 04:55

Re: Fixes for Assholes

Post by zwARREN69 »

I like the fixes that you've proposed.
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