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Posted (edited)

I noticed something particularly weird, our freq was winning one fg, but I noticed one flag wasn't dropped, so I thought, hmm Ill drop it then, after I picked it up, I got immediate rage from everyone. Everyone was trying to tk me, so after running around ht for a bit I eventually returned the flag to my team because apparently I was playing with my team's flag (as if over half the team wasn't playing with it in the first place). But anyways moving on, we eventually won that flag game, of course after the whole team tried to make us loose, fortunately it was too late, the whole oposite team had rq.

 

I don't quite get it why so many people were so pissed off, so if someone could explain this I would be happy to know.

 

Either ways my best guess at fixing this problem is by rising the the win jackpot, not too much, but somewhat enough to get rid of this.

 

What do you guys think?

Edited by Patman1
Posted
If we would have won immediately then everyone would have been specced to even teams. You get a lot more money, exp, and actually get to play a flag game by delaying it.
Posted

It is good etiquette to do what the team wants, and the majority of them wanted to carry on killing/milking. You, being a greedy bitch, wanted to win regardless of what everyone else thought.

 

Moral of the story: Do what the team wants, not what you want.

Posted

Im going to have to agree with weebs on this one, your team probly wanted to milk, if you would have looked at team chat, you probly would have seen::

 

> milk

> wtf nuet flags

> What is he doing

ect...

 

I've been in the situation where we wanted to milk, butwe had some random that decided to drop flags and win the game... Fells bad man.

Posted

Im going to have to agree with weebs on this one, your team probly wanted to milk, if you would have looked at team chat, you probly would have seen::

 

> milk

> wtf nuet flags

> What is he doing

ect...

 

I've been in the situation where we wanted to milk, butwe had some random that decided to drop flags and win the game... Fells bad man.

 

I was on the team and that's exactly what happened ;D

Posted

It is good etiquette to do what the team wants, and the majority of them wanted to carry on killing/milking. You, being a greedy bitch, wanted to win regardless of what everyone else thought.

 

Moral of the story: Do what the team wants, not what you want.

 

I'm with weebles and everyone else here, that's a pretty dick move to just ditch on your whole team like that. Running around in ht? what the fuck????

 

Milking should be a bannable offense.

 

Using bursts too rapidly while basing should also be a bannable offense. Just bannable though, not like you get banned all the time but if a mod thinks you are using a burst too frequently they should ban you. Each mod would have their own idea of what "too frequently" is and with that you have to type ?listmod to see how many bursts you can make per minute. Also if the offensive team bursts behind the enemy lanc that should be an instant ban.

Posted

If you think milking is such a bad idea, then why make the flags nuetable at all? Why not have flag games that are automatically won every 10 minutes or so and the teams just get a reward based on how many flags they are holding?

 

Or go with the turf arena you had a couple years ago. That was a good trial.

Posted

If you think milking is such a bad idea, then why make the flags nuetable at all? Why not have flag games that are automatically won every 10 minutes or so and the teams just get a reward based on how many flags they are holding?

 

Or go with the turf arena you had a couple years ago. That was a good trial.

Because milking is different than fighting a good flag game

Posted
There is more reward in milking than in winning. If you want games to be won faster without milking then reward accordingly. Think Pavlov's dogs, after all it seems we are not much brighter.
Posted

ok all you guys have good points (except the ones always ready to cry and blame).

 

But WTF is the point in milking a game where the whole opposite team had already rq?!?

Posted

If the enemy RQs the only benifit of winning is adding another 10k or less to your account and you get to go to center and not be bored waiting for the opposing freq to organize a team.

 

I think rq would be more of a non-issue if the jackpot increased as more players joined but didn't decrease when rq happens. For example, make the rewarded jackpot equal to what it would have been when the game had it's maximum number of participants.

 

If I'm on a shitty team where half of my players rq, I'm not going to quit because I know that earlier it was 20 vs 20 and the jackpot is going to be +30k. Therefore I am going to keep trying leak, thor or whatever to keep the enemy from winning and also I know that if I do lose, the flag loss reward will be more than 1 or 2k as well.

Posted
I think rq would be more of a non-issue if the jackpot increased as more players joined but didn't decrease when rq happens. For example, make the rewarded jackpot equal to what it would have been when the game had it's maximum number of participants.

 

If I'm on a shitty team where half of my players rq, I'm not going to quit because I know that earlier it was 20 vs 20 and the jackpot is going to be +30k. Therefore I am going to keep trying leak, thor or whatever to keep the enemy from winning and also I know that if I do lose, the flag loss reward will be more than 1 or 2k as well.

 

It already does that, you know.

Posted (edited)

The problem of rage quitting isnt just merely about jackpots, but also about hoppers that cause the teams to be unbalanced to the point where one team quits because they feel they have no hope. Money from losing isnt enough to want to let people get slaughtered, what's worse is that no one is willing to help because people are trying to prevent others and trying to hop themselves onto the defending/eventual winning team.

 

If you can prevent the people from just sitting in spec and waiting to hop onto the team that would also solve a lot of problems.

 

I'm not sure how feasible it is, but would it be possible to have a module that registers players and their IP address, not just their name they come on so people dont simply ESC Q and go on a new name. This will actually fix another problem of players who lag out of the winning or losing team and prevent players from hopping from freq to freq. With this, players cant sit in spec and hope to hop onto the winning team if they came from the losing team, they'll actually be forced to play on the losing team no matter what. At the same time, if a player who lags out from the winning team wants to come back onto their team, they wont lose their spot in the team because someone hopped onto their original team and be forced to either stay in spec and hope to hop or go onto the losing team and get a small fraction of the flag reward.

Edited by Unix
Posted (edited)
Well that's the first real solution coming from this thread. I would have to agree with that, because sometimes you do get lagged out, but you don't only get lagged out from losing freq, the problem is when you were on winning freq and you can't get back on your original team because the losing freq hopped to the other winning team. Edited by Patman1
Posted
I think rq would be more of a non-issue if the jackpot increased as more players joined but didn't decrease when rq happens. For example, make the rewarded jackpot equal to what it would have been when the game had it's maximum number of participants.

 

If I'm on a shitty team where half of my players rq, I'm not going to quit because I know that earlier it was 20 vs 20 and the jackpot is going to be +30k. Therefore I am going to keep trying leak, thor or whatever to keep the enemy from winning and also I know that if I do lose, the flag loss reward will be more than 1 or 2k as well.

 

It already does that, you know.

 

Doesnt seem like it but ok.

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