Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-08 Thread Mike O'Laughlen
OK so my original rules probably didn't make a lot of sense.

My point is that there are still issues related to griefing that can be
addressed by an auto-kick.  The vote kick mechansim can be thwarted by
simply having two people on the same team griefing the other two members.
In my particular scenario I was playing versus which bars one team from vote
kicking members of the other team, so it was a hopeless cause and six of the
eight players had to find another lobby.

I still believe there are a few additional features that can help prevent
this type of behavior:


   - Black listing players from your lobby/session.  This replaces the
   reliance of administrated servers and helps the community weed out the bad
   apples.  The system could go one step further and assign a community rating
   as a warning.  Granted this system can be abused, but I think Valve can
   figure out a good median (e.g. higher rated players adorning a player with a
   low rating -OR- many higher rated, unrelated players adorning a player with
   a low score).
   - Auto-kicking for repeatedly downing a teammate.  Valve can determine
   the % of hits by a teammate and take care of this.  If a member rejoins the
   server and continues to TK, then the lobby leader can ban them from the
   session.

I wouldn't want to rely on a mod to accomplish these features because the
majority of the users will want to play on pure servers.  TF2 has degraded
into a mess of sound mods and adjusted respawns that break all the popular
payload and defense maps.
Some of this requires signficant backend work, but I think if Valve figures
out the issue when someone swaps teams upon changelevel then they'll be in a
better position to grant more power to the lobby system to help police
behavior.  Just a guess.
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-08 Thread GS
I think it's funny that a lot of source game communities don't feel that L4D
is a good recruitment game.  Sure you can't have large servers where many
people are in the server at once having a blast fragging and ribbing each
other like you can in TF2.  But L4D's very nature as a  co-op game makes the
case for having a large pool of people to play with ever more important.

I won't even play the game unless I'm with at least 2 or 3 other friends,
hopefully 6 or 7 in a versus match, but the 2-3 will do if we all go on the
same team.  There are too many team killers, nubs, griefers, asshats,
leroy's, etc out there to do otherwise.  I couldn't imagine playing this on
a console where the avg maturity of gamers is even lower that on the PC.

After spending the first two weeks of the game on a lot of different servers
while Valve was fixing it's matchmaking and server discovery issues, I'm
also not very willing to play the game on a dedicated server that my
community does not control.

Alltalk, difficulty settings, team swapping, etc, etc it's so annoying, and
I'm sure it'll only get worse as the adoptions of server owners use of mods
continues to grow.

So instead of looking for valve to implement a behavioral patch, try growing
your circle of friends into a new community or join an existing one.

No matter what time of the day or night, I always have a group of people to
play with on a large bank of l4d servers.


On Sun, Dec 7, 2008 at 6:24 PM, [EMAIL PROTECTED] wrote:

 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.

 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a total of
 25 health), they should be auto-kicked.

 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for a
 vote kick.
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-08 Thread Kitteny Berk
Personally I think it's a bloody outstanding game for communities,  
gives us another co-op option other than Swat 4 and JO.

However, as a recruiting tool, It's not great;

You only really get the chance to play against people outside your 
community on VS servers, and often you end up community vs. randoms,  
The problem being, we've known eachother for years and are able to 
organise ourselves well enough to make the game no fun for the other 
team,   It's not griefing, but if only half the server is enjoying 
playing, it might as well be.

As for Co-Op, I don't really feel right jumping onto a server with a 
slot free and saying OMG we're so great, join our community.  a great 
deal of the time it'll be a few mates playing L4D and having a few 
pints,  any advertisment beyond the banner/motd just serves to piss 
people off.


GS wrote:
 I think it's funny that a lot of source game communities don't feel that L4D
 is a good recruitment game.  Sure you can't have large servers where many
 people are in the server at once having a blast fragging and ribbing each
 other like you can in TF2.  But L4D's very nature as a  co-op game makes the
 case for having a large pool of people to play with ever more important.

 I won't even play the game unless I'm with at least 2 or 3 other friends,
 hopefully 6 or 7 in a versus match, but the 2-3 will do if we all go on the
 same team.  There are too many team killers, nubs, griefers, asshats,
 leroy's, etc out there to do otherwise.  I couldn't imagine playing this on
 a console where the avg maturity of gamers is even lower that on the PC.

 After spending the first two weeks of the game on a lot of different servers
 while Valve was fixing it's matchmaking and server discovery issues, I'm
 also not very willing to play the game on a dedicated server that my
 community does not control.

 Alltalk, difficulty settings, team swapping, etc, etc it's so annoying, and
 I'm sure it'll only get worse as the adoptions of server owners use of mods
 continues to grow.

 So instead of looking for valve to implement a behavioral patch, try growing
 your circle of friends into a new community or join an existing one.

 No matter what time of the day or night, I always have a group of people to
 play with on a large bank of l4d servers.


 On Sun, Dec 7, 2008 at 6:24 PM, [EMAIL PROTECTED] wrote:

   
 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.

 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a total of
 25 health), they should be auto-kicked.

 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for a
 vote kick.
 ___
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 please visit:
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-08 Thread Donnie Newlove
There was something supposed to fix that by matchmaking team killers
and griefers together while more experienced players can play in
peace.

But it was removed or never finished. Probably because it's hard for
the game to decide if someone is a bad shot or if the one getting shot
is just getting himself shot by running in front of other players
while they are shooting, but that's just my guess.

On Mon, Dec 8, 2008 at 12:24 AM,  [EMAIL PROTECTED] wrote:
 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.

 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a total of
 25 health), they should be auto-kicked.

 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for a
 vote kick.
 ___
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-08 Thread Philip Bembridge
Do you think that it would be a good idea to be able to have two lobbies for
a versus map?
Each one with 4 players, for teams to play against each other... To use the
matchmaking as sort-of a league?

2008/12/8 Kitteny Berk [EMAIL PROTECTED]

 Personally I think it's a bloody outstanding game for communities,
 gives us another co-op option other than Swat 4 and JO.

 However, as a recruiting tool, It's not great;

 You only really get the chance to play against people outside your
 community on VS servers, and often you end up community vs. randoms,
 The problem being, we've known eachother for years and are able to
 organise ourselves well enough to make the game no fun for the other
 team,   It's not griefing, but if only half the server is enjoying
 playing, it might as well be.

 As for Co-Op, I don't really feel right jumping onto a server with a
 slot free and saying OMG we're so great, join our community.  a great
 deal of the time it'll be a few mates playing L4D and having a few
 pints,  any advertisment beyond the banner/motd just serves to piss
 people off.


 GS wrote:
  I think it's funny that a lot of source game communities don't feel that
 L4D
  is a good recruitment game.  Sure you can't have large servers where many
  people are in the server at once having a blast fragging and ribbing each
  other like you can in TF2.  But L4D's very nature as a  co-op game makes
 the
  case for having a large pool of people to play with ever more important.
 
  I won't even play the game unless I'm with at least 2 or 3 other friends,
  hopefully 6 or 7 in a versus match, but the 2-3 will do if we all go on
 the
  same team.  There are too many team killers, nubs, griefers, asshats,
  leroy's, etc out there to do otherwise.  I couldn't imagine playing this
 on
  a console where the avg maturity of gamers is even lower that on the PC.
 
  After spending the first two weeks of the game on a lot of different
 servers
  while Valve was fixing it's matchmaking and server discovery issues, I'm
  also not very willing to play the game on a dedicated server that my
  community does not control.
 
  Alltalk, difficulty settings, team swapping, etc, etc it's so annoying,
 and
  I'm sure it'll only get worse as the adoptions of server owners use of
 mods
  continues to grow.
 
  So instead of looking for valve to implement a behavioral patch, try
 growing
  your circle of friends into a new community or join an existing one.
 
  No matter what time of the day or night, I always have a group of people
 to
  play with on a large bank of l4d servers.
 
 
  On Sun, Dec 7, 2008 at 6:24 PM, [EMAIL PROTECTED] wrote:
 
 
  I rent a server, but occasionally I have to join other servers without
  active administrators. In the past couple of days I've run across game
  degrading behavior stemming from pairs of team killers. They aren't
  autokicked nor vote kicked. Typically I just leave and find another
 lobby,
  but it happened twice in a gaming session and feel that it could be
  resolved fairly easily and quickly by Valve.
 
  If a player chooses not to leave a spawn area within 45 seconds, they
  should be auto-kicked.
  If a player chooses to shoot at a team player for 30 seconds (or a total
 of
  25 health), they should be auto-kicked.
 
  There are probably other harsher rules, but should control some of the
  behavior in the game. It's become a more frequent problem and one that
  can't be resolved by a team that can't get a majority of the votes for a
  vote kick.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 please visit:
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  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 3672 (20081208) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 
 


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[hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread molaughlen
I rent a server, but occasionally I have to join other servers without  
active administrators. In the past couple of days I've run across game  
degrading behavior stemming from pairs of team killers. They aren't  
autokicked nor vote kicked. Typically I just leave and find another lobby,  
but it happened twice in a gaming session and feel that it could be  
resolved fairly easily and quickly by Valve.

If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.
If a player chooses to shoot at a team player for 30 seconds (or a total of  
25 health), they should be auto-kicked.

There are probably other harsher rules, but should control some of the  
behavior in the game. It's become a more frequent problem and one that  
can't be resolved by a team that can't get a majority of the votes for a  
vote kick.
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Eric van Beesten
You have a point that there is a lot of TA on servers. Last week I just
joined one of my server and got TA because they don't want to play with me
(I cant imagion why :) ). I don't have sourcemod installed, so I did not
kick them. Anyway.. I just left and find a server where I could play.

But to come ontopic. I really think this is something sourcemod has to do. 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
Verzonden: maandag 8 december 2008 0:24
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] L4D: TK'ing becoming more of an issue

I rent a server, but occasionally I have to join other servers without  
active administrators. In the past couple of days I've run across game  
degrading behavior stemming from pairs of team killers. They aren't  
autokicked nor vote kicked. Typically I just leave and find another lobby,  
but it happened twice in a gaming session and feel that it could be  
resolved fairly easily and quickly by Valve.

If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.
If a player chooses to shoot at a team player for 30 seconds (or a total of

25 health), they should be auto-kicked.

There are probably other harsher rules, but should control some of the  
behavior in the game. It's become a more frequent problem and one that  
can't be resolved by a team that can't get a majority of the votes for a  
vote kick.
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please visit:
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__ NOD32 3669 (20081207) Informatie __

Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem.
http://www.nod32.nl



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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread gameadmin
The 25 health thing could be an issue - on higher difficulties that's less
than one shotgun shot...

About the leaving spawn thing, I'm not sure.  The game will already replace
players with bots if they're completely idle, and I'm sure someone somewhere
has come up with some tactic or other for the first level of no mercy that
needs a player to stay behind on the roof (probably not a _good_ tactic, but
nevertheless...)

Though if they were to go with that, I'd say within x seconds of everyone
else and at least y distance away from the nearest player

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: 07 December 2008 23:24
 To: hlds@list.valvesoftware.com
 Subject: [hlds] L4D: TK'ing becoming more of an issue
 
 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another
 lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.
 
 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a
 total of
 25 health), they should be auto-kicked.
 
 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for
 a
 vote kick.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Matt Lyons
http://www.destructoid.com/hey-dickheads-left-4-dead-is-not-halo-113840.phtml


-- 
Matt Lyons (Bsc CS  Soft Eng)
Content Administrator, Internode Systems
150 Grenfell St, Adelaide SA 5000
Ph: (08) 8228 2877
E-mail: [EMAIL PROTECTED]
WWW: www.internode.com.au
In theory, there is no difference between theory and practice; In 
practice, there is.

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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Neal Daringer
this is exactly why i don't play console games.

Matt Lyons wrote:
 http://www.destructoid.com/hey-dickheads-left-4-dead-is-not-halo-113840.phtml


   


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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Evan Kaufman
I've never run into intentional TKing, probably because I stick to
friends-only games.  It seems like this will inevitably be an issue in any
co-op game on a public server, and really something that could only be
solved with a vote kick.  Perhaps giving admins the ability to enable
stricter TK penaltieson a per-server basis might help?

Just my $0.02
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[hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread jps . sgtrock
 45 seconds timeout before leaving the spawn?  What for?  It can take a lot
longer than that to get organized when playing with newbies or strangers.

If you mean not just the initial spawn but leaving any safe house, I'm even
less thrilled.  Some of us need our bio breaks more frequently than others.
After all, you don't buy beer, you rent it.  :)

Besides, a 45 second timer before leaving the spawn doesn't really address
the problem you wish to solve (getting rid of griefers).  Sadly, not a
single major game engine that I'm aware of provides a good way of dealing
with this issue out of the box.  The good news is that we will have
alternative methods of banning and kicking them once SourceMod has been
adapted for L4D.  Until then, we'll just have to accept that the best option
is to only play with people we know.

-


 Message: 3
 Date: Sun, 07 Dec 2008 23:24:12 +
 From: [EMAIL PROTECTED]
 Subject: [hlds] L4D: TK'ing becoming more of an issue
 To: hlds@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes

 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.

 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a total of
 25 health), they should be auto-kicked.

 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for a
 vote kick.


 --

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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Jonah Hirsch
I hear all these horror stories of people playing with others who grief, 
but in my time playing Left4Dead with people who aren't friends, it's 
been great. Never have I had someone TK repeatedly, or anything that  
could be considered griefing.

Either I'm lucky, or it doesn't happen as often as people think.

[EMAIL PROTECTED] wrote:
  45 seconds timeout before leaving the spawn?  What for?  It can take a lot
 longer than that to get organized when playing with newbies or strangers.

 If you mean not just the initial spawn but leaving any safe house, I'm even
 less thrilled.  Some of us need our bio breaks more frequently than others.
 After all, you don't buy beer, you rent it.  :)

 Besides, a 45 second timer before leaving the spawn doesn't really address
 the problem you wish to solve (getting rid of griefers).  Sadly, not a
 single major game engine that I'm aware of provides a good way of dealing
 with this issue out of the box.  The good news is that we will have
 alternative methods of banning and kicking them once SourceMod has been
 adapted for L4D.  Until then, we'll just have to accept that the best option
 is to only play with people we know.

 -

   
 Message: 3
 Date: Sun, 07 Dec 2008 23:24:12 +
 From: [EMAIL PROTECTED]
 Subject: [hlds] L4D: TK'ing becoming more of an issue
 To: hlds@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes

 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.

 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a total of
 25 health), they should be auto-kicked.

 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for a
 vote kick.


 --

 
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Blood Letter

My idea has been to implement a leash.


If a person is being a jerk or running off too far ahead or straggling far 
behind, you can vote to leash them.
Get the average position of all non-leashed players, and any leashed player 
will be forced to stay within a distance x of that average position.

(It would drag/restrain the leashed person, not restrict the the rest of the 
group).

Of course, leashing a person who's acting like a one-man army and trying to be 
the hero will probably just piss them off and cause them to attack/work against 
the team.
And anyone who's already acting against the team will still be able to do so.

Just a random idea.
I'm sick of people demanding to be the center of attention and charging ahead 
like fools, and I'm sick of people straggling way in the back because they 're 
alt tabbing or just in general not really paying attention.

 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Date: Mon, 8 Dec 2008 00:52:13 +
 Subject: Re: [hlds] L4D: TK'ing becoming more of an issue
 
 The 25 health thing could be an issue - on higher difficulties that's less
 than one shotgun shot...
 
 About the leaving spawn thing, I'm not sure.  The game will already replace
 players with bots if they're completely idle, and I'm sure someone somewhere
 has come up with some tactic or other for the first level of no mercy that
 needs a player to stay behind on the roof (probably not a _good_ tactic, but
 nevertheless...)
 
 Though if they were to go with that, I'd say within x seconds of everyone
 else and at least y distance away from the nearest player
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
  Sent: 07 December 2008 23:24
  To: hlds@list.valvesoftware.com
  Subject: [hlds] L4D: TK'ing becoming more of an issue
  
  I rent a server, but occasionally I have to join other servers without
  active administrators. In the past couple of days I've run across game
  degrading behavior stemming from pairs of team killers. They aren't
  autokicked nor vote kicked. Typically I just leave and find another
  lobby,
  but it happened twice in a gaming session and feel that it could be
  resolved fairly easily and quickly by Valve.
  
  If a player chooses not to leave a spawn area within 45 seconds, they
  should be auto-kicked.
  If a player chooses to shoot at a team player for 30 seconds (or a
  total of
  25 health), they should be auto-kicked.
  
  There are probably other harsher rules, but should control some of the
  behavior in the game. It's become a more frequent problem and one that
  can't be resolved by a team that can't get a majority of the votes for
  a
  vote kick.
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Dr.Stinglock
Sorry, I just don't see how these would work. 

*If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.

Not all people load at the same time, I have noticed people joining up to 15
seconds after we have joined from the lobby. They have a 30 second timer on
their heads now it seems.
I hope they don't need to heal, that would split their time in half (15).
Pray to god they don't have a shotgun (10 sec reload), or that would be 5
seconds left to get the grenade/pistol and run out the door.


*If a player chooses to shoot at a team player for 30 seconds (or a total of

25 health), they should be auto-kicked.

30 seconds? I assume this is based on playing lots of easy mode where it
takes about 30 seconds of firing to do considerable damage? 1 second is all
it takes in expert.

25 Health? So if someone runs infront of an autoshotgun/sniper barrage, or
into some flames, or a pipebome? Who gets kicked? The person with the weapon
trying to kill the horde? And not the Rambo that ran into the line of fire?

The kick feature works perfectly for all of the above, start a vote to kick
the idiot after warning and informing him, also talk to the other players.
If they vote against you, it's clear they are enjoying it and you should
find another match. 
If on the other hand, you find they kick the offending player then you have
found a nice match. 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, 8 December 2008 8:24 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] L4D: TK'ing becoming more of an issue

I rent a server, but occasionally I have to join other servers without  
active administrators. In the past couple of days I've run across game  
degrading behavior stemming from pairs of team killers. They aren't  
autokicked nor vote kicked. Typically I just leave and find another lobby,  
but it happened twice in a gaming session and feel that it could be  
resolved fairly easily and quickly by Valve.

If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.
If a player chooses to shoot at a team player for 30 seconds (or a total of

25 health), they should be auto-kicked.

There are probably other harsher rules, but should control some of the  
behavior in the game. It's become a more frequent problem and one that  
can't be resolved by a team that can't get a majority of the votes for a  
vote kick.
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