Re: [hlds] L4D: TK'ing becoming more of an issue
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET NOD32 Antivirus, version of virus signature database 3672 (20081208) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET NOD32 Antivirus, version of virus signature database 3672 (20081208) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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
Re: [hlds] L4D: TK'ing becoming more of an issue
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ NOD32 3669 (20081207) Informatie __ Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem. http://www.nod32.nl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] L4D: TK'ing becoming more of an issue
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Send e-mail faster without improving your typing skills. http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_speed_122008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds