Re: [Audyssey] swamp trucksitting

2012-07-22 Thread john
Then you don't go on that leader's missions anymore, simple as 
that. Also, if you turn in a crate you get 20 rep and 50 exp, so 
it's not a total waste of time.


- Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 22 Jul 2012 11:11:16 +0800
Subject: Re: [Audyssey] swamp trucksitting

If a player in a team is trying and cannot find crates, others 
can always
tell him where it is and let him go collect it. That way that 
player can

also learn.
I am not sure what is the problem about collecting crates too 
fast. If you
can end the mission in less than 10 minutes, no 1 gets kick out. 
If you
decide that others are not contributing and they should not share 
your rep
and exp, wait for their time limit. I think this way every1 has a 
fair play

ground.
As for kicking players, we can forsee some of them doing that 
just because
they doesn't like that person to be in no matter how much he 
contribute. If
you look at the chat, it's obvious that many there are very bias 
towards
certain groups. Say if a truck sitter leads a mission and a 
searcher joins,
the searcher turn in most of the crates and get kick out just 
before the

last crate.

�뵧�룕/Steady Goh
- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 21, 2012 10:37 AM
Subject: Re: [Audyssey] swamp trucksitting


This idea was considered a while back, but we had the problem of 
players
legitimately being unable to find crates in large teams.  I 
don't believe
the idea ever got past the talking stage though, and I'd gladly 
give it a

try if people think it's worth testing.

Hi Jeremy and other swamp players, A
suggestion to deal with truck sitters. How about making it
something like the lms mission where the player's mission
time count down? Start off with 10 minutes. That should be
more than enough to find at least 1 crate in any warehouse
mission. Each crate found adds 3 minutes to the clock with
no cap. Then all we have to do is to wait for them to run
out of time. And no, killing zombies doesn't add on time. we
don't need players who just keep shooting and saying they
are providing cover for others. Thanks but no thanks.
�뵧�룕/Steady Goh


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Re: [Audyssey] swamp trucksitting

2012-07-22 Thread Dakotah Rickard
Then people will start paying attention to who leads the mission. If
someone keeps getting kicked out of a mission led by Jeepers-Creepers,
then that person won't go with Jeepers-Creepers anymore. I think that
a solution depending on team leader choice would be very appropriate.
Frankly, We keep hearing about all these ways to kick someone out once
a mission has started. I say why not make that impossible and just
allow people to kick before it begins.

If you end up taking a dud, at least you know not to do it again. That
makes sense, especially considering that it's hard to tell a person
where a crate is without using a language, and it's hard, now, to know
what language or channel a person will be using.

Let me give an example of how frustratingly inadequate it can seem to
try to tell someone you can't talk with directly over chat where
something is. In this case, it is a person, not an object, and that
person was a character of mine. And this has happened several times
with several people.

I was on the second floor of the hospital and I broke my leg/twisted
my ankle/hatever. My character was limping about in need of healing. I
tried requesting a medic and for people to come here and greeting
people and all that with the voice prompts of my character. There were
no less than four other people on the floor, and three of them were
nearby. None of them came to help. None of them, I think, knew the
words my character was using in the voice prompts. That's not meant to
be insulting to the people, and there are other explanations for why
they didn't come to me, but depending on excellent communication on a
mission is tricky and not at all reasonable.

Frankly, it is an inelegant solution, at best, to have someone find a
crate and try to get someone else over there. The biggest problem
aside from communication is that it's hard to remember, unless you
have only a couple of people on the mission, who has and who has not
found a crate. Then you have to keep up with the time elapsed since
each person has found their last crate.

then there's the problem of escort duty. I've ran several missions in
which I assigned people to duties. One of those was escort duty, which
was a good idea, since the person looking for crates wasn't a terribly
good shot. They did, however, navigate well and could look for crates
extremely efficiently. That escort never found a crate, by
technicality, since they never picked one up, and they were, frankly,
not very good at looking for crates, but they could shoot well, and
they played a vital role in the mission. Why, then, should they be
punished for that role, simply because they aren't picking up crates.

I say that, because of all the difficulties facing anyone who would be
using the method you describe, that it is not viable.

I still suggest that something be done, and perhaps that something may
involve awaiting a time limit of some sort before the team leader can
kick a player, but if that time limit is dependent on a player finding
a crate, and if crates are so rare, and if there are several players
on the mission, the methodology for mission control is going to have
to be significantly different.

Yes, i understand that this may lead to discrimination by team
leaders. I know that this would be unfair, but the frank truth is that
discrimination is part of life, and there are plenty of people who
might take a person on missions, or they could go alone. If that isn't
viable either, then a minimum team requirement could be set in place
for certain missions. This would mean that people couldn't go certain
missions alone and would have to take people, and it would seem to
level the playing field a bit.

This message has been long, so I hope it goes through.

Signed:
Dakotah Rickard

On 7/21/12, Steady Goh stea...@gmail.com wrote:
 If a player in a team is trying and cannot find crates, others can always
 tell him where it is and let him go collect it. That way that player can
 also learn.
 I am not sure what is the problem about collecting crates too fast. If you
 can end the mission in less than 10 minutes, no 1 gets kick out. If you
 decide that others are not contributing and they should not share your rep
 and exp, wait for their time limit. I think this way every1 has a fair play
 ground.
 As for kicking players, we can forsee some of them doing that just because
 they doesn't like that person to be in no matter how much he contribute. If
 you look at the chat, it's obvious that many there are very bias towards
 certain groups. Say if a truck sitter leads a mission and a searcher joins,
 the searcher turn in most of the crates and get kick out just before the
 last crate.

 锦发/Steady Goh
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, July 21, 2012 10:37 AM
 Subject: Re: [Audyssey] swamp trucksitting


 This idea was considered a while back, but we had the problem of players

Re: [Audyssey] swamp trucksitting

2012-07-22 Thread Scott Chesworth
Yep I know John, but what I'm nitpicking at is that the current
suggestion is for that timed component to be based on a player sitting
and doing nothing. That's easily avoided by a trucksitter wandering
around in a circle every minute or so. It'll change what they're known
as from trucksitters to truckdancers, but won't actually solve the
issue of them sneaking off with a chunk of rep and xp they didn't
earn. It's too easily worked around to be the right solution I think.

Scott


On 7/22/12, john jpcarnemo...@comcast.net wrote:
 As far as I can tell something slightly like that is what's
 proposed, just with a time component.

  - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sat, 21 Jul 2012 14:10:08 +0100
 Subject: Re: [Audyssey] swamp trucksitting

 That doesn't make it much harder for trucksitters though, because
 having a little wander around the loading docks would count as
 not
 ideling wouldn't it?

 So far, I reckon the simplest suggestion would be the most
 affective,
 IE add a kick command tied in to the tracker which is only
 available
 to the mission leader. It totally relies on them enforcing it and
 being fair about that, but I think it'd be a while before that
 started
 to get abused. After all, the biggest objection to trucksitting
 is
 fairness isn't it.

 Scott

 On 7/21/12, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
  there is another problem. in certain mission types, i for one,
 tend to
  collect  a lot of the crates, thus other players wouldn't. how
 would i
  then know when to slow down, and if i did, where is the
 ballance, when
  i could collect faster and end the game sooner? to many htings
 to
  considder really for that. i think it would be better to do
 something
  similar to rs games, in that once people have been sitting there
 and
  not doing anything for a set time, the leader can boot them out.
  possibly have a menu that pops up at a command that lists
 thoughs who
  have been idelling for a set time so people can boot particular
 ones.
  not all, as sometimes in the middle of a mission somebody has to
 go do
  something without warning.
  dallas


  On 21/07/2012, Dakotah Rickard dakotah.rick...@gmail.com
 wrote:
  I would rather not see the missions become timed like that,
 because
  there's only one crate at a time, as far as I know
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Re: [Audyssey] swamp trucksitting

2012-07-22 Thread Scott Chesworth
 are not contributing and they should not share your rep
 and exp, wait for their time limit. I think this way every1 has a fair
 play
 ground.
 As for kicking players, we can forsee some of them doing that just because
 they doesn't like that person to be in no matter how much he contribute.
 If
 you look at the chat, it's obvious that many there are very bias towards
 certain groups. Say if a truck sitter leads a mission and a searcher
 joins,
 the searcher turn in most of the crates and get kick out just before the
 last crate.

 锦发/Steady Goh
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, July 21, 2012 10:37 AM
 Subject: Re: [Audyssey] swamp trucksitting


 This idea was considered a while back, but we had the problem of players
 legitimately being unable to find crates in large teams.  I don't believe
 the idea ever got past the talking stage though, and I'd gladly give it a
 try if people think it's worth testing.

 Hi Jeremy and other swamp players, A
 suggestion to deal with truck sitters. How about making it
 something like the lms mission where the player's mission
 time count down? Start off with 10 minutes. That should be
 more than enough to find at least 1 crate in any warehouse
 mission. Each crate found adds 3 minutes to the clock with
 no cap. Then all we have to do is to wait for them to run
 out of time. And no, killing zombies doesn't add on time. we
 don't need players who just keep shooting and saying they
 are providing cover for others. Thanks but no thanks.
 锦发/Steady Goh


 ---
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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Dallas O'Brien
there is another problem. in certain mission types, i for one, tend to
collect  a lot of the crates, thus other players wouldn't. how would i
then know when to slow down, and if i did, where is the ballance, when
i could collect faster and end the game sooner? to many htings to
considder really for that. i think it would be better to do something
similar to rs games, in that once people have been sitting there and
not doing anything for a set time, the leader can boot them out.
possibly have a menu that pops up at a command that lists thoughs who
have been idelling for a set time so people can boot particular ones.
not all, as sometimes in the middle of a mission somebody has to go do
something without warning.
dallas


On 21/07/2012, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I would rather not see the missions become timed like that, because
 there's only one crate at a time, as far as I know.

 Signed:
 Dakotah Rickard

 On 7/20/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 This idea was considered a while back, but we had the problem of players
 legitimately being unable to find crates in large teams.  I don't believe
 the idea ever got past the talking stage though, and I'd gladly give it a
 try if people think it's worth testing.

 Hi Jeremy and other swamp players, A
 suggestion to deal with truck sitters. How about making it
 something like the lms mission where the player's mission
 time count down? Start off with 10 minutes. That should be
 more than enough to find at least 1 crate in any warehouse
 mission. Each crate found adds 3 minutes to the clock with
 no cap. Then all we have to do is to wait for them to run
 out of time. And no, killing zombies doesn't add on time. we
 don't need players who just keep shooting and saying they
 are providing cover for others. Thanks but no thanks.
 锦发/Steady Goh


 ---
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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Scott Chesworth
That doesn't make it much harder for trucksitters though, because
having a little wander around the loading docks would count as not
ideling wouldn't it?

So far, I reckon the simplest suggestion would be the most affective,
IE add a kick command tied in to the tracker which is only available
to the mission leader. It totally relies on them enforcing it and
being fair about that, but I think it'd be a while before that started
to get abused. After all, the biggest objection to trucksitting is
fairness isn't it.

Scott

On 7/21/12, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 there is another problem. in certain mission types, i for one, tend to
 collect  a lot of the crates, thus other players wouldn't. how would i
 then know when to slow down, and if i did, where is the ballance, when
 i could collect faster and end the game sooner? to many htings to
 considder really for that. i think it would be better to do something
 similar to rs games, in that once people have been sitting there and
 not doing anything for a set time, the leader can boot them out.
 possibly have a menu that pops up at a command that lists thoughs who
 have been idelling for a set time so people can boot particular ones.
 not all, as sometimes in the middle of a mission somebody has to go do
 something without warning.
 dallas


 On 21/07/2012, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I would rather not see the missions become timed like that, because
 there's only one crate at a time, as far as I know.

 Signed:
 Dakotah Rickard

 On 7/20/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 This idea was considered a while back, but we had the problem of players
 legitimately being unable to find crates in large teams.  I don't believe
 the idea ever got past the talking stage though, and I'd gladly give it a
 try if people think it's worth testing.

 Hi Jeremy and other swamp players, A
 suggestion to deal with truck sitters. How about making it
 something like the lms mission where the player's mission
 time count down? Start off with 10 minutes. That should be
 more than enough to find at least 1 crate in any warehouse
 mission. Each crate found adds 3 minutes to the clock with
 no cap. Then all we have to do is to wait for them to run
 out of time. And no, killing zombies doesn't add on time. we
 don't need players who just keep shooting and saying they
 are providing cover for others. Thanks but no thanks.
 锦发/Steady Goh


 ---
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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Christopher Bartlett
A note on the user interface for any truck sitting solution.  I cannot rely on 
having to type out user names as for many users, their names don't easily 
render across languages and it would be major league inconvenient to have to 
cut and paste names from the mission log etc.  This also makes it more 
difficult to recognize names of people you might want to keep or kick.  I've 
missioned with several of the symbols crowd who are really good partners and 
with some who were a waste of space and xp.



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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread john
I like this a lot, and personally feel it strikes a good balance, 
without being overly difficult to code.


- Original Message -
From: Dallas O'Brien dallas.r.obr...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 21 Jul 2012 17:42:35 +1000
Subject: Re: [Audyssey] swamp trucksitting

there is another problem. in certain mission types, i for one, 
tend to
collect  a lot of the crates, thus other players wouldn't. how 
would i
then know when to slow down, and if i did, where is the ballance, 
when

i could collect faster and end the game sooner? to many htings to
considder really for that. i think it would be better to do 
something
similar to rs games, in that once people have been sitting there 
and

not doing anything for a set time, the leader can boot them out.
possibly have a menu that pops up at a command that lists thoughs 
who
have been idelling for a set time so people can boot particular 
ones.
not all, as sometimes in the middle of a mission somebody has to 
go do

something without warning.
dallas


On 21/07/2012, Dakotah Rickard dakotah.rick...@gmail.com wrote:
I would rather not see the missions become timed like that, 
because

there's only one crate at a time, as far as I know
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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread john
As far as I can tell something slightly like that is what's 
proposed, just with a time component.


- Original Message -
From: Scott Chesworth scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 21 Jul 2012 14:10:08 +0100
Subject: Re: [Audyssey] swamp trucksitting

That doesn't make it much harder for trucksitters though, because
having a little wander around the loading docks would count as 
not

ideling wouldn't it?

So far, I reckon the simplest suggestion would be the most 
affective,
IE add a kick command tied in to the tracker which is only 
available

to the mission leader. It totally relies on them enforcing it and
being fair about that, but I think it'd be a while before that 
started
to get abused. After all, the biggest objection to trucksitting 
is

fairness isn't it.

Scott

On 7/21/12, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
there is another problem. in certain mission types, i for one, 
tend to
collect  a lot of the crates, thus other players wouldn't. how 
would i
then know when to slow down, and if i did, where is the 
ballance, when
i could collect faster and end the game sooner? to many htings 
to
considder really for that. i think it would be better to do 
something
similar to rs games, in that once people have been sitting there 
and

not doing anything for a set time, the leader can boot them out.
possibly have a menu that pops up at a command that lists 
thoughs who
have been idelling for a set time so people can boot particular 
ones.
not all, as sometimes in the middle of a mission somebody has to 
go do

something without warning.
dallas


On 21/07/2012, Dakotah Rickard dakotah.rick...@gmail.com 
wrote:
I would rather not see the missions become timed like that, 
because

there's only one crate at a time, as far as I know
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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread john
This was a great point, and well illustrated. I personally 
already have a hard time with the / commands, and have had 
several times decided simply not to use them because I'd have to 
go find a name and didn't have time. This ranges from where to 
whisper, the ladder can get really annoying.


- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Sat, 21 Jul 2012 17:28:58 -0400
Subject: Re: [Audyssey] swamp trucksitting

A note on the user interface for any truck sitting solution.  I 
cannot rely on having to type out user names as for many users, 
their names don't easily render across languages and it would be 
major league inconvenient to have to cut and paste names from the 
mission log etc.  This also makes it more difficult to recognize 
names of people you might want to keep or kick.  I've missioned 
with several of the symbols crowd who are really good partners 
and with some who were a waste of space and xp.




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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Dakotah Rickard
That's why  I want to see that /l or /local command that I think I
mentioned before.

Signed:
Dakotah Rickard

On 7/21/12, john jpcarnemo...@comcast.net wrote:
 This was a great point, and well illustrated. I personally
 already have a hard time with the / commands, and have had
 several times decided simply not to use them because I'd have to
 go find a name and didn't have time. This ranges from where to
 whisper, the ladder can get really annoying.

 - Original Message -
 From: Christopher Bartlett themusicalbre...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date sent: Sat, 21 Jul 2012 17:28:58 -0400
 Subject: Re: [Audyssey] swamp trucksitting

 A note on the user interface for any truck sitting solution.  I
 cannot rely on having to type out user names as for many users,
 their names don't easily render across languages and it would be
 major league inconvenient to have to cut and paste names from the
 mission log etc.  This also makes it more difficult to recognize
 names of people you might want to keep or kick.  I've missioned
 with several of the symbols crowd who are really good partners
 and with some who were a waste of space and xp.



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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Steady Goh
If a player in a team is trying and cannot find crates, others can always 
tell him where it is and let him go collect it. That way that player can 
also learn.
I am not sure what is the problem about collecting crates too fast. If you 
can end the mission in less than 10 minutes, no 1 gets kick out. If you 
decide that others are not contributing and they should not share your rep 
and exp, wait for their time limit. I think this way every1 has a fair play 
ground.
As for kicking players, we can forsee some of them doing that just because 
they doesn't like that person to be in no matter how much he contribute. If 
you look at the chat, it's obvious that many there are very bias towards 
certain groups. Say if a truck sitter leads a mission and a searcher joins, 
the searcher turn in most of the crates and get kick out just before the 
last crate.


锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 21, 2012 10:37 AM
Subject: Re: [Audyssey] swamp trucksitting


This idea was considered a while back, but we had the problem of players 
legitimately being unable to find crates in large teams.  I don't believe 
the idea ever got past the talking stage though, and I'd gladly give it a 
try if people think it's worth testing.



Hi Jeremy and other swamp players, A
suggestion to deal with truck sitters. How about making it
something like the lms mission where the player's mission
time count down? Start off with 10 minutes. That should be
more than enough to find at least 1 crate in any warehouse
mission. Each crate found adds 3 minutes to the clock with
no cap. Then all we have to do is to wait for them to run
out of time. And no, killing zombies doesn't add on time. we
don't need players who just keep shooting and saying they
are providing cover for others. Thanks but no thanks.
锦发/Steady Goh



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Re: [Audyssey] swamp trucksitting

2012-07-20 Thread Jeremy Kaldobsky
This idea was considered a while back, but we had the problem of players 
legitimately being unable to find crates in large teams.  I don't believe the 
idea ever got past the talking stage though, and I'd gladly give it a try if 
people think it's worth testing.

 Hi Jeremy and other swamp players, A
 suggestion to deal with truck sitters. How about making it
 something like the lms mission where the player's mission
 time count down? Start off with 10 minutes. That should be
 more than enough to find at least 1 crate in any warehouse
 mission. Each crate found adds 3 minutes to the clock with
 no cap. Then all we have to do is to wait for them to run
 out of time. And no, killing zombies doesn't add on time. we
 don't need players who just keep shooting and saying they
 are providing cover for others. Thanks but no thanks.
 锦发/Steady Goh


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Re: [Audyssey] swamp trucksitting

2012-07-20 Thread Dakotah Rickard
I would rather not see the missions become timed like that, because
there's only one crate at a time, as far as I know.

Signed:
Dakotah Rickard

On 7/20/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 This idea was considered a while back, but we had the problem of players
 legitimately being unable to find crates in large teams.  I don't believe
 the idea ever got past the talking stage though, and I'd gladly give it a
 try if people think it's worth testing.

 Hi Jeremy and other swamp players, A
 suggestion to deal with truck sitters. How about making it
 something like the lms mission where the player's mission
 time count down? Start off with 10 minutes. That should be
 more than enough to find at least 1 crate in any warehouse
 mission. Each crate found adds 3 minutes to the clock with
 no cap. Then all we have to do is to wait for them to run
 out of time. And no, killing zombies doesn't add on time. we
 don't need players who just keep shooting and saying they
 are providing cover for others. Thanks but no thanks.
 锦发/Steady Goh


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[Audyssey] swamp trucksitting

2012-07-19 Thread john
I'm currently in the middle of a stripmall mission, with two 
people sitting and two of us working. I'd love to know what's 
being done to help with a situation like this. I dont really like 
the prospect of getting half the rep/exp I should be.


Any information is greatly apreciated,
John.

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Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Dakotah Rickard
The way I see it, there's only two ways to make missioning viable with
over 1200 players and not all of them being able to communicate. The
20 slot losers.txt file is now basically a waste of time, no offense,
and despite its good intentions, the alert command can make truck
sitting very, very easy.

The only two ways I can see of fixing the problem are to allow leaders
to prescreen their mission companions or kick out unwanted ones. The
prescreening method would involve some sort of list with a checkbox
style system so the team leader could decide who should go and who
should stay. The other method is pretty simple, as well. It would
involve being able to access a list of those who have joined and
remove unwanted elements. in either method, there should be a way to
make a mission no longer joinable so that you don't get someone who
came aboard in the last second before launching.

As far as the Swamp game's realism, it would increase. It is
completely reasonable to say that a team leader would have the
discression to go out and trust their safety to whomever they would
like, whether it's a friend or just a good fighter.

And as one final comment, I would like to offer the suggestion that
the Last Man Standing and Sniper Proving Grounds missions, and any
similar missions, should be an exception to this methodology as the
gain in reputation should not be lessened and the competition should
not be shrunken simply because some person wants to exclude others.

In any case, I do agree that something should be done. I hope that I
and others do not seem pushy. It's just that the player base is so
large and diverse that some control over missions should be allowed.

Signed:
Dakotah Rickard

On 7/19/12, john jpcarnemo...@comcast.net wrote:
 I'm currently in the middle of a stripmall mission, with two
 people sitting and two of us working. I'd love to know what's
 being done to help with a situation like this. I dont really like
 the prospect of getting half the rep/exp I should be.

 Any information is greatly apreciated,
 John.

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Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Dallas O'Brien
i think this is being worked on already, and its looking like it will
be some kind of screening.
but thats when he gets time to work on swamp. lol.
dallas


On 20/07/2012, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 The way I see it, there's only two ways to make missioning viable with
 over 1200 players and not all of them being able to communicate. The
 20 slot losers.txt file is now basically a waste of time, no offense,
 and despite its good intentions, the alert command can make truck
 sitting very, very easy.

 The only two ways I can see of fixing the problem are to allow leaders
 to prescreen their mission companions or kick out unwanted ones. The
 prescreening method would involve some sort of list with a checkbox
 style system so the team leader could decide who should go and who
 should stay. The other method is pretty simple, as well. It would
 involve being able to access a list of those who have joined and
 remove unwanted elements. in either method, there should be a way to
 make a mission no longer joinable so that you don't get someone who
 came aboard in the last second before launching.

 As far as the Swamp game's realism, it would increase. It is
 completely reasonable to say that a team leader would have the
 discression to go out and trust their safety to whomever they would
 like, whether it's a friend or just a good fighter.

 And as one final comment, I would like to offer the suggestion that
 the Last Man Standing and Sniper Proving Grounds missions, and any
 similar missions, should be an exception to this methodology as the
 gain in reputation should not be lessened and the competition should
 not be shrunken simply because some person wants to exclude others.

 In any case, I do agree that something should be done. I hope that I
 and others do not seem pushy. It's just that the player base is so
 large and diverse that some control over missions should be allowed.

 Signed:
 Dakotah Rickard

 On 7/19/12, john jpcarnemo...@comcast.net wrote:
 I'm currently in the middle of a stripmall mission, with two
 people sitting and two of us working. I'd love to know what's
 being done to help with a situation like this. I dont really like
 the prospect of getting half the rep/exp I should be.

 Any information is greatly apreciated,
 John.

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Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Steady Goh
Hi Jeremy and other swamp players, A suggestion to deal with truck sitters. 
How about making it something like the lms mission where the player's 
mission time count down? Start off with 10 minutes. That should be more than 
enough to find at least 1 crate in any warehouse mission. Each crate found 
adds 3 minutes to the clock with no cap. Then all we have to do is to wait 
for them to run out of time. And no, killing zombies doesn't add on time. we 
don't need players who just keep shooting and saying they are providing 
cover for others. Thanks but no thanks.

锦发/Steady Goh
- Original Message - 
From: john jpcarnemo...@comcast.net

To: gamers gamers@audyssey.org
Sent: Friday, July 20, 2012 5:14 AM
Subject: [Audyssey] swamp trucksitting


I'm currently in the middle of a stripmall mission, with two people 
sitting and two of us working. I'd love to know what's being done to help 
with a situation like this. I dont really like the prospect of getting 
half the rep/exp I should be.


Any information is greatly apreciated,
John.

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