Overly Chatty Penguins

The Ready Room => General => Topic started by: aeroripper on June 19, 2005, 11:28:01 PM

Title: New server mods! yay!
Post by: aeroripper on June 19, 2005, 11:28:01 PM
Comms don't get res slotted, it shows who ejects the comm (with steamid) and more i probably havn't noticed yet... also it seems some of the text seems different...... so is there a list or something of what all was changed?
Title: New server mods! yay!
Post by: spinviper on June 20, 2005, 05:02:39 AM
Yay.
Title: New server mods! yay!
Post by: SlickWill on June 20, 2005, 07:04:03 AM
Is this on LM server?  That would be awesome.  Maybe I can go and work on my sucky comm skills now.   :) This makes me so happy.
Title: New server mods! yay!
Post by: 2_of_8 on June 20, 2005, 08:57:44 AM
Good job to whoever did it! (I think it was said in IRC yesterday but I wasn't paying attention :p). Here's what I've noticed so far:
- Notification of players leaving to go to ready room (NSPlayer has left his team)
- Notification of who's starting the eject vote
- (from aeroripper) Prevents the comm from getting slotkicked
- Notification of when a player leaves because he's slotkicked, and by whom

Great job! <3 this.
Title: New server mods! yay!
Post by: rad4Christ on June 20, 2005, 09:15:12 AM
Welcome to AMX-X. It's only a test right now, but we admins like it. I'm not a big NS'er anymore, but I'll be around to buryteam from time to time. The hit reg problem seems to have disappeared AKAIK, so test it for any troubles. GJ to Dev/null and LB for getting this done.
Title: New server mods! yay!
Post by: Bryan on June 20, 2005, 09:59:47 AM
I wounder if now would be a good time to request to disable the afk kicker for thows times there are 5 or less people (or just me)  on trying to fill the server.

Bryan
Title: New server mods! yay!
Post by: Lightning Blue on June 20, 2005, 03:10:04 PM
Quote
I wounder if now would be a good time to request to disable the afk kicker for thows times there are 5 or less people (or just me)  on trying to fill the server.

Bryan
[snapback]51176[/snapback]

Negative, the kicker stays.
Title: New server mods! yay!
Post by: 2_of_8 on June 20, 2005, 03:19:19 PM
Would it not bring more players in?
Or, ok, an amendment. If there are less than 5 players (or so), time limit increases to 10 minutes for being AFK before being kicked?
Or, another addition, only increase this AFK timelimit while in the ready room? This way, more players would come in the server, and not to find bots or 24/7 idlers like other servers, but real people who are busy getting a drink or something.
I think this could bring more people to the server, something it needs now - we've been playing combat a bit too much lately o_O
Title: New server mods! yay!
Post by: Lightning Blue on June 20, 2005, 10:45:33 PM
To make a very long story short, the likelyhood of me being able to get the kicker recoded is slim to nothing.

Part of the AFK kickers purpose is for people that join and idle in the readyroom.
Title: New server mods! yay!
Post by: esuna on June 21, 2005, 07:42:39 AM
Does this mean saying AMX in #lm won't get you banned anymore?
Title: New server mods! yay!
Post by: A Boojum Snark on June 21, 2005, 10:04:17 AM
It's been like that for quite awhile, esuna.
Title: New server mods! yay!
Post by: SwiftSpear on June 21, 2005, 10:35:57 AM
So LM is running AMX now?  How is the reg, for those who were complaining before?
Title: New server mods! yay!
Post by: Diablus on June 21, 2005, 11:09:11 AM
awesome
as for the AFK kicker, I like it. If your going to go AFK for quite some time, dont stay in the server. Becuase even if its 5 or less people more will join and within 2 minutes it could be fileld up to 16/17 slots and people who want to join cant because your in the RR afk doing your own thing
Title: New server mods! yay!
Post by: Bryan on June 21, 2005, 12:04:36 PM
Quote
awesome
as for the AFK kicker, I like it. If your going to go AFK for quite some time, dont stay in the server. Becuase even if its 5 or less people more will join and within 2 minutes it could be fileld up to 16/17 slots and people who want to join cant because your in the RR afk doing your own thing
[snapback]51237[/snapback]

the idea would be to have the afk kicker start kicking when the 6th player joined. and this does not matter because it is not being considered and the server is.......undecided on its future.

Bryan
Title: New server mods! yay!
Post by: GrayDuck on June 21, 2005, 12:08:15 PM
Bryan,
Some of the suggestions people have, while good, are not easy to acomodate.  I'm no server-side guru, but I think I'm right when I say that the AFK kicker we use is the one written for AMXX (previously admin mod) and its not THAT customizable (sp!)  So short of getting rid of the AFK kicker completely or finding someone who can re-write it properly the exact way we want it, it can't be changed.
Title: New server mods! yay!
Post by: Bryan on June 21, 2005, 01:04:10 PM
Im sorry Grayduck I think I was a little unclear I understand about the the mod. I'm a little disapointed that the server may be moving away from NS thow. I would not press the issue about the afk kicker unless I could fix it my self. At the moment I have no idea how to do that and I don't plan on learning. However, I bring it up agian because Diablus seems to have misunderstood my idea.

Bryan
Title: New server mods! yay!
Post by: Lightning Blue on June 21, 2005, 01:04:21 PM
It's a metamod plugin written by someone who's no longer with NS, much less coding MM plugins.

We don't need any fancy AFK kicker either, the one we have does it's job.
Title: New server mods! yay!
Post by: Guspaz on July 02, 2005, 03:03:21 PM
I like the new mod, for the most part. One thing, however strikes me as EXTREMELY bad:

- Notification of who's starting the eject vote

That is NOT a good change. There are reasons why voting is anonymous. It is meant so that people are not too scared about reprisals to vote for a comm eject.

If a comm eject succeeds, good, it doesn't matter who started it. It doesn't matter because for the eject to succeed most of the marine team obviously wants a new comm,  so who voted is irrelevant.

If a comm eject fails, it STILL doesn't matter who started it, because it had no effect; nothing happened.

The reason we NEED comm votes to stay anonmyous is primarily in case the vote DOES fail. Imagine this scenario:

Player A is not pleased with the commander, who is generally wasting lots of res on useless things and ignoring the requests of his team. He starts a comm eject vote. Unfortunately, only 4 of 8 players vote to eject, failing to meet the "50% plus one" criteria. But the commander now knows that Player A tried to get him ejected. The commander now decides to try to be mean to Player A, denying him of all weapons, medpacks, items, etc. He also tries to undermine him by giving him useless orders.

This is the situation we want to avoid. People should not be afraid to start a comm eject vote!!
Title: New server mods! yay!
Post by: Goldy on July 02, 2005, 04:45:47 PM
I see people voting anonymously for no reason at all as a bigger problem. Now there is a deterrent for that kind of thing. If as you say a comm gets hostile just because of a failed eject.. more people might vote to kick him out, which he'll have earned.
Title: New server mods! yay!
Post by: Manta on July 02, 2005, 05:12:16 PM
I agree.
Title: New server mods! yay!
Post by: Necrosis on July 02, 2005, 06:35:51 PM
Easier to spot vote troublemakers now, and if it scares people then good, all the better, they'll be less quick to hit Vote just because the comm didnt drop them a shotty.
Title: New server mods! yay!
Post by: Vinegar Ninja on July 02, 2005, 07:35:39 PM
and believe me, when crap like that happens, I WILL KICK YOU! I dont take joke ejects lightly. Had a guy on the server once try to eject the com, under the reason "WHY NOT".  needless to say, this dosnt make me happy.
Title: New server mods! yay!
Post by: Guspaz on July 03, 2005, 06:41:03 PM
Who cares if people start joke ejects? Ignore them, if it's a joke eject nobody will vote for it and it will fail.

Perhaps we should also make public who voted for who in elections. Because then people would vote less for the stupid candidates.

Yeah, that makes great sense.
Title: New server mods! yay!
Post by: Wolfwood on July 03, 2005, 06:44:50 PM
There's always the mob mentality scenario, where an idiot starts an ejection, and some rather new players (lets say a "newb", even though i never use the term) think "Hey, there's an eject vote going. Lets vote!". And then your comm is gone and the already screwed marine team is 100% screwed.
Title: New server mods! yay!
Post by: TheAdj on July 03, 2005, 07:38:38 PM
Quote
I like the new mod, for the most part. One thing, however strikes me as EXTREMELY bad:

- Notification of who's starting the eject vote

That is NOT a good change. There are reasons why voting is anonymous. It is meant so that people are not too scared about reprisals to vote for a comm eject.

If a comm eject succeeds, good, it doesn't matter who started it. It doesn't matter because for the eject to succeed most of the marine team obviously wants a new comm,  so who voted is irrelevant.

If a comm eject fails, it STILL doesn't matter who started it, because it had no effect; nothing happened.

The reason we NEED comm votes to stay anonmyous is primarily in case the vote DOES fail. Imagine this scenario:

Player A is not pleased with the commander, who is generally wasting lots of res on useless things and ignoring the requests of his team. He starts a comm eject vote. Unfortunately, only 4 of 8 players vote to eject, failing to meet the "50% plus one" criteria. But the commander now knows that Player A tried to get him ejected. The commander now decides to try to be mean to Player A, denying him of all weapons, medpacks, items, etc. He also tries to undermine him by giving him useless orders.

This is the situation we want to avoid. People should not be afraid to start a comm eject vote!!
[snapback]51816[/snapback]

I'd be inclined to agree, except I've been booted by some random idiot starting a vote and others following someone's lead one too many times.  If this happens, that's what an admin presence is for.  I think that would fall under llama behaviour, since that seems to catch nearly everything possible that isn't already listed in the rules.
Title: New server mods! yay!
Post by: Guspaz on July 04, 2005, 01:19:03 PM
The admins better make it clear then that a commander is not permitted to "punish" a player for starting a vote. It goes both ways.

In addition, the definition of a "llama" eject should not be if the admin thinks it is deserved, but if the player can explain. If the player says "I feel that the commander was wasting resources on such and such", even if the admin does not agree no action should be taken against the player. On the other hand if the player says "He was a ****tard" or "He's a noob" or some such thing, by all means.

Does this mean that players can make llama bans and then try to justify them with intelligent reasons? Yes. However we don't need players getting kicked/banned for starting an eject they really do think is needed.
Title: New server mods! yay!
Post by: Malevolent on July 04, 2005, 06:53:02 PM
Quote
In addition, the definition of a "llama" eject should not be if the admin thinks it is deserved, but if the player can explain. If the player says "I feel that the commander was wasting resources on such and such", even if the admin does not agree no action should be taken against the player.
[snapback]51867[/snapback]
While that may seem fine and dandy, any person that has something that resembles a brain would say that so they don't get in trouble.
Title: New server mods! yay!
Post by: Guspaz on July 04, 2005, 10:58:06 PM
Unfortunately it's the only way to do it. The moment you start relying on admins to decide if a eject vote was warranted you're going to get a slew of UNwarranted kicks and bans.
Title: New server mods! yay!
Post by: 2_of_8 on July 05, 2005, 07:40:15 AM
It really isn't hard to decide whether a vote is warranted or not. There's no fine line - there are comms that waste res on CCs everywhere, recycle base, spam welders and such - and comms who try to win, maybe not in the right way, but to the best of their ability. There is a very easily detectable difference, whether the comm is abusive or just not very good.
Title: New server mods! yay!
Post by: Goldy on July 05, 2005, 08:27:06 AM
Guspaz have you had some sort of traumatic experience involving a comm punishing you for trying to vote him out? I've never seen a decent to good comm do that. If they did, then they deserved the eject vote.
Title: New server mods! yay!
Post by: Niteowl on July 05, 2005, 11:44:09 AM
This plugin has been requested numerous times for those instances when a number of ppl keep 'joke' ejecting every comm who steps in the chair. That's llama ejecting.