STEAM 组
Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
34
游戏中
316
在线
成立于
2015 年 1 月 29 日
语言
英语
国家/地区
United States 
Epsylon 2017 年 1 月 2 日 上午 5:07
Team kill sanctions
So no, it's not about complaining nor asking to toughen the sanctions in case of team kills (99% on the servers are accidental)...

Those who have played the very first versions of Insurgency (before the split of devs), will remenber there used to be a very fun way to sanction the team killers, to the choise of the victim:
- make him produce fart noises for x minutes (my favorite)
- slap him (which prevents the TK to aim properly)
- blind his/her vision
- etc ..

I was wondering if there would be any way to get these back, for the fun of it, of course!
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正在显示第 1 - 15 条,共 15 条留言
Choppah 2017 年 1 月 3 日 下午 7:42 
I would like to see a forgive option to avoid auto kills in addition to punishments. If I legitimately blocked someone's shot and die from FF I would like to be able to forgive, so the MG doing his job isn't punished.
Epsylon 2017 年 1 月 4 日 上午 3:12 
Forgive was definitely one of the options back then!
Daimyo 2017 年 1 月 4 日 上午 10:45 
I think its fine the way it is. Forgive = more tension.. "Why didnt you forgive? I said sorry!" Where as if you TK and die, its the way it is, your fault. There is a sourcemod that reflects damage back onto you only but that can create tension as well (get out of my line of sight asshole!)
Choppah 2017 年 1 月 4 日 下午 2:55 
引用自 Daimyo
I think its fine the way it is. Forgive = more tension.. "Why didnt you forgive? I said sorry!" Where as if you TK and die, its the way it is, your fault. There is a sourcemod that reflects damage back onto you only but that can create tension as well (get out of my line of sight asshole!)
Players who would behave in such a manner would likely not have lasted long on Sernix anyway. The vast majority of TKs on Sernix servers are accidents and often players immediately call out their fault. Players stand up at inopportune times, misjudge a grenade throw, shoot through cover with a visible bot and hidden player behind it, etc.

Automated systems can't take context and circumstance into account. With player made choices available the punishment can fit the crime. A trial run could be done with Donors as I have yet to see one freak out over a TK. A simple box pops up with options like:

1. Forgive TKer
2. Kill TKer
3. Extend TKer respawn time
4. Remove weapon mods from TKer for this life

Since Donors usually have mics they can also explain what the TKer can do to prevent a future TK and why they were punished.
(TFW)c4_deathstreak 2017 年 1 月 4 日 下午 4:28 
引用自 Daimyo
I think its fine the way it is. Forgive = more tension.. "Why didnt you forgive? I said sorry!"
I think a compromise for both sides can be to have the TK'er auto-die, but if the teammate forgives, they revive - either immediately or after so much time. I think in some ways that would minimize tension while still being lenient towards accidental TK's.
DELAMAIN 2017 年 1 月 4 日 下午 5:28 
引用自 Mr. Nice Guy
引用自 Daimyo
I think its fine the way it is. Forgive = more tension.. "Why didnt you forgive? I said sorry!"
I think a compromise for both sides can be to have the TK'er auto-die, but if the teammate forgives, they revive - either immediately or after so much time. I think in some ways that would minimize tension while still being lenient towards accidental TK's.
This looks good. Not as harsh
Daimyo 2017 年 1 月 5 日 上午 1:43 
引用自 Mr. Nice Guy
引用自 Daimyo
I think its fine the way it is. Forgive = more tension.. "Why didnt you forgive? I said sorry!"
I think a compromise for both sides can be to have the TK'er auto-die, but if the teammate forgives, they revive - either immediately or after so much time. I think in some ways that would minimize tension while still being lenient towards accidental TK's.


I see what you mean because as it stands now, the tension could be placed on the person running in front of another carelessly.. However, we know certain people that will always give their opinion even if they are forgiven and or there is a timer that passes in which they respawn so the tension will be there based on the personality. When I TK, I say "Oh shit sorry" and thats about it. If they want to get mad, Ill make my case and its up to them to be an adult to say "Its cool man" or make a joke about it whatever.

We also have to remember that the bots apply by the same TK logic except they can't forgive each other and earn that extra respawn. One respawn for us has huge potential to change the outcome of a round (and or grenade/rpg/bomb/headshot through wall insta-kill potential). Inadvertently it slightly makes an imbalance.

We could also go the route that the TKer simply suffers no consequence and if there is blatant TKing then thats a ban anyways.

I guess we need to ask ourselves, is it a big enough problem and is the solution going to eliminate it to the point where its worth the time to develop or implement a community plugin, then test/tweak/refine it etc.

My opinion is that its not (still considering it tho). Ive had the current system in for 2 years now and its only been a problem to those who make every little thing a problem and usually those people aren't on the servers very long anyways. Basically the complete opposite of all of you posting here now. You know, giving a shit and spending your time offering valuable feedback. =)
Epsylon 2017 年 1 月 5 日 上午 5:23 
Well, yes, it's a question as well of how much implementation ressource (namely: you!) can be put on that, versus the benefit for the community. I thought it could be already "built in" since I don't know the extent of what has been kept between the first version of Insurgency and the current one.
...still, I'd like very much to make Determine fart for 5 mn!
Pvt. Hudson 2017 年 1 月 5 日 上午 10:10 
there was a server I went to a long time ago...that when you tk'ed someone these annoying bursts appeared all around the person you tk'ed and they almost filled...I would say 40-50% of the screen. and they wouldnt go away until the admin removed them. they were the medic crosses that were bursting. small then got bigger as they flew away from the person you shot and killed. I hated that admin for it. I mean I didnt do it on purpose...and he wouldnt remove them...so I shot them all and left.

Legend has it they are still laying there dead to this day.......bursting.



anyway something like that would make someone think twice about careless aim...:steammocking:
Daimyo 2017 年 1 月 5 日 上午 11:56 
引用自 Epsylon
Well, yes, it's a question as well of how much implementation ressource (namely: you!) can be put on that, versus the benefit for the community. I thought it could be already "built in" since I don't know the extent of what has been kept between the first version of Insurgency and the current one.
...still, I'd like very much to make Determine fart for 5 mn!


I'm sure I can find a community plugin if I looked and maybe get lucky that its somewhat what we want and or another better idea emerges.. I just have 5 different things I want to add constantly so I end up placing other ones on back burners and usually focus on the one that has the most potential (or if I just feel like coding verse mapping).

Current priorities are:

-Fixing gym map invisible bug
-Fixing/tweaking doi bridge map
-Engineer bomber jammer device + barbwire + reworking prop cover/damage system
-Adding another doi map
-Possible medic revive when 2 players have med packs.
-New weapons, fixing old weapon textures etc.
-1 Security Voted Reinforcement per round.
-Engineer deployable ammo
-Possibly an AI "director" that could create dynamic events like random reinforcements, dynamic explosive/grenade/rocket usage (currently we reduce all of these by 50% per bot respawn to counter nade spaming), enemy artillery..
-Deployable mortar/artillery via smoke grenade by team/squad leaders.
-Dynamic immsersive radio sounds that play from team/squad leaders and more voice commands from games like BF3/4 etc.
-Other things Im forgetting.


引用自 Max
there was a server I went to a long time ago...that when you tk'ed someone these annoying bursts appeared all around the person you tk'ed and they almost filled...I would say 40-50% of the screen. and they wouldnt go away until the admin removed them. they were the medic crosses that were bursting. small then got bigger as they flew away from the person you shot and killed. I hated that admin for it. I mean I didnt do it on purpose...and he wouldnt remove them...so I shot them all and left.

Legend has it they are still laying there dead to this day.......bursting.



anyway something like that would make someone think twice about careless aim...:steammocking:

Yeah thats ridiculous. Anything that would kill immersion like that is a no no and as said before, its a matter of creating consequence for both individuals, the guy who runs in front and dies as a result and he who isn't paying attention to his surroundings or measuring potential for someone to run across. It needs to be present with both and with reviving/respawns the consequence isn't too harsh.

Now that I think of it, adding in that voted team reinforcement would help mitigate it as well as well as the 2 non-medics reviving a medic thus creating more of a chance to get revived.
最后由 Daimyo 编辑于; 2017 年 1 月 5 日 上午 11:59
Nimbus 2017 年 1 月 5 日 下午 1:18 
引用自 Daimyo
Current priorities are:
-Engineer bomber jammer device + barbwire + reworking prop cover/damage system
Wooh!

-New weapons, fixing old weapon textures etc.
-Engineer deployable ammo
More wooh.
-Deployable mortar/artillery via smoke grenade by team/squad leaders.
Yes! I've wanted that for a while now, would be awesome.
(TFW)c4_deathstreak 2017 年 1 月 5 日 下午 2:14 
引用自 Daimyo
引用自 Mr. Nice Guy
I think a compromise for both sides can be to have the TK'er auto-die, but if the teammate forgives, they revive - either immediately or after so much time. I think in some ways that would minimize tension while still being lenient towards accidental TK's.
We could also go the route that the TKer simply suffers no consequence and if there is blatant TKing then thats a ban anyways.
This idea got my gears spinning again. TK'er suffers no consequence if they do not kill X amount of players or deliver Y amount of friendly damage in a given time frame. I like this direction better than the first, namely because 90% of the TK's I have witnessed/commited happen when FF is done on a guy with less than 10HP.

Not sure how demanding this would be coding wise, however.
Panda 2017 年 1 月 7 日 下午 2:11 
引用自 Daimyo
-Possibly an AI "director" that could.............


enemy artillery..




FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO,
Panda 2017 年 1 月 7 日 下午 2:13 
Oh I forgot to mention: FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO.
Sir William 2017 年 2 月 3 日 上午 11:43 
引用自 Panda
Oh I forgot to mention: FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO, FUCK NO.

OH MY GOD LOL!!!! but it would be cool if both side could it. :)
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