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回報翻譯問題
But if you really have a person rushing just to troll when you need them to help and cover you then use the kick function because thats what it's there for. Why would you want to implicate some overly complicated and unnecessary system as that when the kick function works better for that purpose.
Would you honestly want someone that doesn't want to play as a team with you anyway? If your "system" forces them to come back the next best thing they'll do is TK everyone and leave anyway. Which, again, the kick function is there.
Forgive me, but none of the things I proposed sound all that complicated, at least to me. They're standard fare that I've been doing for years as I design sourcemod plugins. All of that is far less complicated than the jockey incap ride. Plus, I honestly do consider solely culling SI to be a bad design decision, rush or no rush, and that they should be respawned immediately in a better place. Same with the Director going quiet when any survivor shows up at certain triggers, instead of requiring them all to be there.
Also, while I appreciate the time you took to write a response, it wasn't the kind of material I was hoping to receive (at least, at first). If you wouldn't make use of such a plugin, or you don't find it useful, that's fine and nobody is making you use any sourcemod plugin that you don't want to use - but that's not the goal I had for this thread, which was brainstorming ideas.
Teleporting them back might cause them to TK and leave - and that's something I had not considered (and likely something I could even account for, by giving something like 10 second FF immunity after a teleport punishment). But there are other ideas, such as spawning mobs in front of them, that are far more subtle, and unlikely to be noticed. And who knows, maybe they're an arrogant punk who will TK, or maybe they're just a noob who doesn't understand that they're supposed to stay together.
If you don't have any ideas, that's okay. It's no big, not everyone is as interested in understanding and tweaking game mechanics as I am. (EDIT: Upon re-reading this, it can come off as condescending, which was not my intention; what I mean to say is that I am less satisfied with "just votekick" than you are) Thank you for pointing out the weakness in the teleport punishment, though.
If someone's leaving you behind just to be a dack, kick them and get it over with. Your "system" isn't going to make them any less of a dack. A person that intends to troll will troll. Your system just gives them the ability to stay in game and continue to do it. Unlike kicking them.
Finding the appropriate solution has been rather difficult, without simultaneously raising the challenge for everyone solely because of the terrible role of the solo player. I really do like the idea of the director spawning hordes on the rusher, the instant spawning of the culled, and the distance factor to the lowest flow.
In this system, would it be possible to find a medium [as opposed to lowest] flow and bring back the rusher if he exceeds X distance?
There are not many limits on what I can do. The initial plan involved creating some constant or percentage that represents a "Rush Threshold", and if one Survivor's Flow exceeds the Rush Threshold for (all?) other Survivors who are not pinned or incapped, it will detect that as inappropriate Rushing.
I give many things a lot of thought. It's a trademark of mine; I'm a thinker. :) Don't you know that the first objective is...teamwork?
Other people it is get through the map fast as possible. Others like the stealthy play.
Others.. just wanna play as the zombies and om nom a mothah♥♥♥♥ah.
Don't wanna rush? Play Headshot Only mutation. That will slow you down alittle during a horde.
Teamwork is a means to achieve the main objective. How does punishing a team mate help the team? Better to vote-kick someone who utilizes a different playstyle than the others and have a bot (until a new player joins) instead of trying to fight the hordes with only three survivors, no?
EDIT: Think of this plugin as a lock. Locks don't actually keep dedicated thieves out. Someone who wanted your stuff will just break your windows to get in. Locks keep the honest man honest by gently persuading them to leave the car/house alone. In the same way, this anti-rushing plugin isn't going to stop dedicated rushers, who will just try to do it anyway. But that doesn't mean it won't do something similar to gently persuade the honest man to remain honest.
Yea exactly. This "system" doesn't stop anything from happening, and instead just allows for more destruction. If a person is there to be destructive to everyone around them what is the point in keeping them around. If they cant rush ahead, then they will just team kill, suicide, mic spam, or just watch you and your friends die to specials without helping you whether theyre standing next to you or not.
And leave after their job is done. Then youll be standing there thinking "Maybe i should have just kicked them?"
If you keep focusing on the teleport punishment, yeah. It's just an idea, one small piece of a larger puzzle. If it's a bad piece, I toss it.
SI respawning instead of culling? That's just a good idea, rush or no rush.
This "system" (I don't know why you continue to use scare quotes) as you call it did contain a proposed solution that does stop something - common spawn blocking. Rushing exploits how commons are spawned and culled by the Director so that the Rusher does not have to deal with nearly as many commons, which is in effect "spawn blocking" the commons by ignoring his teammates. Adjusting the chance that mobs spawn in front, and bumping up the common limit temporarily, will prevent spawn blocking commons.
If at any point I even suggested that I was considering the possibility of potentially removing votekick, please forgive me. That was never my intention. Votekick is, has been, and will always be an option, and it is not mutually exclusive with this idea. I am focusing on adjusting the incentives because I have faith that some humans will adjust their playstyle if the incentives to rush are removed or reduced. Not all of the players will adjust, but you can't win all of the time anyway, and I'm perfectly happy to settle for "some of the time", but more importantly - "on servers for people who would find this kind of plugin to be beneficial".
i.e. "their teammates are incapped and he's rushing for score", from OP. The intention was never to inappropriately punish someone who like that. But even then, at that point, if the guy at the back is basically dead, the mobs should arguably be spawning in front of the survivors, instead of the guy who is a lost cause. And anyway, if he's "rushing for score" it's probably versus, and you could make this only used in campaign.
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Again, the intent is not to punish "legitimate" rushing. Please don't focus on the teleport punishment, which was but one example and probably a bad example to begin with, since it doesn't really adjust incentives so much as slap the offender around. It's like a shock collar when what you really need are the appropriate provision of treats (or, more aptly, the removal of inappropriately provided treats)
Rushing generally exploits design decisions, and my goal is to stop those exploits. People can and still would/should rush, people can and still would/should votekick...I'm just trying to tweak the incentive structure as gently as possible (hence, "spawn more mobs in front" and "raise common limit" to stop common spawn blocking, respawning instead of culling SI)