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Yeah...once they've been idle for say 30 minutes, the time counter stops.
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(07-03-2008, 10:50 AM)Ben link Wrote: You don't understand. Not everything in the server is done for the players. We need more and more to join the server, and with people idling that leaves less space for more to join.
Funny thing is that the game works the opposite to what you've said.
First off, at the moment there are 56 players on the server. A few hours ago, I saw at least 5 people kicked for idling when there were 30 people on the server. That's 120, or 94 free spots. PLENTY of room.
Also, I'd be more inclined to join a server with 80 people than I would one with 10 people. Sure, the server with 80 people has more room and possibly more lag, but I'm sure 95% of other people think the same way.
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My opinion isn't changed since:
(07-01-2008, 09:56 AM)Nakebod link Wrote: Maybe some crew members should stop being idle-kick horny.
We have 150 player slots, and ~50 players average. Who f*ck*ng cares if we have 10 idlers for a few minutes, or even a hour. Enough room for 100 other players.
Best solution ever.
To be honest, this anti-idle kicking system was almost instantly implemented before it even was discussed properly.
The discussion in management started with a post, prepared for publication to the crew, which clearly stated:
"Idling: As long as there aren't 145+ players ingame, you don't have to kick for idling. There's room enough in the server, it's ok if you idle for a bit."
Even I, as Management, don't know how/why it is changed so soonish, without proper discussion.
So we are gonna re-think of the anti-idle, and it will be changed soon.
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Well, I think my suggestion is probably best, instead of kicking players, just stop there income and online time counter whilst they are afk, and perhaps even teleport them to /pause. I'm willing to script it if you want.
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(07-03-2008, 10:50 AM)Ben link Wrote: You don't understand. Not everything in the server is done for the players. We need more and more to join the server, and with people idling that leaves less space for more to join. *bump*
my rebuttal for that is... have you seen the way LVP has been lately? there's always room for more players. so the idling rule is without a doubt not needed.
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07-12-2008, 11:06 AM
(This post was last modified: 07-12-2008, 11:07 AM by Felle)
Cmon people, you have to be creative. Like me, dig up some old stuff and see what you can do...
[youtube=480,360]WJE0-fEwawY[/youtube]
I actually managed to idle for 23 minutes before realizing I had absolutely no use of idling at that moment..
On a more serious note, I think Jay's idea about stopping income and ingame time increasing after idling (15 minutes applies for that too?) is great. It will stop people from idling for ingame time, yet making them able to keep their spawnweps or whatever.
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Felle + boredom = creepy.
edit: Sorry, I didnt notice this was a CSI topic. 
edit2: I agree with above, the idea is great
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Indeed, Jay's idea will be better than getting kicked after 15 minutes, or just increasing the time with another 15 minutes and when using /pause you can idle for 40 minutes or something.
But Jay's idea is cool, too
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(07-03-2008, 06:51 PM)Nakebod link Wrote: My opinion isn't changed since:
To be honest, this anti-idle kicking system was almost instantly implemented before it even was discussed properly.
The discussion in management started with a post, prepared for publication to the crew, which clearly stated:
"Idling: As long as there aren't 145+ players ingame, you don't have to kick for idling. There's room enough in the server, it's ok if you idle for a bit."
Even I, as Management, don't know how/why it is changed so soonish, without proper discussion.
So we are gonna re-think of the anti-idle, and it will be changed soon. or instead read what nake said. ~50 players ingame, who fucking cares if theres 10 idlers.
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Its just annoying to go afk for a bit, come back, and be kicked loosing your props + spawn weapons.
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