When the server has 32 players its cancer, warning rule has nothing to do with that. I've been playing jb for years and still playing alot and i can say i like it better without the warning rule. Thats not to say the warning rule doesn't have its benefits but it also has its drawbacks. Thats why im here trying to tweak it instead of just destroying it. That said u could also just say anyone who disagrees with you looking thru rose coloured glasses, doesn't play jb, or is just nostalgic but those are not really arguments and just dismiss the problems a lot of ppl have with the rule.
Interesting to say that I am trying to "dismiss the problems a lot of people have with the rule" when the majority of what I wrote was addressing the problems and the potential fixes for them. It's also odd that pointing out overly biased or subjective points in other people's arguments is being written off as trying to ignore the issue, when in reality most of the issues that people have with the rule are sprouting from once again their "perfect" version of the server or how they used to like it. People's intentions when discussing the rule are also pretty clear when almost every one of their points either explicitly says something along the lines of "I want it to be how it used to be because I had fun back then in the good old days" or implies something regarding "traditional jailbreak"
Here's a list of what I am referring to (even though some of these bring up good points or truth)
In traditional jailbreak the CT's are 100% liable for progressing the round, but when you are giving the T's this much forced leniency, there is a sense of responsibility on their part too. Why can't we just start punishing T's who constantly make false claims? They're supposed to read the rules like everyone else.
Lyriati wrote:
jb was fine without for 4+ years, why change it?
Mr. Simplistic wrote:
Honestly i think listening to the warden carefully is half the game in jb, the rules are there to stop assholes and wordplay and admins to enforce them, so if they die then its just a part of the game. I dont like baby sitting T's very much
Minion wrote:
trash ass rule that I will abuse until something gets done about it.
Mr. Simplistic wrote:
Honestly i think listening to the warden carefully is half the game in jb. The game is your in a death row prison where you follow the orders given to you or die. On the flip side your job as a T is to make the warden's life as painful and as short as possible for revenge. The warning rule takes out half the game and makes sure the T's dont have pay attention and just wait for mini games without worrying about anything. It really kills the role play aspect as a T because unless a T rebels every round you have no control how long you live.
Wardens just play games where you turn around and have a 2/3 chance to get shot in the back of the head without any skill being involved and with the warning rule staying alive takes no skill or game knowledge outside of games so unless your gonna rebel every round you most likely wont be using any skill at all, just flipping a coin to see if you die or just get LR thru dumb luck.
There are already rules to stop assholes and wordplay that dont destroy half the game of JB, admins just have to enforce them. so if they die then its just a part of the game. I dont like baby sitting T's very much and i hate being baby sat even more.
Mr.Simplistic wrote:
Although i cant say its correlated, i've seen the opposite. Wardens seem to be doing the same as always playing games that like simon says and new ones that just kill half the T's with them having to pick a number between 1-3 and dying if u guess wrong. (Boy i miss the rule where u could refuse non skill based games).
Mr.Simplistic wrote:
I've been playing jb for years and still playing alot and i can say i like it better without the warning rule.
I'm not saying retrospecting about the server is bad (and obviously in many cases it is helpful), but to create a whole argument based off "how good it was back then" is kind of silly. The warning rule isn't the only thing that has changed in the server; other rules have been added or removed, the player base has pretty much completely changed with the constant coming and going of players, the server has been around longer and doesn't seem as fresh to people who have been around a while, new admins, new staff, new changes to gameplay mechanics (infinite stacking, full auto glock, etc). Simply put, the warning rule isn't the only thing that has changed since "the good old days" and there aren't many newer members or players who have any outstanding problems with the rule. It seems to be well liked by the majority of the server's [CURRENT] regular population and wanting to change it simply because it "used to be good" when a lot of other things have changed along with it is pretty silly.
Outside of that though, I think it would be interesting to see who exactly voted what and it would also be nice to somehow get a good sample of the actual population to participate in the vote (unlikely).
Steam ID: STEAM_0:0:45881423 Joined: Sun Mar 08, 2015 12:07 pm Posts: 2316 Location: Canada ON
Cooper wrote:
Mr. Simplistic wrote:
When the server has 32 players its cancer, warning rule has nothing to do with that. I've been playing jb for years and still playing alot and i can say i like it better without the warning rule. Thats not to say the warning rule doesn't have its benefits but it also has its drawbacks. Thats why im here trying to tweak it instead of just destroying it. That said u could also just say anyone who disagrees with you looking thru rose coloured glasses, doesn't play jb, or is just nostalgic but those are not really arguments and just dismiss the problems a lot of ppl have with the rule.
Interesting to say that I am trying to "dismiss the problems a lot of people have with the rule" when the majority of what I wrote was addressing the problems and the potential fixes for them. It's also odd that pointing out overly biased or subjective points in other people's arguments is being written off as trying to ignore the issue, when in reality most of the issues that people have with the rule are sprouting from once again their "perfect" version of the server or how they used to like it. People's intentions when discussing the rule are also pretty clear when almost every one of their points either explicitly says something along the lines of "I want it to be how it used to be because I had fun back then in the good old days" or implies something regarding "traditional jailbreak"
Here's a list of what I am referring to (even though some of these bring up good points or truth)
In traditional jailbreak the CT's are 100% liable for progressing the round, but when you are giving the T's this much forced leniency, there is a sense of responsibility on their part too. Why can't we just start punishing T's who constantly make false claims? They're supposed to read the rules like everyone else.
Lyriati wrote:
jb was fine without for 4+ years, why change it?
Mr. Simplistic wrote:
Honestly i think listening to the warden carefully is half the game in jb, the rules are there to stop assholes and wordplay and admins to enforce them, so if they die then its just a part of the game. I dont like baby sitting T's very much
Minion wrote:
trash ass rule that I will abuse until something gets done about it.
Mr. Simplistic wrote:
Honestly i think listening to the warden carefully is half the game in jb. The game is your in a death row prison where you follow the orders given to you or die. On the flip side your job as a T is to make the warden's life as painful and as short as possible for revenge. The warning rule takes out half the game and makes sure the T's dont have pay attention and just wait for mini games without worrying about anything. It really kills the role play aspect as a T because unless a T rebels every round you have no control how long you live.
Wardens just play games where you turn around and have a 2/3 chance to get shot in the back of the head without any skill being involved and with the warning rule staying alive takes no skill or game knowledge outside of games so unless your gonna rebel every round you most likely wont be using any skill at all, just flipping a coin to see if you die or just get LR thru dumb luck.
There are already rules to stop assholes and wordplay that dont destroy half the game of JB, admins just have to enforce them. so if they die then its just a part of the game. I dont like baby sitting T's very much and i hate being baby sat even more.
Mr.Simplistic wrote:
Although i cant say its correlated, i've seen the opposite. Wardens seem to be doing the same as always playing games that like simon says and new ones that just kill half the T's with them having to pick a number between 1-3 and dying if u guess wrong. (Boy i miss the rule where u could refuse non skill based games).
Mr.Simplistic wrote:
I've been playing jb for years and still playing alot and i can say i like it better without the warning rule.
I'm not saying retrospecting about the server is bad (and obviously in many cases it is helpful), but to create a whole argument based off "how good it was back then" is kind of silly. The warning rule isn't the only thing that has changed in the server; other rules have been added or removed, the player base has pretty much completely changed with the constant coming and going of players, the server has been around longer and doesn't seem as fresh to people who have been around a while, new admins, new staff, new changes to gameplay mechanics (infinite stacking, full auto glock, etc). Simply put, the warning rule isn't the only thing that has changed since "the good old days" and there aren't many newer members or players who have any outstanding problems with the rule. It seems to be well liked by the majority of the server's [CURRENT] regular population and wanting to change it simply because it "used to be good" when a lot of other things have changed along with it is pretty silly.
Outside of that though, I think it would be interesting to see who exactly voted what and it would also be nice to somehow get a good sample of the actual population to participate in the vote (unlikely).
you responded only to Lyriati, young lean, and minion. those were not arguments, they are opinions. you did not put out an counter argument, you put out your opinion on their opinions. not saying thats wrong or anything but im saying there is a difference. they said that it was better before the rule (an opinion) but did not give any reasons why it was better (aka an argument) you then said you think they are wrong/nostalgic and that it is better with the rule (opinion) but did not respond to their criticism because there was none.
you did not adress the argument i put forth
Quote:
Honestly i think listening to the warden carefully is half the game in jb. The game is your in a death row prison where you follow the orders given to you or die. On the flip side your job as a T is to make the warden's life as painful and as short as possible for revenge. The warning rule takes out half the game and makes sure the T's dont have pay attention and just wait for mini games without worrying about anything. It really kills the role play aspect as a T because unless a T rebels every round you have no control how long you live.
Wardens just play games where you turn around and have a 2/3 chance to get shot in the back of the head without any skill being involved and with the warning rule staying alive takes no skill or game knowledge outside of games so unless your gonna rebel every round you most likely wont be using any skill at all, just flipping a coin to see if you die or just get LR thru dumb luck.
There are already rules to stop assholes and wordplay that dont destroy half the game of JB, admins just have to enforce them. so if they die then its just a part of the game. I dont like baby sitting T's very much and i hate being baby sat even more.
or that of P. strawberry
Quote:
Its true. Although I CAN manage a round with a lot of t's and still give warnings and all that jazz, it slows down my orders, and a lot of times keeps me from trying to play creative games that people don't already know like the back of their hand. What warden wants to invent a new game when they are going to have to repeat the rules 10 times and give a million warnings. Also just to add, it seems like server regulars are usually the ones that abuse the warning rule to their own rebellious benefit. That's my two cents.
or needy
Quote:
it's okay, don't think it's a rule that belongs on our server being that we already have a particular issue with T's rebelling more often than not, usually killing the entire CT team before the round gets half passed the rounds timer (pls don't say CT team just gotta git gud because that ain't gunna resolve it). It's more that the CT's don't particularly know how to play off the warning rule, take it to their own interpretation, then when they do admins normally have higher priority of how the warning rule is played which can and can sometimes not be wrong but everyone has their own interpretation of how the warning rule should take into affect in each scenario complicating the rule itself, BUT it's sorta how most of our rules go. Just needs to be broken down to simpler terms.
or pro hop
Quote:
Well here is a question for everyone in this thread, say someone is bhopping around constantly on purpose instead of going directly to bottom of main cell stairs. Do they get a warning? Of course they shouldn't but if you don't then you instantly have the person you killed that was delaying and bhopping crying in admin chat and saying you didn't warn. Then some admins(Not all) Who do not either play as often or understand the rule that well will slay you or even swap. It is pretty dumb. I think we can change the rule a little to more help t's that aren't doing anything wrong except a small mistake(Knife while afk/looking around.)
instead you ignored them just blanket call anyone who thought the rule should change nostalgic. So yes, i do think you have dismissed the arguments in favor of generalizing the other side.
in contrast you gave your opinion on the rule argument on why you think the rule should stay (opinion) but then provide reasons why you thought that (argument) i.e. you said u think ppl will be assholes/nazis to which i addressed with the suggestion
Quote:
What do you guys think about having the warning rule for the first min or 2 to give ppl a chance?
and the criticism
Quote:
When the server has 32 players its cancer, warning rule has nothing to do with that. I've been playing jb for years and still playing alot and i can say i like it better without the warning rule. Thats not to say the warning rule doesn't have its benefits but it also has its drawbacks.
you did not respond to either of those however, instead you dismissed them by ignoring them and saying
Quote:
Personally, I still think most people who are advocating against the rule are looking back at the "Good old days" with their rose tinted glasses and want to simply turn the server back into the idealized version they have in their mind. It's also hard to gauge because most of the people who play on the server don't use the forums and it seems like its is inflated by nostalgiacs who for the most part don't even come on anyways.
Long story short im saying instead of talking past each other and generalizing each side of the topic it would be better if we responded to each others arguments as everyone has a different prospective and something else too add. that way we can try to find an acceptable middle ground that no one will be ecstatic about but wont be mad about either (it a compromise ya know). This doesn't just go for cooper but is a good idea for everyone.
When the server has 32 players its cancer, warning rule has nothing to do with that. I've been playing jb for years and still playing alot and i can say i like it better without the warning rule. Thats not to say the warning rule doesn't have its benefits but it also has its drawbacks. Thats why im here trying to tweak it instead of just destroying it. That said u could also just say anyone who disagrees with you looking thru rose coloured glasses, doesn't play jb, or is just nostalgic but those are not really arguments and just dismiss the problems a lot of ppl have with the rule.
Interesting to say that I am trying to "dismiss the problems a lot of people have with the rule" when the majority of what I wrote was addressing the problems and the potential fixes for them. It's also odd that pointing out overly biased or subjective points in other people's arguments is being written off as trying to ignore the issue, when in reality most of the issues that people have with the rule are sprouting from once again their "perfect" version of the server or how they used to like it. People's intentions when discussing the rule are also pretty clear when almost every one of their points either explicitly says something along the lines of "I want it to be how it used to be because I had fun back then in the good old days" or implies something regarding "traditional jailbreak"
Here's a list of what I am referring to (even though some of these bring up good points or truth)
Mr. Simplistic wrote:
how yall liking the warning rule still
Young Lean wrote:
In traditional jailbreak the CT's are 100% liable for progressing the round, but when you are giving the T's this much forced leniency, there is a sense of responsibility on their part too. Why can't we just start punishing T's who constantly make false claims? They're supposed to read the rules like everyone else.
Lyriati wrote:
jb was fine without for 4+ years, why change it?
Mr. Simplistic wrote:
Honestly i think listening to the warden carefully is half the game in jb, the rules are there to stop assholes and wordplay and admins to enforce them, so if they die then its just a part of the game. I dont like baby sitting T's very much
Minion wrote:
trash ass rule that I will abuse until something gets done about it.
Mr. Simplistic wrote:
Honestly i think listening to the warden carefully is half the game in jb. The game is your in a death row prison where you follow the orders given to you or die. On the flip side your job as a T is to make the warden's life as painful and as short as possible for revenge. The warning rule takes out half the game and makes sure the T's dont have pay attention and just wait for mini games without worrying about anything. It really kills the role play aspect as a T because unless a T rebels every round you have no control how long you live.
Wardens just play games where you turn around and have a 2/3 chance to get shot in the back of the head without any skill being involved and with the warning rule staying alive takes no skill or game knowledge outside of games so unless your gonna rebel every round you most likely wont be using any skill at all, just flipping a coin to see if you die or just get LR thru dumb luck.
There are already rules to stop assholes and wordplay that dont destroy half the game of JB, admins just have to enforce them. so if they die then its just a part of the game. I dont like baby sitting T's very much and i hate being baby sat even more.
Mr.Simplistic wrote:
Although i cant say its correlated, i've seen the opposite. Wardens seem to be doing the same as always playing games that like simon says and new ones that just kill half the T's with them having to pick a number between 1-3 and dying if u guess wrong. (Boy i miss the rule where u could refuse non skill based games).
Mr.Simplistic wrote:
I've been playing jb for years and still playing alot and i can say i like it better without the warning rule.
I'm not saying retrospecting about the server is bad (and obviously in many cases it is helpful), but to create a whole argument based off "how good it was back then" is kind of silly. The warning rule isn't the only thing that has changed in the server; other rules have been added or removed, the player base has pretty much completely changed with the constant coming and going of players, the server has been around longer and doesn't seem as fresh to people who have been around a while, new admins, new staff, new changes to gameplay mechanics (infinite stacking, full auto glock, etc). Simply put, the warning rule isn't the only thing that has changed since "the good old days" and there aren't many newer members or players who have any outstanding problems with the rule. It seems to be well liked by the majority of the server's [CURRENT] regular population and wanting to change it simply because it "used to be good" when a lot of other things have changed along with it is pretty silly.
Outside of that though, I think it would be interesting to see who exactly voted what and it would also be nice to somehow get a good sample of the actual population to participate in the vote (unlikely).
you responded only to Lyriati, young lean, and minion. those were not arguments, they are opinions. you did not put out an counter argument, you put out your opinion on their opinions. not saying thats wrong or anything but im saying there is a difference. they said that it was better before the rule (an opinion) but did not give any reasons why it was better (aka an argument) you then said you think they are wrong/nostalgic and that it is better with the rule (opinion) but did not respond to their criticism because there was none.
you did not adress the argument i put forth
Quote:
Honestly i think listening to the warden carefully is half the game in jb. The game is your in a death row prison where you follow the orders given to you or die. On the flip side your job as a T is to make the warden's life as painful and as short as possible for revenge. The warning rule takes out half the game and makes sure the T's dont have pay attention and just wait for mini games without worrying about anything. It really kills the role play aspect as a T because unless a T rebels every round you have no control how long you live.
Wardens just play games where you turn around and have a 2/3 chance to get shot in the back of the head without any skill being involved and with the warning rule staying alive takes no skill or game knowledge outside of games so unless your gonna rebel every round you most likely wont be using any skill at all, just flipping a coin to see if you die or just get LR thru dumb luck.
There are already rules to stop assholes and wordplay that dont destroy half the game of JB, admins just have to enforce them. so if they die then its just a part of the game. I dont like baby sitting T's very much and i hate being baby sat even more.
or that of P. strawberry
Quote:
Its true. Although I CAN manage a round with a lot of t's and still give warnings and all that jazz, it slows down my orders, and a lot of times keeps me from trying to play creative games that people don't already know like the back of their hand. What warden wants to invent a new game when they are going to have to repeat the rules 10 times and give a million warnings. Also just to add, it seems like server regulars are usually the ones that abuse the warning rule to their own rebellious benefit. That's my two cents.
or needy
Quote:
it's okay, don't think it's a rule that belongs on our server being that we already have a particular issue with T's rebelling more often than not, usually killing the entire CT team before the round gets half passed the rounds timer (pls don't say CT team just gotta git gud because that ain't gunna resolve it). It's more that the CT's don't particularly know how to play off the warning rule, take it to their own interpretation, then when they do admins normally have higher priority of how the warning rule is played which can and can sometimes not be wrong but everyone has their own interpretation of how the warning rule should take into affect in each scenario complicating the rule itself, BUT it's sorta how most of our rules go. Just needs to be broken down to simpler terms.
or pro hop
Quote:
Well here is a question for everyone in this thread, say someone is bhopping around constantly on purpose instead of going directly to bottom of main cell stairs. Do they get a warning? Of course they shouldn't but if you don't then you instantly have the person you killed that was delaying and bhopping crying in admin chat and saying you didn't warn. Then some admins(Not all) Who do not either play as often or understand the rule that well will slay you or even swap. It is pretty dumb. I think we can change the rule a little to more help t's that aren't doing anything wrong except a small mistake(Knife while afk/looking around.)
instead you ignored them just blanket call anyone who thought the rule should change nostalgic. So yes, i do think you have dismissed the arguments in favor of generalizing the other side.
in contrast you gave your opinion on the rule argument on why you think the rule should stay (opinion) but then provide reasons why you thought that (argument) i.e. you said u think ppl will be assholes/nazis to which i addressed with the suggestion
Quote:
What do you guys think about having the warning rule for the first min or 2 to give ppl a chance?
and the criticism
Quote:
When the server has 32 players its cancer, warning rule has nothing to do with that. I've been playing jb for years and still playing alot and i can say i like it better without the warning rule. Thats not to say the warning rule doesn't have its benefits but it also has its drawbacks.
you did not respond to either of those however, instead you dismissed them by ignoring them and saying
Quote:
Personally, I still think most people who are advocating against the rule are looking back at the "Good old days" with their rose tinted glasses and want to simply turn the server back into the idealized version they have in their mind. It's also hard to gauge because most of the people who play on the server don't use the forums and it seems like its is inflated by nostalgiacs who for the most part don't even come on anyways.
Long story short im saying instead of talking past each other and generalizing each side of the topic it would be better if we responded to each others arguments as everyone has a different prospective and something else too add. that way we can try to find an acceptable middle ground that no one will be ecstatic about but wont be mad about either (it a compromise ya know). This doesn't just go for cooper but is a good idea for everyone.
I don't think you are understanding my point that just because something was good in the past it isn't necessarily good now, and along with that other things have changed which have also played a part in the "issues" you are concerned with. You also keep failing to address my point that the majority of the current regular player base on the server doesn't use the forums meaning this vote is a pretty innacurate representation of the opinions of the people who actually consistently play on the server.
It also doesn't make sense when you say I am "blanket calling" everyone who disagrees with me when not once did I say anything along the lines of "all" or "every" but used words such as "most" or "the majority". If you look at the posts that you claim I did not "address" you'll notice that they heavily focus on their issues with the rule now, and for the most part don't even mention how things were "back then". If they aren't going to be apart of the demographic I am referring to in my point, there is really no reason to "address" them. If I don't disagree with them (at least in the same way) I'm not going to address their points because it simply wouldn't make sense to. My point isn't that the warning rule is perfect in every single way, it is that a lot of the reason people are wanting to change it is because of nostalgia or idealization of the past. If anything, you would be blanketing me in with everyone else who disagrees by automatically assuming that I disagree with all these people you listed or disagree in the same way as everyone else. It isn't as black and white as "Me think warning rule is good" and "Me think warning rule is bad" (not saying you totally think that because you and others have offered clear concession and compromise) but there is a lot more to argue than you seem to think.
BUT since you want me to address a couple of other things I'll do it for you.
Quote:
What do you guys think about having the warning rule for the first min or 2 to give ppl a chance?
This looks like a good idea on paper, but I think adding more and more specific conditions to the rule is just going to create more problems and people are going to find loopholes anyways. For example, people would wait or find a way to stall for the first minute or two of the round until the rule is no longer in effect and then start doing their tricky orders and use their AFK freeze in order to start killing people without having to warn them. I can already see people typing "All admins have to do is pay attention and enforce progression of the round to prevent this" but is there really anything to enforce when people will just do math trivia or Simon Says for the first minute of the round in order to stall so they can start killing people without warnings. There are simply just going to be too many loopholes around a condition like this to really make it effective and there is no way that admins will be able to prevent every possible loophole that people find. On top of that, adding a change like this is going to be a whole new thing that everyone has to learn and get used to, and people already struggle enough with the 32+ rule.
Quote:
When the server has 32 players its cancer, warning rule has nothing to do with that. I've been playing jb for years and still playing alot and i can say i like it better without the warning rule. Thats not to say the warning rule doesn't have its benefits but it also has its drawbacks.
I did respond to half of this, specifically pointing out the part where you say "I've been playing jb for years and still playing alot and i can say i like it better without the warning rule" because it is a prime example of my argument that most of the reasons for change come from idealization or nostalgia but I will set that aside and focus on the other part now. To say "the warning rule has nothing to do with that" is a pretty big generalization and doesn't really look at the nuance of the subject. Needy said something similar in a much more reasonable way that really looks at the nuance of the matter, but like she said it would be hard to determine. You can't really say that the 32+ rule has NO effect on the server's population when it quite clearly does to SOME extent.
Needy wrote:
Would agree though you can't determine that because the warning rule is no longer in act at 32+ players that that's what drops the population count. Would say it's more that the more players who join, the more likely there are trolls while there are less admins cause the server to become more disordered, with less to do, is what gets players to leave. Normally I leave the server once it hits 30 players not because warden / CT team are being nazi's, no longer warning, but because with so little admins the server gets nowhere. Though I can agree with the rest said i.e don't act like an asshole can't replace entirely of what the warning rule covers.
tl;dr more players > more rebellers / trolls > fewer CT's due to 2-1 ratio > with already few admins > server = chaotic
Unfortunately nothing's going to stop the server from losing players at that high. The server, especially being a jailbreak server, just can't support a large population like that.
Quote:
Long story short im saying instead of talking past each other and generalizing each side of the topic it would be better if we responded to each others arguments as everyone has a different prospective and something else too add. that way we can try to find an acceptable middle ground that no one will be ecstatic about but wont be mad about either (it a compromise ya know). This doesn't just go for cooper but is a good idea for everyone.
As for this I really don't know what to say in terms of compromise because from what I've seen I just don't think most ideas would work out very well if actually implemented. I personally don't have any ideas and I think I would personally prefer for it to stay the same, or be completely removed if there was an accurate enough vote (which included the regular population) supporting its removal. It really just depends what type of atmosphere we want to create on the server and if we want to be more focused on playing games and laidback, or trickery and a more strict style of gameplay and it would be hard to find a middle ground between the two which combined both well.
Steam ID: STEAM_0:0:150625838 Joined: Mon Oct 12, 2015 2:42 am Posts: 4024 Location: NorCal
Mr. Simplistic wrote:
What do you guys think about having the warning rule for the first min or 2 to give ppl a chance?
Would much rather have some sort of adjustment to the rule itself, rather than having it not be implied for the rest of the round after a certain amount of time has passed. That's like taking a sandwich, putting jelly on one slice of bread, then peanut butter on the other slice of bread, and keeping them apart for no particular reason. (Splitting so the first half of the round has the warning rule, where the second half doesn't) Basically meaning, we should instead find some sort of middle ground in which all of those who like the warning rule, and those who oppose of the warning rule, in a sense that we resolve the majority of the issues that all resolve around the warning rule while keeping it's benefits.
Number of said issues
a.) Stops the rounds from progressing
᛫ required warning for only minor mistakes (that one little word could easily just get rid of smart-asses that try to loop around the rule).
- that also means how would you define minor? Yes I know that's how it is(?) currently but CT's don't treat it as that. i.e warn T's in which they don't need to be warned
᛫ add the ability to warn groups as a whole
- maybe add a limited number? Can warn _ number of T's as a whole (i.e 5, 10, 10+? You name it) - mass repeat the order until all the T's are as followed(?)
b.) Increases the amount of rebellers
᛫ include detours and delays are implied with every order possibly with the warning rule(?)
- CT's seem to forget that if a T is detouring around to grab a gun behind the wall rather than going straight towards the main cell stairs is detouring - combining those two would just make it more aware for CT team / server all around
᛫ possibly change the interpretation of the "secrets KOS" to where if you're out of your cell after orders are given (as, as far as I know the only way you can get out of your cell is through a secret)
- gets rid of those who, technically, already rebelled but are given a warning basically to go back to their cell
- though are there actual other ways of getting out of your cell if it's not through a secret? - CT team could make an immediate assumption when seeing a T not near a cell, assuming that they came from a secret
c.) T's abusing the warning rule (guess this is more of a clarification)
᛫ We still have the "being a smart-ass will get you banned"
- how cannnnnn you tell if they're being a smart-ass?! idk just gotta wing it i guess - if there was say, and order given to AFK freeze at the bottom of cell stairs, facing cells. All T's are cooperating, 15 seconds goes by and a T is free-looking though no other ordered was followed, then i would say that's abusing the warning rule - what other ways could you prevent this?
Things that probably won't work
᛫ Adding a limited number of warning per player each round
- difficult to keep track of - someone could prob make it up saying they were given a warning beforehand, so on
᛫ Splitting the round timer
- it just ain't gunna work, from said previously - basically saying warnings are permitted in the beginning of the round, but afterwards CT team can be strict regardless (to an extent of course, if you're going to refrence the rule under the "don't act like an asshole")
Won't say that these are the best adjustments, or even nearly that, just an idea of where I'm getting at when changing the wording of the warning rule, or other rules to cover more gray areas that the warning rule doesn't.
Besides that, the rest of what Xanderian had said covers the rest of how the warning rule should be interpreted.
Here's the rule, for reference: "CT's must warn T's when they are not following Warden orders, unless they are playing a deathgame or rebelling."
Death games do not follow warnings. -What this means is that when somebody doesn't listen to your orders when you're actually playing the game and trying to get the numbers down, you don't have to warn them for anything. If they jump when the order is to freeze during a deathgame (such as in 9 Corners on mlcastle), you can immediately shoot them with no warnings. Thus, T's cannot abuse the warning system when playing deathgames.
Rebellers do not get warnings. -This means that if they run away, detour to grab a gun, knife a vent, run towards a secret, or run at a CT, they're rebelling. You can keep T's under control, because they essentially have to do these things to properly rebel. Even if they have a gun or something, by pointing a gun at a CT you can immediately kill them. For primaries, all they have to do is take it out. So, as long as you're watching the T's to kill them if they try something like this, you can kill them and keep the team under control.
Shifts focus less on killing T's through orders, and more towards killing T's through deathgames. -What this means is that if you want to kill T's, you're not really going to be able to do it through normal orders anymore. Instead, it's going to be through deathgames. This warning rule is more for transporting them to the deathgames without killing them for stupid things, like accidentally letting go of your crouch bind and getting killed because the order was to crouch to a place. T's can no longer be killed for wordplay outside of games, and T's can no longer be killed over nazi orders. Not without warnings, anyways.
Considering the game is meant to be fun for both CT's and T's, with the new rule, being a T is actually enjoyable outside of rebelling now. And, tbh, CT for me is still as fun as it was in the past.
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Just an idea: How about warnings for small mistakes (i.e. Moving by accident during AFK freeze), and killing for bigger things (i.e. jumping during freeze after completing for the order, being frozen during AFK freeze). And if people start asking about, "do I kill for x, y, and z?" For real just use common sense. You know what they're doing on purpose and what they're doing by accident.
Steam ID: STEAM_0:1:117015658 Joined: Sun Jul 27, 2014 5:28 am Posts: 141
North wrote:
Just an idea: How about warnings for small mistakes (i.e. Moving by accident during AFK freeze), and killing for bigger things (i.e. jumping during freeze after completing for the order, being frozen during AFK freeze). And if people start asking about, "do I kill for x, y, and z?" For real just use common sense. You know what they're doing on purpose and what they're doing by accident.
This is already how the rule works, and why it is a problem. The fact even admins don't have a general idea of the rule. As the rule currently stands, warnings are only intended for minor mistakes or in places where one can reasonably assume someone slightly misheard/misinterpreted an order, not for blatantly disregarding given orders. So jumping multiple times during a freeze order for example, is cause for getting killed. Jumping once however is seen as a potential mistake, and thus needs to be given a warning for.
asking for a repeat is still a thing btw, although I have noticed a lot of players appear to disregard asking for repeats in favour of simply half-assing orders and waiting for a warning if they do it incorrectly.
Steam ID: STEAM_0:0:21855300 Joined: Wed Dec 06, 2017 12:55 am Posts: 1085 Location: Earth
North wrote:
Just an idea: How about warnings for small mistakes (i.e. Moving by accident during AFK freeze), and killing for bigger things (i.e. jumping during freeze after completing for the order, being frozen during AFK freeze). And if people start asking about, "do I kill for x, y, and z?" For real just use common sense. You know what they're doing on purpose and what they're doing by accident.
We already have a system in place for this, it’s called “abusing the warning system”
The kind of thing you’re proposing is impossible to manage and would only create more problems.. admins will be dealing 24/7 with cases of “judgement calls” for non-warning; a big mistake or little mistake? big/little is subjective and when gameplay and freekilling is concerned, a subjective matter like this has no grounds to be a rule
Also, ask anyone thats frequented more than 5 jailbreak servers, they’ll tell you they like the warning rioe
Steam ID: STEAM_0:0:45881423 Joined: Sun Mar 08, 2015 12:07 pm Posts: 2316 Location: Canada ON
North wrote:
Just an idea: How about warnings for small mistakes (i.e. Moving by accident during AFK freeze), and killing for bigger things (i.e. jumping during freeze after completing for the order, being frozen during AFK freeze). And if people start asking about, "do I kill for x, y, and z?" For real just use common sense. You know what they're doing on purpose and what they're doing by accident.
I was thinking the same thing, maybe reducing it to you must warn for moving mouse during afk freeze only.
Just an idea: How about warnings for small mistakes (i.e. Moving by accident during AFK freeze), and killing for bigger things (i.e. jumping during freeze after completing for the order, being frozen during AFK freeze). And if people start asking about, "do I kill for x, y, and z?" For real just use common sense. You know what they're doing on purpose and what they're doing by accident.
I was thinking the same thing, maybe reducing it to you must warn for moving mouse during afk freeze only.
the point of warning rule is to avoid having all the T's die before anything has bene played. do this and we are back to killin g everybody with 1 order
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