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you liking the warning rule still?
is nice 42%  42%  [ 22 ]
is not so nice 58%  58%  [ 31 ]
Total votes : 53
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PostPosted: Sun Jun 10, 2018 11:12 am 
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Pro Hop wrote:
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.)

I've never seen any admins do that yet, since it's pretty well understood that running away or detouring is rebelling, and results in death. If an admin doesn't get the rules and falsely punishes, you can always report them, since it's the only way they're going to learn the proper way to do things.

With that being said, I think there is some confusion in the way it's interpreted, because a lot of the CT's don't know how to properly use it. So, I'll give you my interpretation, which hasn't gotten me slayed or punished thus far. (Which I would say makes it accurate enough to be useful for any CT's wanting to work under the new system).

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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PostPosted: Sun Jun 10, 2018 12:35 pm 
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simple observation

most wardens that dont get tilted when they die like the warning rule
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PostPosted: Sun Jun 10, 2018 12:37 pm 
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If you say AFK freeze, and start handing out warnings... and some T starts to jump to draw a warning, you can just kill him. The warning rule is in place to stop kills for minor mistakes.
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PostPosted: Sun Jun 10, 2018 12:46 pm 
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to be honest, everybody just takes the warning rule to difficult
as already said here: its an extension of the "don't be an asshole" rule
SO JUST DON'T BE AN ASSHOLE

if somebody moves 1 step when frozen just tell him to freeze
if they just go run around kill them

if u say "go to my spray"
and they go for a gun thats not in their path, kill them

simple as that
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PostPosted: Sun Jun 10, 2018 2:13 pm 
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ajescorcia025 wrote:
Mr.GoldGames wrote:
ajescorcia025 wrote:
No one else realize it’s just an extension of “Don’t be an asshole” rule?

Most of the rules we have are an extension of the “don’t be an asshole” rule lol


Lol good point! I think maybe it should the “natural evolution” of that rule??

Honestly, yeah it should be haha
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PostPosted: Sun Jun 10, 2018 8:36 pm 
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Git gud


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PostPosted: Sun Jun 10, 2018 8:38 pm 
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McNugget wrote:
Git gud


youve been rekt'angled by mcnugster

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PostPosted: Sun Jun 10, 2018 10:06 pm 
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PostPosted: Sun Jun 10, 2018 11:30 pm 
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Young Lean wrote:
So many random shitty arguments for it, I'll try to cover them all the best I can.

If you think it's good because it keeps shitty CT's from freekilling
-Shitty CT's still freekill, it just makes it more complicated for admins to determine whether or not a warning was required

If you think it's good because it stops nazi wardens
-Admins should be keeping an eye out for overly agressive / asshole wardens in the first place, they're easy to spot

If you think it's good because it protects newer T side players
-It makes the whole experience inconsistent, half the time you have CT's properly following the rule, most of the time they give half the warnings they should, and sometimes there are no warnings at all
-It also allows experienced T's abuse the rule in their favor

If you think it makes the server less toxic
-All it does it create another thing for people to argue about, most of the time it's situational and can go either way depending on the admin present

"Well the good CT's can still manage with the rule, whats the problem?"
-Good CT's can manage with most shitty rules, that doesn't make them not shitty. What about the other 80% of CT's who are just more confused because of it?

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.


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.


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PostPosted: Mon Jun 11, 2018 12:50 am 
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trash ass rule that I will abuse until something gets done about it.
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