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.
As I said on my post, deathgames do not require warnings. In fact, in a sense you're not allowed to warn for deathgames (since it can be considered favoritism). Obviously I know you're exaggerating, but nothing has actually changed for deathgames. You had to repeat when people asked before this rule existed, and you can still kill people without warnings while you're actively playing a deathgame.
Steam ID: STEAM_0:0:45881423 Joined: Sun Mar 08, 2015 12:07 pm Posts: 2316 Location: Canada ON
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.
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.
That's fair. Tbh, I survived either way, with or without the warning rule. As I said, for some reason the CT's on now-a-days are doing a lot more map games and a lot less repeats of trivia and basic shit like that (except on razor). Idk if there's a direct correlation but it would make sense if there was. While there is no longer the element of having to listen during normal orders because you can get away with shit anyways, CT's are starting to pick up on the fact that deathgames don't need warnings, and thus they're feeling a lot more inclined to give some orders while in the middle of a deathgame (like no jumping or crouching, for example). It's either that, or the bad wardens just don't feel like being warden anymore. (which imo makes it a bit more worth it if none of my other points do)
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Despite whether the rule has and/or hasn't benefited the server, it's another one of our more broaden rules that's hard to put into affect straight away due to how vague the rule is, ad rem; i.e when does this rule fall in place, how do you define it, what is considered ____, generally speaking, making them cover more ground, which normally would say it'd be more suited to keep the standard rules short to the point in order to cover more than one area on the server rather than having all these specifics, but that just sets up a ball for those who find loopholes through just about anything; different interpretations, and what's considered to be the correct interpretation.
Though you can find that in the majority of our general rules: 10 Do not act like an asshole General -What deems being an asshole? -Does joking, or "joking", around count as being an asshole? 24 Extreme Wordplay is not allowed. Jail Break General -What's considered extreme wordplay? -Slight wordplay allowed? I.e face your backs to the back of your cells and AFK freeze? 7 No disturbing Sprays allowed. General -What's considered disturbing? -What if someone else doesn't find it disturbing? We seem to have this repeating occurrence where we add these vague rules that act as a blanket to cover a wide following set of matters on the server which would seem more appropriate being no one wants to read through paragraphs upon paragraphs of rules for a jailbreak server. Regarding the warning rule, it could definitely be broken down into simpler terms so a.) CT's know when and where to warn prisoners, b.) T's know when and where they should be given a warning, and c.) admins know how, when, and where to act on the rule itself.
57 CT's must warn T's when they are not following Warden orders, unless they are playing a deathgame or rebelling. Guards (CT) -What is considered rebelling? -When and what defines a death game? -Other, etc. Xanderian Gr1m0ire actually covered each area fairly well. Now we just gotta put that mindset to the rest of the server! But besides that, personally, I like the rule. Like Moot said it makes playing T much more enjoyable, no more super nazi's and I can come to terms of how the rule should be taken; although, in regards to what's best for the server in the sense that it prevents smart-asses / confusion all-around, it should be broken down to a smaller degree which includes the rules we have currently that can take part in a lot of what the warning rule covers now i.e don't act like an asshole, no detours or delays, etc.
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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.
As I said on my post, deathgames do not require warnings. In fact, in a sense you're not allowed to warn for deathgames (since it can be considered favoritism). Obviously I know you're exaggerating, but nothing has actually changed for deathgames. You had to repeat when people asked before this rule existed, and you can still kill people without warnings while you're actively playing a deathgame.
This is more for transporting or managing T's.
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). But yea i think we should try to make positive incentives for wardens to play fun games rather than trying to make rule after rule to stop the asshole because they will always find another way to be an asshole so i dont like punishing the good wardens for that.
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