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Lighthill

Faster "Team killer" bans

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Players
7 posts
505 battles

Known team killer, starts a match by destroying 1,5 friendlies and no ban?!?!?

 

If you inflict any damage to friendly before any enemies --> Warning: Lock guns for 10 seconds. Second time: Ban! It shouldnt be possible to destroy friendlies!!

 

When ban happens game could inform "There has been a mutiny on board" and player would be kicked and replaced.

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[KOKOS]
Beta Tester, Players
3,371 posts
8,811 battles

Lock guns for 10 seconds?

Players/trolls who are shooting at allies on purpose, should be removed from the game completely.

Locking the guns is no solution, because what happens after that 10 seconds? They just continue with what they were doing.

 

Kicking a teamkiller and replacing it with a new player also won't work.

The new player, who replaces the kicked one, will end up in a battle that is already ongoing, so he/she won't be a very effective asset for the team.

 

:honoring:

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Players
7 posts
505 battles

Lock guns for 10 seconds?

Players/trolls who are shooting at allies on purpose, should be removed from the game completely.

Locking the guns is no solution, because what happens after that 10 seconds? They just continue with what they were doing.

 

Kicking a teamkiller and replacing it with a new player also won't work.

The new player, who replaces the kicked one, will end up in a battle that is already ongoing, so he/she won't be a very effective asset for the team.

 

:honoring:

 

10 seconds for first shot. As a warning. Then kick. Then ban. Warning because mistakes happen.

 

Even if player gets replaced he/she is more useful than no player at all. If your team happens to get a (pink) teamkiller, your team is short of 1 player, which is unfair for that team. It leaves a team shorthanded. Replacement is fairer way.

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Players
6 posts
435 battles

 

Kicking a teamkiller and replacing it with a new player also won't work.

The new player, who replaces the kicked one, will end up in a battle that is already ongoing, so he/she won't be a very effective asset for the team.

 

 

I don't see why replacing a teamkiller with a new player wouldn't work, it is not hard to look at the map & see where you will be of the most use.

 

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[SPUDS]
[SPUDS]
Beta Tester
4,481 posts
12,943 battles

He should be replaced with a bot (they are rather decent in WoWs)

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Players
516 posts
2,518 battles

if you shoot a player and cause 30k damage, how many battles do you need to play or how much damage do you need to accomplish to get rid of the pink name

Edited by Wavecave

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[GRKEN]
Beta Tester
3,552 posts
8,863 battles

When ban happens game could inform "There has been a mutiny on board" and player would be kicked and replaced.

Wouldn't "There has been a mutiny on board. Crew court martialed and shot" be better?:P

Along with captain and ship being actually removed from player.

 

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Players
7 posts
505 battles

Kicking a teamkiller and replacing it with a new player also won't work.

The new player, who replaces the kicked one, will end up in a battle that is already ongoing, so he/she won't be a very effective asset for the team.

 

 

I don't see why replacing a teamkiller with a new player wouldn't work, it is not hard to look at the map & see where you will be of the most use.

 

Replace teamkiller with AI after "mutiny on ship has replaced the player" :)
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[CLADS]
Beta Tester
708 posts
9,375 battles

Its not so simply to resolve the problem i think, but WG must find the way somehow. I have got more pinks players in battles now, and everybody want to shoot them out :)

 

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[-TXG-]
Players
2,376 posts

 

10 seconds for first shot. As a warning. Then kick. Then ban. Warning because mistakes happen.

 

Even if player gets replaced he/she is more useful than no player at all. If your team happens to get a (pink) teamkiller, your team is short of 1 player, which is unfair for that team. It leaves a team shorthanded. Replacement is fairer way.

 

10 seconds gun lock as punishment? That is shorter than most of the reloads.:amazed:

 

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Beta Tester
1,989 posts
4,398 battles

It should just be measured in % of ship health bars of team damage in the last X games. 200% (so two complete health bars) and you get a warning, 300% and you start with a 1hour ban. Repeat it, get a day ban next time. 3 days after that, 7 days, a month, 2 months, 6 months and so on. 

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Beta Tester
299 posts

It should just be measured in % of ship health bars of team damage in the last X games. 200% (so two complete health bars) and you get a warning, 300% and you start with a 1hour ban. Repeat it, get a day ban next time. 3 days after that, 7 days, a month, 2 months, 6 months and so on. 

 

It should definitley be something like that, but given how simple an automated system like that would be to implement we can only conclude that the will simply isn't there, ie WG doesn't think team killing is a big deal.

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[GRKEN]
Beta Tester
3,552 posts
8,863 battles

It should just be measured in % of ship health bars of team damage in the last X games. 200% (so two complete health bars) and you get a warning

Make it 20% and we would start to talk about advance in punishing team damage/killing.

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Beta Tester
1,989 posts
4,398 battles

Make it 20% and we would start to talk about advance in punishing team damage/killing.

 

No. Accidents can and do happen every now and then, and reaching the 20% of a ships health bar would go too fast and punish too much honest mistakes. Imagine you overlooked a friendly far away that enters your view right after launching. He ignores your warning, is hit and detonates. Insta 100%. Rare, but possible. An intentional TKer however will reach the "200% in 100 games" mark quite fast and be out of the game in no time. 

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[BLOBS]
Beta Tester
5,072 posts
9,827 battles

Anything with Torps firing further than 4 km has a realistic chance to unintentinal TK. Unless you set team damge for Torps to 0 acidents happens. and Acidents should never be cause for a ban by some automated system.

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