Author Topic: [To be added]Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer  (Read 8506 times)

Offline Shark_The_Helicopter

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Also on behalf of a friend :v

Why does this exist in the first place?
Due to this, any features or prerequisites that require GM time hold significantly less relevance.

In case of Mods, if time is needed why not go outside and see what's actually going on?

Do Mods only ban hackers? Is that it? They should be aware of the state of the GM. They are a notch up Regulars for a reason. Tbh it only promotes Mod to not pay attention to the GM since there is a OK pass to getting irrelevant game hours counted.


This is very common in the case of SWATs and Security lvl0s. They take up slots and waste it.

5 Minutes is too much and what about unpaused afk players?

Create a AFK Timer for GM classes that do not move from a spot doing absolutely nothing. No need to ruin the screwed up balance even more.

After the AFK Timer reaches 0 they should be reclassed to Civillian and sent a message via PTPBot when they start moving again.

Not Valid for Civilians,President and Vice-President.

If all of this is too much can we atleast have a reduced server kick time for the GM classes. 5 minutes is too damn high.



« Last Edit: December 09, 2018, 03:26:25 pm by Jonne »
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Offline Son_Gun

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #1 on: October 09, 2018, 05:02:43 pm »
+1 for reducing server kick time

Offline SaiFi

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #2 on: October 09, 2018, 05:07:06 pm »
+1 Good

Offline Acze

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #3 on: October 09, 2018, 05:34:51 pm »
Pretty Nice Suggestion for AFK players. +1

Offline Zeta

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Offline Madman

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #5 on: October 09, 2018, 07:43:38 pm »
+1
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Dr.MaDMaN[GgT]> {33CCFF}[3] {FFFFFF}Retarded mode is on
DedeceK> {33CCFF}[27] {FFFFFF}LOL
DedeceK> {33CCFF}[27] {FFFFFF}madman he wanan mute again

Offline Lizard_Person

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #6 on: October 09, 2018, 08:00:48 pm »
+1 Yes
Safe for work content only. Done with that retard shit.

Offline Scott_

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #7 on: October 09, 2018, 08:49:06 pm »
Reclassing to civil isn't good idea because if presi eventually pass though Civil zone then RIP player lol, instead of reclassing, kick is better for not moving players, and reducing time is must.

Offline Son_Gun

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #8 on: October 11, 2018, 03:23:56 am »
Reclassing to civil isn't good idea because if presi eventually pass though Civil zone then RIP player lol, instead of reclassing, kick is better for not moving players, and reducing time is must.

For president passing through civil zone, this suggestion can be implemented. https://planbserver.com/forum/index.php?topic=3980.0

Offline Kelik

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #9 on: October 11, 2018, 02:02:29 pm »
+2

Offline Jonne

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #10 on: December 09, 2018, 03:26:17 pm »
I don't think the hours played hold that much relevance that something needs to be done about this. For mods, there's other metrics we can check beside this to see if people are actually doing something. If you just gain time by being afk all the time, we'll know. As for the AFK timer, we'll make the timers more accurate (they're only checked once a minute, so it could be that people are AFK for longer before the system 'notices' it. Then we'll adjust them where needed. We won't make an AFK timer for people that aren't moving right now.

Offline Shark_The_Helicopter

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #11 on: December 13, 2018, 01:37:16 am »
I don't think the hours played hold that much relevance that something needs to be done about this. For mods, there's other metrics we can check beside this to see if people are actually doing something. If you just gain time by being afk all the time, we'll know. As for the AFK timer, we'll make the timers more accurate (they're only checked once a minute, so it could be that people are AFK for longer before the system 'notices' it. Then we'll adjust them where needed. We won't make an AFK timer for people that aren't moving right now.

Then how is one supposed to deal with AFK (but not paused) GM players then? This is a common occurence and should be dealt with to atleast have a decent gameplay overall.
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Offline Jonne

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Re: Ignoring Gameplay hours in Civilian Spawn or AFK + AFK Timer
« Reply #12 on: December 14, 2018, 10:04:17 am »
I don't think the hours played hold that much relevance that something needs to be done about this. For mods, there's other metrics we can check beside this to see if people are actually doing something. If you just gain time by being afk all the time, we'll know. As for the AFK timer, we'll make the timers more accurate (they're only checked once a minute, so it could be that people are AFK for longer before the system 'notices' it. Then we'll adjust them where needed. We won't make an AFK timer for people that aren't moving right now.

Then how is one supposed to deal with AFK (but not paused) GM players then? This is a common occurence and should be dealt with to atleast have a decent gameplay overall.

Right now, I don't think it's worth spending the time scripting and having those checks for something that doesn't happen that often, and that we should focus on other things first. So we'll start by making those AFK timers more accurate and see what effect that has first. We could then still implement something like you suggested, but right now we'll focus on other things first.