A3Wasteland / ArmA3_Wasteland.Altis

A3Wasteland is a survival sandbox mission for Arma 3 where two teams and independent players fight for survival. Built in collaboration between GoT, TPG, KoS, 404Games, and others.
http://a3wasteland.com
GNU Affero General Public License v3.0
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Teamkiller dialog not displayed unless actually killed. #160

Closed l0dac closed 9 years ago

l0dac commented 10 years ago

I propose the punish/forgive dialog be presented when in bleedout. We have had MANY complaints that teamkillers will not be punished because other teammates revive the person before teamkiller dialog is raised. Someone could go around killing the team without issue so long as everyone is revived.

It'd be nice to have the teamkiller dialog displayed after x time (x being configurable) in bleedout or after respawn, if possible.

This type of change looks a little bit over my head.

AgentRev commented 10 years ago

The teamkill dialog is mostly intended to punish for loss of possessions rather than simply being incapacitated. If you get revived in time, then you have not lost your possessions, and therefore have no right to punish the offender. I personally appreciate having the ability to "tranquilize" disruptive teammates without too much consequences, such as idiots who try to steal my helicopters when I do a quick stop at the gunstore.

If you want to punish teamkillers, simply suicide or let yourself bleed out and hit the punish button on respawn. A player is kicked back to the lobby after 2 punishes, and on every subsequent punish until server restart. If it is not currently the case, I will also have the offender killed on 2nd punish, and kicked to lobby when the respawn timer runs out.

l0dac commented 10 years ago

lock/unlock ability would stop someone from stealing a vehicle.

I understand how the punish works, we thoroughly tested it out due to the amount of complaints we've received about teamkillers. As it stands, two people will be required to lose their money and items to a teamkiller (which does not make majority of people happy, when it can take a while to gear up) before the teamkiller is dealt with.

If the punish/forgive option was moved to an incapacitated state, you still could "tranquilize" disruptive teammates.

AgentRev commented 10 years ago

The ultimate problem is, teamkills happen accidentally much more often than intentionally, and less communicative teammates (which run rampant these days) usually end up punishing everyone regardless of if it was accidental or not, due to frustration of the moment. It is very easy for someone to get teamkilled, whether on purpose or not.

With a punish dialog on bleedout, then you cannot tranquilize assholes because you know they're going to punish you regardless and you're the one who's gonna be at a loss in the end. People will act on the impulse and punish you before you even have a chance to apologize and/or revive them.

The game cannot read minds, and since victims are on average more often at fault than the killers, I think it is imperative to keep it strictly based on inventory loss, with benefit of the doubt given to the killer.

I am planning a proximity-based driver seat locking option available in the future, but I am against all forms of permanent / offline full locking due to "steal-locking" having too much potential for abuse.

Cael817 commented 10 years ago

Think i have asked before but when it comes to teamkilling. Dont know if its something that is easy to do but i would like to force teamkillers to only be able to join indy for a longer time and past restarts. Could a time be set in the save so they get, lets say x hours for each teamkill where they cannot join red/blu ofc after they have been punished as a tk and sent to the lobby.

AgentRev commented 10 years ago

Since it's very easy for someone to get punished by accident twice, I don't think it's fair to carry on teamkill restrictions across restarts, and I don't want to turn it into a multi-tier system.

l0dac commented 10 years ago

If the punish/forgive system was activated during incapacitate after X (configurable in default_config) seconds. So if it was a mistake, it would give the person plenty of time to respond, as an accident. If the person is revived before X expires, then punish/forgive is exited.

AgentRev commented 10 years ago

The main problem is not the killer not apologizing, it's the victim not listening and considering you as a liability outright. I've stopped counting the number of times this has happened to me while doing crate runs through Agios Dionysios.

I once ran over 4 guys who were crossing the highway like ignorant ducklings, while I was honking and going full speed with a HEMTT loaded with stolen loot, while being chased by a helicopter. I tried to dodge them by passing on their right, but they thought I was heading left and moved to the right. Since the HEMTT has a slow turning time at high speed, it looked off like I turned toward them after they moved back. Bam, booted to independent, even if I apologized both in voice and text chat.

Also, being incapacitated for 30 seconds before being revived is not enough to warrant punishing someone.