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mrnutty12

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Posts posted by mrnutty12


  1. We had an event when it was Blank, Goblins and me as higher ups. We didn't really plan it, yet somehow had a full server for an incredibly long time.

    The event we had back then was pretty fun, but if we'd start planning one now [as in a few weeks/months in advance], it could be really great.

    We should definitely do a lot of giveaways while people are on the servers. For that I would recommend using /raffle every five to ten minutes. These small giveaways can just be craft hats or something.

    And then some bigger giveaways. Back in the event I was speaking of, we raffled away a few custom titles and a few keys. Not sure about others, but tbh I can spend 5 to 10 dollars on stuff that we can raffle away and I probably have some craft hats that I don't really need.

    Other than that, we can use general trade for events and play some fun maps where we reward the winner with a "bigger" reward. Whether it be Hide and Seek [one higher up as hider and the rest of the server as seeker - first one to find them gets a reward] or just some other stuff. I'm down to help as much as I can.

    Uhh, Blank and Goblins were never DM at the same time.

     

    Otherwise yeah, having an event would be pretty neato.

    We should probably announce any events we are planning on ahead of time though.


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  3. His previous bans. It seems @Tekage banned you for a day for calladmin abuse.

     

    The blurb on calladmin abuse from the staff guide.

    HOW TO MAKE A PROPER PUNISHMENT

    Warn, then slay/mute (sometimes optional), then kick, then ban [WSKB]

     

    When you get to the point where you have to ban them, make sure to use your common sense for how long the ban should last. Don't permanently ban a guy for mic spamming. Mute him and if he continues ban him for a few hours. However, using the WSKB approach isn't always required.

    For certain situations you can instantly ban for situations like:

    • Abusing !calladmin (A day ban)

    • Majorly intending to troll the entire server (A day ban)

    • Hacking (Permanent)

    • Mass freekilling (Permanent CT ban)

    • Mass freekilling then leaving the game (Permanent)

    Important: Following protocol for punishments are important (Standard: Warn > Mute/Gag > Kick > Ban)! You should follow these steps as it is the best way to handle issues. However there is times that you can skip a few steps. For example: If a player is breaking multiple rules (ex: exploting and spamming), then you are able to jump to kicking the player from the server. If the user returns to the server and resumes doing what he was doing to get kicked for, then you should follow up with a ban.

    If you were not using the calladmin plugin for its intended purpose I think a day ban was justified.


  4. I suppose we could remove it, although 11 total votes really isn't much... I figure if we get complaints, we could just re-add it if necessary.

    I personally don't play a lot on the Pokemon server, though.

     

    Is there any other issue with the map other than it being 1 of 3 of the same city?

    Not really any issues with the map, but having 3 versions of the same exact city is rather redundant. I don't see an issue with getting rid of one.


  5. Personally I have only seen admin aboose once. I cannot remember the name, but they were going around and killing in permanent God mode. It would be great if a list of rules for this specific issue was on every server.

    Quick question about that, was it on the surf server? Because there are a few maps with end of the map bonuses that make the player invulnerable.


  6. For reference here is the abuse blurb in the tf2 staff manual.

     

    Abuse and fun commands

    Abusing your powers is forbidden.

    Abusing is doing something for your own personal gain at the expense of the people in the server and doing things just because of your position.

    This can include but is not limited to:

    Banning people you hate for no reason at all

    Killing people while in god/buddha mode

    Slaying everyone in any server for no reason

    Using any of your commands against random people that don't deserve it

    Going against/breaking our own rules


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  8. There's also the issue of it removing the server from the quickplay queue which isn't ideal, and adding the nocrits tag which isn't something that's great either.

     

    Honestly, it's a part of TF2 by default and we aren't talking about competitive play here, but a trade server. It's a bit odd people are so upset about something like that for the trade server.

    Umm, community servers with non-stock maps haven't been in the quickplay/casual system for a pretty long time, and what is wrong with the nocrits tag?

     

    Also there are a lot of things that are a part of tf2 by default that are not all that great. It really isn't all that odd that people get upset at annoying mechanics either.


  9. No, the removal of random crits (at least in my opinion) is not to make trade servers more competitive like an objective gamemode.

    Removing randumb crits as far as I am concerned is to make the game less frustrating for players who would have otherwise not dies in such situations and know very well that that battle outcome would have gone differently had the other player not gotten a lucky number. Furthermore I very much doubt that anybody greatly relies upon random crits as a part of their playstyle so removing them would hardly change how the server plays anyhow, and there is still rtd anyways which, while powerful, at least warns people in chat and most of them can be countered or at least mitigated to a point. This counterplay (which random crits completely lack) makes the mechanic far less of a pain to deal with while still keeping the random gamechanging effects somewhat fun and fair.

    Again, to me it isn't about competition it is more about fair play and general happiness of all the players (not just the camp that likes random bullshit).

    Alternatively if it is possible we could try a plugin to turn random crits off for individual players (similar to the goomba stomp plugin). Let the players who like them keep them and whatnot while keeping the people who don't away from such a mechanic.

    Also it isn't like we keep it a secret that people should get on the forums to make their voice heard on things like this, if people want a say I feel like we should at least try to get them to engage on the forums. I do feel like the people that care the most about it will be the ones that actually engage in discussions here anyways, but if you all want to get more votes from the servers so be it.


  10. Umm why is it even a question? Randumb crits are a frustrating mechanic as a good player and they serve no practical purpose . The casual people honestly won't be affected by it much and the more experienced players will be eternally grateful to not die via bullshit ~50% of the time (or in some cases more than half of their deaths are to random crits). +1 to actually remove random crits.


  11. Just to be clear, i'm not suggesting we lessen what is expected of staff in terms of activity, nor do I believe 14 hours should be hard for anyone to obtain. I'm not saying remove the requirement, i'm saying not to blatantly state it as such since again I don't see it as beneficial to do so and moreover I don't believe it has ever been strictly held as an absolute requirement either.

     

    Really what i'm suggesting wouldn't technically change anything, only superficially.

    So what you are saying is that we shouldn't tell people what we expect from them...

     

    I guess I just don't see how removing those expectations from view benefits anybody.


  12. No, last time we removed the requirement hours the majority of the staff list was pretty darn inactive even by generous standards and like hell am I going to agree to a subjective system for activity. Again.

     

    I know we generally don't force people to strictly keep on those hours, rather only intervening when somebody is really bad about inactivity. I have always held the 14 hours "requirement" as a benchmark to give staff a certain amount of activity to aim for in a given couple weeks as opposed to some all dooming line that they must meet else they be smote by the gods of activity. I have issues with staff "punching in" as you call it as well, but really if they are not interested in even getting on the servers their only motivation being to meet an hour "requirement" I have to ask if they even still want the responsibility of being a part of the tf2 staff. Also if we just let them go free with activity I have a feeling that most of those types of people would get demoted by your arbitrary special case system anyways.

     

    As for demotivated staff because of hour expectations, we do still issue warnings to people and given they have the same 2 week expectation as literally everyone else on the staff team they should in theory be on equal footing as opposed to thinking 'woe is me I have no hours guess I am gonna just not do anything'. Also I do think that telling our staff what we expect from them IS beneficial so that they don't have to be paranoid about being demoted because there is no set expectation where you (as a staff member) should be at a minimum.

     

    As for more anecdotal arguments, last time we have no defined expectations for hours not only were staff less active overall but when discussing activity the amount of hours spent on the servers still came up even though we had no defined expectation for that so there it was difficult to come to an agreement as a group who constituted as inactive.

     

    I suppose I just find that having a "hard" bottom line gives staff a place where they know they are safe from being demoted specifically for inactivity is helpful for not only our determining what we should demote for inactivity but also for the staff knowing exactly what is *expected* of them at a minimum.


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