pagancapt wrote:
The team up game is flawed. inactive players should be turned into neutral players so any side can take the province.
VorlonFCW wrote:
This is not a flaw, but the way that games with fixed teams function
VorlonFCW wrote:
Game hosts have no powers in maps over 25 players in size or in system generated games, so it is just an honorary title. Congratulations for having the most points!
@pagancapts point may not be a technical flaw, but it is a design flaw. If a player goes inactive....permanently....then they should be kicked automatically. And, the inability to bring in new players after 10 days or so screws that up, also. @VorlonFCWs point about honorary admin host is an additional part of this design problem.
The admin was an important role to be taken responsibly in order to keep a game from being dormant. Replacing inactive players keeps the match more lively and worth playing. Just because a map is one of the bigger ones in no way invalidates either the importance of that role nor the justification for a single normal player to fulfill that role.
However, for some unjustified reason concerning that extremely rare chance of ganging up on other players, the devs removed the power of the admin from any matches with maps over 25 players in size and from ALL matches after about 10 days. Instead of making that change, which has slowed down the progression of many matches due to some high inactivity rates, the devs should have implemented a method of detection against targeted bullying and ganging up of players against others. In other words, instead of solving the problem with a viable and sensible solution, the devs opted to throw out the baby with the bathwater by removing that admin kicking/late-joining power altogether.
It's the same thing as trying to cure a plague by killing those who've contracted the disease. That's not medicine, that's genocide. Sure, you might not be successful in curing the disease, but you still might stem the plague by employing sensible quarantine restrictions and offering analgesics and care for the sick such that at least some of them improve over time.
So if the devs come up with a way to track that ganging up aspect, then it might be buggy, but at least it'd be progress in the right direction. A buggy function can be fixed over time. But to not even try to solve the problem is just...well, it's just not good programming.
I don't know the priorities of the dev staff. But I wish they'd fix this issue and bring back the power to replace players and that for all size maps.
Now, IF a team member should go inactive, at the very least, you should be able to declare war on them if they don't return to active status or else replaced within a set amount of time. And that depends also on restoration of the normative admin powers that I just covered.
Then there is this new 50v50 map. You know that most of those players will be inactive in less than a week. And most of those inactives will never return to the match. If we can't replace at least some of them, then it is terribly unjust that we can't declare war on former teammates after some pre-set amount of time has passed.
This REALLY needs fixing....on all levels. These problems are all very closely related AND interrelated on many levels.
Fix this. Please.
(EDIT)
Perhaps a simple fix would be to create a preset amount of time in which inactive players automatically get kicked (along with removing the 10 day limit on new joiners). Also, along this line, having that preset inactivity kicking duration be adjustable as part of the match creation settings could make for a more interesting match option when making new ones. Additionally, the duration for becoming inactive could be adjustable at match creation such that there'd be two slider options for inactivity.
The first slider (going inactive) could range from 1 full day-change up to 7 full day-changes while the second slider (kicking inactives) would be ranged from 1 full day-change up to 14 day-changes. It might make sense (but this shouldn't have to be) that the second slider (kicking inactives) can't be set lower than the first slider (going inactive). However, there's no real justification for that. But, it might behoove the devs to make it such that the second slider can't be set lower than the first slider plus the current value of the second slider as being less than some permanent number (i.e., no player can be kicked in less than 4 days of inactivity, regardless of the user-settings of inactivity).

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3