Completed Small Rule Change (1 Viewer)

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Bananawastaken

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Make it so that if a red kills the warden before cells open, they cannot rewarden.
To make it more consistent with the rules, reds shouldnt be punished for pulling off something significantly harder than normal.
 
this is an incredibly dumb idea, you want the game to be over before it starts. what?
 
Wardens being killed by a red before cells open is an incredibly rare thing, yes the round should be over and they should be punished for dying this is literally how panda jb works
 
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I feel this would pose problems on Crossroads in particular, where RED scouts can shoot balls through the cells AND windows.
 
I don’t know, it would easily just ruin a whole round instantly if the warden dies in the first 60 seconds.

I don’t see why this would be necessary rule addition
 
I can imagine a not too unlikely scenario where a light class blue goes to check the Jb_Minecraft_Nightfall cell secret and dies to red's random crit just after being randomly selected as warden. I don't feel like the punishment for that should be a freeday. Losing a blue is punishment already.
 
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I don’t know, it would easily just ruin a whole round instantly if the warden dies in the first 60 seconds.
I think its more impressive that a red could kill a guard in the first minute than it would be annoying that a round is ended instantly.

It'll only be 3 minutes maximum anyway, I don't see why we would need a thing that allowed a rather difficult rebel to just be voided
 
rare good banana suggestion

I tbh thought this was the rule already, because otherwise the red did that for nothing. Like ???
 
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Such a niche interaction only possibly seen on like 4 maps and with extreme blu incompetence.

I don’t see why this would be necessary rule addition
If we start having Discord calls with 6 wrap assassin scouts purposely rtving for crossroads and blus that refuse to have a singular medic, then lmk, but for the time being I agree with this being unneeded.

I am the guy who likes adding rules, so if even I think it's unnecessary, then that speaks volumes.
 
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everyone going after obscure examples when the easiest one is a red just breaking a cell breakable and killing a delaying warden, And honestly its the blue teams’ fault at that point, Im for the change
 
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honestly its the blue teams’ fault at that point, Im for the change
When I was writing my previous reply I literally died as warden with 9:30 on the timer because I was being a goofball and opened cells and gave orders asap. Ended up getting crit by a basher suddenly.

Nobody had any complaints of the round being ruined. They were all waiting 3 minutes maximum for a new round anyway. No bid deal that that specific round got fried because I fumbled. Having the ability to have a warden be killed by a red and then replaced is just dumb and doing it to one of the more uncommon forms of rebelling is even dumber.

In a world without the 3 minute timer I could maybe see this being a bad call to add, but the lowered amount of time allotted to a free day makes a round where the warden dies super quickly really not that bad.

The rule change is a must add for me in all honesty
 
Most people didn't even know that you could rewarden if warden dies to red before cell doors open regardless. I don't see any issue with adding this. 1. It's a rare enough case as it is. 2. even on the crossroads example it requires the reds to consistently be able to hit the warden with the balls. It's easier to go harass a warden with balls when out of the cell regardless. I'm in support of this since it just avoids that confusion that the rewardening case presents.
 
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Genuinely shocked by the poll results lmao, what’s the difference between a red killing the warden 1 minute into the round compared to him doing it before cells open.
Why are people magically caring about rounds being wasted on the server where rounds are always wasted.
 
Can we at least make an exception to if the warden gets killed by a Warp Assassin scout on maps like Underjail and Crossroads where they can shoot balls through the cells and windows? I feel it would be unfair to reward the REDs with a freeday if a group of scouts decide to all go Wrap Assassin and pelt the BLUs with their balls through cells.

To me, killing the Warden before cells open via exiting a breakable would genuinely be an impressive feat in most cases; as frustrating as it would be, even a Spy (who would probably have the easiest time pulling this off) sneaking out a breakable and getting a backstab would be somewhat impressive. However, a gang of Scouts pelting the warden with Wrap Assassin balls through cells would feel cheap and easy and not impressive in the slightest.
 
Can we at least make an exception to if the warden gets killed by a Warp Assassin scout on maps like Underjail and Crossroads where they can shoot balls through the cells and windows? I feel it would be unfair to reward the REDs with a freeday if a group of scouts decide to all go Wrap Assassin and pelt the BLUs with their balls.
This is a fringe scenario only present on a few (not very popular) maps that can be easily countered by just standing out of the wrap assassin's range, medic healing, or going heavy. You will probably have a few failrounds because of this before people adapt but nonetheless people will eventually adapt and if they don't I doubt their round would've been successful anyways.
 
I'm truly in a mixed bag on this suggestion.

It is a good suggestion and would be extremely helpful in maps such as Underjail and Crossroads, where you can shoot through (!) the celldoors. As persons said "the rounds over before it even began".
To have this added would eliminate the problem of this.

However, there are (unlikely) scenario's as well where this would be not a good suggestion. I'm giving examples such as Minecraft and Oranger maps where you can escape into the breakable.
It takes a while to get to the warden at first as a rebeller. But if you escape the breakable and reach and kill the warden in time before the cells even opened, then it would be sad if someone can rewarden because that's just a impressive rebel.

Personally I would like to have this rule only apply for certain maps. But at the same time I can see that it will create massive confusion in the process and we already have a lot of rules to think about.
If by chance it is acceptable that it can only apply to certain maps, then I'm fully on board with this. But I'm voting no due to the unlikely scenario's I described.
 
I'm truly in a mixed bag on this suggestion.

It is a good suggestion and would be extremely helpful in maps such as Underjail and Crossroads, where you can shoot through (!) the celldoors. As persons said "the rounds over before it even began".
To have this added would eliminate the problem of this.

However, there are (unlikely) scenario's as well where this would be not a good suggestion. I'm giving examples such as Minecraft and Oranger maps where you can escape into the breakable.
It takes a while to get to the warden at first as a rebeller. But if you escape the breakable and reach and kill the warden in time before the cells even opened, then it would be sad if someone can rewarden because that's just a impressive rebel.

Personally I would like to have this rule only apply for certain maps. But at the same time I can see that it will create massive confusion in the process and we already have a lot of rules to think about.
If by chance it is acceptable that it can only apply to certain maps, then I'm fully on board with this. But I'm voting no due to the unlikely scenario's I described.
I think you have it backwards. The rule currently, is that you can rewarden if the warden dies before the cells open, regardless of if a red killed them or not. The rule change preposed is to disallow rewardening entirely when the warden is killed by a red. Removing the before cell doors are opened rewarden scenario.
 
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