Declined [JB] Allow HnS to be Ended mid round. (1 Viewer)

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SirKrookodile

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Hey guys, pretty simple suggestion. As it stands HnS currently is an all day round. As anybody who has done HnS before should know. 9 times out 10 either warden dies or round timer runs out.
I wish to prepose a solution to the latter.
My preposed change is that we allow blues to end Hide and Seek after a certain time spent seeking. I'm thinking 4 minutes. However that can change depending on community reception.
The current ruling on HNS is:

Hide and seek or “HNS” is when the Prisoners will hide and then the blues will seek them.
Prisoners have a minimum time to hide of 1 minute from cell doors opening, Guards cannot seek any later than 8:00.
Any prisoners found will be shot by the Guards and the last Prisoner alive will receive LR. This is an LR only round.

And after the change it would be.
Hide and seek or “HNS” is when the Prisoners will hide and then the blues will seek them.
Prisoners have a minimum time to hide of 1 minute from cell doors opening, Guards cannot seek any later than 8:00.
Blues Must Seek for a Minimum of 4 minutes, after that point, warden can decide to end the round prematurely.
Any prisoners found will be shot by the Guards and the last Prisoner alive will receive LR. This is an LR only round.
Please let me know your thoughts or any possible amendments that can be made.
 
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i just dont think this accomplishes anything.

why would you have prisoners hide only to them “come back” when they can just keep hiding. They will be shot either way, so there is a redundancy issue in returning. This may also cause some confusion in game as well.
 
i just dont think this accomplishes anything.

why would you have prisoners hide only to them “come back” when they can just keep hiding. They will be shot either way, so there is a redundancy issue in returning. This may also cause some confusion in game as well.
In the exact same case, if it's hide and seek why would they hide if they can just get ammo from an ammo secret. If they're gonna rebel they're gonna rebel. In this case if warden ends hns instead of there being 4 people at the end of the round who all refuse to forfeit and round timer causes a failround. Warden can get them to return and do a minigame to settle lr.
It's not redundant at all, only confusion I could realistically see happen is a warden not knowing when exactly to tell reds to return, IF they chose to make the reds return. Which is optional. And if lr recipient doesn't want hns ended, they can always just request to have it all day.
 
I'm sorry but I'm not for this. I just don't think this will accomplish much in preventing the round from dragging considering the warden would then have to do a different minigame that runs the risk of taking as long as if hide and seek continued for the remainder of the day. That, and rounding up all the REDs would probably eat up a lot more time than needed.
 
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If you let someone get lr and they choose this, you all deserve a failround that goes on for 10 mins.
 
We fucking hate hide and seek!!!!


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On a serious note, I do worry of people not understanding the scale of some maps. The easy way to avoid delaying with this suggestion is to give a time to come back by, but I find that occasionally people do that for HG and completely ignore people pointing out they need a little bit more time because it’s a genuinely impossible order.
 
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This actually seems pretty goated.

But can only think of the troubles of reds having to come back to a time limit, like jb volcano for example, coming back to cell area all the way to boss fight in that so little time limit. And even then if they had more time, i doubt they would even be able to do anything before the time hits 0.

Its either reds get found first, or the game pre-maturely ends and the failround is more likely to happen. this suggestion wouldnt make this lr more enjoyable cause its played shorter tbh
 
This actually seems pretty goated.

But can only think of the troubles of reds having to come back to a time limit, like jb volcano for example, coming back to cell area all the way to boss fight in that so little time limit. And even then if they had more time, i doubt they would even be able to do anything before the time hits 0.

Its either reds get found first, or the game pre-maturely ends and the failround is more likely to happen. this suggestion wouldnt make this lr more enjoyable cause its played shorter tbh
Yeah my main concern lies with maps like volcano area17 and famous, I do think this would help with the pace on smaller maps like hop however.
 
I think a plugin based lr solution (something like forced taunting for reds or turning on outlines for reds if it takes too long) would be a much better solution for hns than a rule like this. Obviously someone would have to make it but I would rather wait for that.
 
I wonder if there is a plugin adjustment to perhaps activate beacon on all red players after a certain interval? Asking players to come back willingly or to actively rebel just feels very awkward and doesn't seem like it would be good in practice.
 
I wonder if there is a plugin adjustment to perhaps activate beacon on all red players after a certain interval? Asking players to come back willingly or to actively rebel just feels very awkward and doesn't seem like it would be good in practice.
I just don't think beacon/highlight would be a good idea personally. It makes any spot that isn't through a tp or happens to be on the other side of the map of every current blue blatantly obvious and it becomes a case of who happens to be furthest away from blues at the time of beacons activating getting lr instead of who has the best spot getting lr.
Best solution in that light is maybe just the occasional forced noisemaker, no particle effects or anything just perhaps after a certain timeframe, reds emit a sound every 30 seconds or so.
 
I just don't think beacon/highlight would be a good idea personally. It makes any spot that isn't through a tp or happens to be on the other side of the map of every current blue blatantly obvious and it becomes a case of who happens to be furthest away from blues at the time of beacons activating getting lr instead of who has the best spot getting lr.
Best solution in that light is maybe just the occasional forced noisemaker, no particle effects or anything just perhaps after a certain timeframe, reds emit a sound every 30 seconds or so.
you sound like you want your cake and you want to eat it too.

Your idea is just going to delay the round more, create a toxic enviornment where people start threatening reports for not coming back to the warden and it's simply going to create more problems than it resolves. If you want to actually combat delaying (which i think is your objective?) Stop caring about LR and focus on minimizing time. Either encourage somebody knowledgeable in coding to kill reds after a certain amount of time or a beacon system. What you are suggesting simply isnt going to work.
 
you sound like you want your cake and you want to eat it too.

Your idea is just going to delay the round more, create a toxic enviornment where people start threatening reports for not coming back to the warden and it's simply going to create more problems than it resolves. If you want to actually combat delaying (which i think is your objective?) Stop caring about LR and focus on minimizing time. Either encourage somebody knowledgeable in coding to kill reds after a certain amount of time or a beacon system. What you are suggesting simply isnt going to work.
I genuinely don't see people actually just remaining hidden, but it's clear that people don't want to deal with the logistical part of it. Even though it's an identical situation of reds returning to main cell after hg. They know they lose their opportunity to get lr as soon as they decide not to return.
I really just think people are assuming for the worst possible scenarios. I don't mind other possible solutions, I just deemed this one a simple solution that wasn't all that convoluted, but it's clear most people disagree.
 
I just don’t think this fits the playstyle of the server.

If you’re trying to find ways to prevent the round delay that is HnS, there are a bunch of other solutions and frankly this just isnt it.
It isnt automated via plugin, so obviously it will be manipulated by players.

A better solution? Make HnS into an actual LR selection and create a plugin that teleports the reds back to spawn at a fixed time. However I doubt this would be popular and goodluck getting someone to code it.
 
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A better solution? Make HnS into an actual LR selection and create a plugin that teleports the reds back to spawn at a fixed time. However I doubt this would be popular and goodluck getting someone to code it.
Force teleporting reds is just the worst possible solution. We should never force teleport reds. There's no way to truly discern rebelling reds from non rebelling reds with a plugin for starters. A red participating in a rebeller secret would be kos but they would never actually gain rebeller status if getting ammo isn't needed for the secret. It would also allow for reds to hide in spots inaccessible otherwise (i.e. putin secret, krusty secret, only one person can enter and they can stay in there without actually getting any ammo.) and have a get out of jail free card when they get teleported back to main cell.
Force teleporting reds is such a huge no in any scenario. We should never add something like this.
 
Force teleporting reds is just the worst possible solution. We should never force teleport reds. There's no way to truly discern rebelling reds from non rebelling reds with a plugin for starters. A red participating in a rebeller secret would be kos but they would never actually gain rebeller status if getting ammo isn't needed for the secret. It would also allow for reds to hide in spots inaccessible otherwise (i.e. putin secret, krusty secret, only one person can enter and they can stay in there without actually getting any ammo.) and have a get out of jail free card when they get teleported back to main cell.
Force teleporting reds is such a huge no in any scenario. We should never add something like this.
Prophunt on hop forces all reds in a position that they cannot rebel once they are in the minigame.

It also teleports reds back into one spot as well.

Prop hunt is also one of the most popular minigames.

Idk man, seems like it works just fine.
 
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