Pending [JB] Anti-Delay Plugin Update (1 Viewer)

Should this be implemented?


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Would rather have a flat increase to the slay time.
Sure it encourages blues to hunt rebellers, but this will almost certainly lead to freekills for the sake of extending the round.
The issue with a flat timer is that free days have a dynamic range of rounds unlike any other part of the game. Normal rounds will ALWAYS have a warden and guards ordering reds annd reds trying to rebel/win LR to complete a round unless they are rule breaking.
Freedays can either have an LGKA, a rebellion, or a 2 minute delay fest.

A flat timer would either kill off or drastically amplify these events, whereas a dynamic timer would allow both to take place as much/little as it needs to
 
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I like it in concept but I feel like 30 seconds it a bit too much, I'd say 10-15 seconds would be better
unfortunately, this isnt a plugin you can playtest on a 3rd party server. You’ll essentially be forcing the data onto itself. If we do implement it into the server, by all means we can determine a better value after a couple of days if 30 seconds seems to be too unbalanced.
 
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Let's see how this will work. :thonk:

Voted yes....
 
Sorry @Mehgend .

Spoke with our resident coder, @Skull, about updating the anti-delay plugin; he said this is possible and would code it if the suggestion passes.

My proposed idea (I totally did not steal from Megan).

1. After Warden Locks, the timer begins as it would.

2. After every kill a BLU gets on a RED the timer increases by 30 seconds.

There will be no delay if the BLU team actively hunts rebellers. If BLU decides to not hunt, the anti-delay plugin works as intended and slays all BLU's.
The timer will cap out at the current anti-delay timer based on the results in this suggestion.
So.. how does this work in warday?
All blues can go hunt at 06:00 now they will have to wait longer?
If they get kills of course
 
So.. how does this work in warday?
All blues can go hunt at 06:00 now they will have to wait longer?
If they get kills of course
huh? this is about the anti delay plugin that slays all guards to prevent delay. not warday. if added every kill will make the round last a little bit longer just incase they are actually playing, thus making the anti delay plugin work to prevent only delaying instead of literally any form of freeday
 
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huh? this is about the anti delay plugin that slays all guards to prevent delay. not warday. if added every kill will make the round last a little bit longer just incase they are actually playing, thus making the anti delay plugin work to prevent only delaying instead of literally any form of freeday
How long until the anti delay kills the blues?
Oh shit i'm dumb af, I misread all of this suggestion , mb
 
How long until the anti delay kills the blues?
it would still be 2:00 if nobody does anything from the moment warden locks, but if a guard kills a red then it'll be increased. The current proposal is 30 seconds per kill, but it can be tweaked if its too much.

So by default 2:00, if someone kills a rebeller with 1:30 left it will go back to 2:00. The timer would seemingly never even feel like it's even there if you're playing the game, and the game would almost feel like it knows that people are delaying in freeday.

The cap will be 2 minutes extra as that is the amount of time currently being used to prevent delay. This would mean that people actively doing a LGKA or preventing rebelling during a freeday are not punished for PLAYING the game the way they are supposed to, and rounds that are just 3 gibus + goggles scouts running around for eternity are stopped before it gets agonizing.

EDIT:
How long until the anti delay kills the blues?
Oh shit i'm dumb af, I misread all of this suggestion , mb
ah lol no worries
 
After a little thought, I am sadly going to vote no.
I think I prefer the status quo, and as someone mentioned the extension of the timer could* lead to freekills.
I won't be upset if this gets passed as a compromise is a good direction for the community, and we could at least try this change in practice.
 
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I'd like this if the original timer was decreased to maybe 1 minute, then per kill it would add time starting from maybe 20 seconds, then decreasing gradually per kill so you don't end up with an extra 5 minutes of delaying. Alternatively, only begin adding time per kill once its LGKA, otherwise no time is added.
 
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Had some time to think about it, if it caps out at 4 minutes total then I can stomach it.
 
So the base timer is 2 minutes, every time a red is killed by a blue 30 seconds gets added to the clock, the total timer then caps out at 4 minutes total right?
 
So basically its a timer that caps out at 2 minutes, if its at 1:45 and a blue kills a red the timer goes back up to 2 minutes instead of 2:15, cool Ill add it to tasks
Berkey if you're gonna do this please try implement a message in chat that notifies players how long is left (like if theres 1 minute left or something like that)

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