420noscope
New Member
- Joined
- Oct 24, 2016
- Messages
- 6
I'd like to start by saying that this JB server has the potential to be the best JB server in the game. The really important foundations are all there, it has a great culture where the players really want to have fun. The rules are centred around letting everyone have fun, not having round long arguments about minor misinterpretations. The admins are fair and fun and seem to care a lot.
Unfortunately the server isn't as active as it used to be. I believe that we can really improve the server with some minor changes and fixes, making it appealing to both new and returning players. I would love to see the Panda JB server full all the time, so I'm going to outline some ideas, changes, additions and removals which I think could really help us when we push to bring in new members.
Please comment on this post with any kind of criticism or support, feel free to speak your mind.
Contents:
1. Rules
2. Maps
3. Culture
4. Technical
5. Admins
1. Rules
a) Baiting
For the most part the rules on this server are amazing, they are clear and allow for flexibility without being overly restrictive. There is an exception however, from the JB rules thread:
"For the Prisoners part, You are NOT allowed to hit/kill a baiter, instead report them! Hitting a baiter will result in rebelling and you will be killed."
I feel like this rule is confusing when paired with the standard rules of most other JB servers and slows the game to a halt when enforced rigidly. It is also difficult to prove without continuous demos or an admin being online at all times. I would suggest bringing this rule in line with other servers, that baiters may be killed as long as the red does not chase. I would suggest the following wording.
"If a baiter enters a red's melee range the red may attack him as long as no warden orders are broken in doing so. I.e. you may freelook to attack baiters when afk frozen, but you may not use the keyboard. Once a blu leaves melee range the red may not chase."
This will simplify the baiting issue immensely, putting the obligation on blu not to bait reds, rather than on reds to report blus. Of course, baiting with sniper dots, miniguns or projectiles should still be an admin issue, I would suggest that the punishment for range baiting is a slay.
This leads us to...
b) AFK
AFK is currently not defined in the rules which leads to some confusion during games. I prefer the AFK/AFM variant where the mouse and keyboard commands are separate. I.e. AFK freeze means you may freelook, AFK AFM freeze means you may not. Obviously this is down to player preference so I won't go on about it. I would like to hear from you guys which version of AFK definition you prefer.
Finally, the biggest doozy of them all...
c) The !w command
It is not specifically stated in the rules, but I have heard from several reputable sources that once the warden dies no guard may use !w to continue the round and give out an LR. I submit that the point of the game is to beat your team and win LR, that's what makes people feel good and that's what makes people play. With that in mind I don't think we should arbitrarily make it harder to receive LR.
I suggest that we allow the blu team to continue using !w when the warden dies, either by accident or to a rebel so that the game may continue and that a single rebel can't ruin someone's fun by killing the warden.
2. Maps
All the maps are terrible and broken oh my god. There are too many of them to learn effectively and the rounds are too short to explore them fully.
a) The map cull
First of all let's discuss the maps themselves. Let's scrap them all. We have far too many anyway and trying to trim out the broken/unfun ones is far too hard. I think we should have 6 maps in rotation with a rate function (more on this in technical) and every month the lowest scoring one is replaced with another from the pool by vote. I'm going to suggest a few maps which I enjoy and work as far as I know. If you believe we should reduce the amount of maps too please list your chosen maps, along with reasons for inclusion/exclusion.
i) ba_jail_minecart_b7 | http://gamebanana.com/maps/174458 | Minecraft map
This is a classic JB map that works perfectly on every game, has a large variety of minigames in a well laid out compact design. Also YOU CAN SEE PEOPLE OH MY GOD WHY DO WE HAVE THE NIGHT VERSION OF THIS MAP EVEN ON ROTATION OH MY GOD I CANNOT SEE A THING ON THE NIGHT VERSION. I believe we should not include the night version of this map in rotation as it's basically the same but worse.
ii) ba_space_jail_v7 | http://gamebanana.com/maps/189080 | Space jail
Everyone loves space jail, space karts is a favourite of almost everyone, this map has all the classics like obby and sweeper. It's a fun map and allows for interesting rebellions as the armoury entrance is out of the way.
iii) ba_mlcastle_v10 | http://gamebanana.com/maps/180489 | Mario map
Another classic, extremely fun, large variety of minigames, well signposted, most people are familiar with it and most importantly it all works.
iv) jb_famous | http://gamebanana.com/maps/189822 | That weeb map err1 hates
This map is possibly the most frustrating map for rebels due to the long exposed hallways and multi-stage armoury access, but this server doesn't need to worry about that since perma-rebels are not common. This map quite simply has the best obstacle course in the game and everyone loves obby, so I'm voting this map purely on the strength of its obby.
Honestly I intended to post 5 maps but really thinking about it all the CS maps are broken. Snowday has too many minigames that don't work and is not well designed. Hopjb freekills people in crush game. Casuarina just has too much wasted space. I may edit this later, in the meantime please comment on my map choices and post your own!
b) Round time
I understand why short rounds make sense when you have so many maps to go through, but as I've said I think we should drastically reduce the number of maps in rotation. If we do, then longer round times not only become a good idea, they become a necessity. I would suggest tripling the current round time. I haven't done an exact count on how many games are in a round, but my gut feeling tells me triple would be about right. Please comment with your own opinions.
I believe that we need longer rounds because you can't fully explore a map in a short amount of time, some minigames get neglected because of this and instead of adding variety it causes stagnation. We always do obby, minefield and theatre on new maps, and then we go to a new map and do the same again. We're doing the same games, just on different maps. Longer rounds would allow us to do more than the top 3 or 5 on each map and really enjoy the less played minigames.
3. Culture
The culture on all panda servers is amazing, people are friendly and polite, but not to the point where they can't take a joke. I delight in posting ur mom every time the warden asks us what we want to do, and despite the mostly serious atmosphere we all get a good laugh out of it. Especially Wolf. Wolf loves my ur mom jokes. :3
a) Keep it up!
b) Noobs
The only issue I've seen so far with the culture here is how inexperienced players are treated. I understand that it's frustrating to deal with an incompetent warden, and yes most players should stay on red until they understand the game.
Unfortunately playing on red doesn't give you actual warden experience. Some people are shy or young and want to try it out, if they make a mistake they are imbued with micspam telling them to quit blu. They don't have the confidence to deal with the situation so it turns ugly quickly and the warden gets angry at the reds.
I would suggest, and this is completely experimental and off the top of my head, similar to first round freeday, a last round noob warden.
The basic concept is this, when a map vote happens, the next round we should encourage an inexperienced but willing to learn player to play as warden. The experienced blus help him through the round and the reds do their best to help too. If the warden screws up, it doesn't matter because the LR would be wiped by the new round anyway. This will let players really grow and learn rather than being told how shit they are, and teaching is a great way to learn yourself, so it would benefit experienced players as well.
I would really like to try this, but it is not a priority.
4. Technical
Technical issues are everywhere on this server. I'll jump straight in.
i) Votes
Most vote buttons do not actually trigger a vote. This makes favouritsm based minigames like kitchen impossible unless an admin is on. Please make vote buttons trigger votes.
ii) !w
You may only use !w at the start of a game 3 times in a round. This is restrictive and unnecessary. It prevents good wardens from blocking bad wardens if the bad wardens are not breaking any rules. This makes the game less fun for everyone, the guards who have to interpret the orders and the reds who aren't getting to play the games they want properly or receive LR and win. Please allow more than 3 !w commands per round. In the future, I would like to see a voting system that allows reds to vote for their favourite warden. Obviously a voting system would need restrictions, like a cooldown of 3 rounds if you have been warden 3 times in a row etc, but for now please allow the use of !w more than 3 times per game.
iii) Clock
Sometimes the round timer disappears. I do not know why. There is a fix for this. We need the round timer so we know how much time is in a round. Please make sure the round timer is present at all times.
iv) Cells
Many maps in rotation are not compatible with the warden menu and have a button to open/close cells. This is easily trollable. Please change all maps to menu compatible no button versions.
v) Glitched ammo
Sometimes dead players drop ammo packs, eg slayed guards, cell war victims. Please prevent this.
vi) Admin/donor mic glitch
Admins and donors are currently muted when the server changes until they play as the warden. This is a huge pain in the ass for everyone. Please fix this.
vii) Freedays
Freedays currently spawn in cells which interferes with cell wars and head counts. Please have them spawn outside cells. They also do not lose their freeday when they pick up ammo. Please make freedays lose their status when they pick up ammo.
viii) LRs
Some LRs appear to be glitched, rapid rocket day and HHH for instance result in a regular single cell hunger games style game. Please make these LRs work as intended.
ix) LRs 2: electric boogaloo
Receiving LR does not affect the round time at all. This means that some rounds can be delayed by 5-6 minutes while 10 people are dead. This is not fun. It also means that if you receive your LR in the dying seconds you will not get to choose properly.
Please fix this by changing the timer to 1:30 once LR is given no matter what. This allows adequate time to choose your LR and browse the menu, and is not excessive for people who are dead. For instance, if you are given LR at 0:10, the timer resets to 1:30 and the game ends in 1:30. If you receive LR at 9:25 the timer resets to 1:30 and the game ends in 1:30.
x) Mute on death
This is personal preference, but I would prefer that players not be muted on death. This is a very laid back server and often discussions happen around the orders, especially when players are in a minigame. Everyone will have more fun if they can discuss the progress of the last surviving red, and obviously the warden will not be giving orders in this situation.
I would suggest disabling mute on death in favour of no mutes ever.
5. Admins
ABOOS ( ͡° ͜ʖ ͡°)
Anyway, the admins I've met so far do a great job, they're absolutely fair and flexible, friendly and approachable and strict when they need to be.
a) Mic checks
I would suggest giving the admins the authority to perform mic checks at will, or if they already have it, encouraging them to use it. Many people on blu have poor quality mics which makes their orders hard to understand. People with poor quality mics should not be on blu as it makes the game less fun for everyone else. This is not the same as inexperience, as inexperience is fixed with time. It may be unfair to younger players but we have to consider the userbase as a whole. I would suggest teambanning anyone with a poor quality mic for a short period of time, allowing them to return with a better mic.
b) More
Admins on jailbreak are not as common as they should be. I understand that there is a calladmin function, but as indicated by these forums having separate JB rules, JB is a much more intricate system. There are constant disagreements over minor issues which require an authority figure to answer definitively. These are not actually rule breaks so we cannot use the calladmin command.
I would suggest jailbreak only restricted admins who have some authority over the game and the ability to slay/mute/teamban. Many mature players could be asked to accept these positions meaning that there would always be someone to make a call on rules in the game. They would have minor powers in game to help them enforce the rules, but no gamebreaking features like a regular admin.
Thanks for reading, and please comment with your thoughts below!
Unfortunately the server isn't as active as it used to be. I believe that we can really improve the server with some minor changes and fixes, making it appealing to both new and returning players. I would love to see the Panda JB server full all the time, so I'm going to outline some ideas, changes, additions and removals which I think could really help us when we push to bring in new members.
Please comment on this post with any kind of criticism or support, feel free to speak your mind.
Contents:
1. Rules
2. Maps
3. Culture
4. Technical
5. Admins
1. Rules
a) Baiting
For the most part the rules on this server are amazing, they are clear and allow for flexibility without being overly restrictive. There is an exception however, from the JB rules thread:
"For the Prisoners part, You are NOT allowed to hit/kill a baiter, instead report them! Hitting a baiter will result in rebelling and you will be killed."
I feel like this rule is confusing when paired with the standard rules of most other JB servers and slows the game to a halt when enforced rigidly. It is also difficult to prove without continuous demos or an admin being online at all times. I would suggest bringing this rule in line with other servers, that baiters may be killed as long as the red does not chase. I would suggest the following wording.
"If a baiter enters a red's melee range the red may attack him as long as no warden orders are broken in doing so. I.e. you may freelook to attack baiters when afk frozen, but you may not use the keyboard. Once a blu leaves melee range the red may not chase."
This will simplify the baiting issue immensely, putting the obligation on blu not to bait reds, rather than on reds to report blus. Of course, baiting with sniper dots, miniguns or projectiles should still be an admin issue, I would suggest that the punishment for range baiting is a slay.
This leads us to...
b) AFK
AFK is currently not defined in the rules which leads to some confusion during games. I prefer the AFK/AFM variant where the mouse and keyboard commands are separate. I.e. AFK freeze means you may freelook, AFK AFM freeze means you may not. Obviously this is down to player preference so I won't go on about it. I would like to hear from you guys which version of AFK definition you prefer.
Finally, the biggest doozy of them all...
c) The !w command
It is not specifically stated in the rules, but I have heard from several reputable sources that once the warden dies no guard may use !w to continue the round and give out an LR. I submit that the point of the game is to beat your team and win LR, that's what makes people feel good and that's what makes people play. With that in mind I don't think we should arbitrarily make it harder to receive LR.
I suggest that we allow the blu team to continue using !w when the warden dies, either by accident or to a rebel so that the game may continue and that a single rebel can't ruin someone's fun by killing the warden.
2. Maps
All the maps are terrible and broken oh my god. There are too many of them to learn effectively and the rounds are too short to explore them fully.
a) The map cull
First of all let's discuss the maps themselves. Let's scrap them all. We have far too many anyway and trying to trim out the broken/unfun ones is far too hard. I think we should have 6 maps in rotation with a rate function (more on this in technical) and every month the lowest scoring one is replaced with another from the pool by vote. I'm going to suggest a few maps which I enjoy and work as far as I know. If you believe we should reduce the amount of maps too please list your chosen maps, along with reasons for inclusion/exclusion.
i) ba_jail_minecart_b7 | http://gamebanana.com/maps/174458 | Minecraft map
This is a classic JB map that works perfectly on every game, has a large variety of minigames in a well laid out compact design. Also YOU CAN SEE PEOPLE OH MY GOD WHY DO WE HAVE THE NIGHT VERSION OF THIS MAP EVEN ON ROTATION OH MY GOD I CANNOT SEE A THING ON THE NIGHT VERSION. I believe we should not include the night version of this map in rotation as it's basically the same but worse.
ii) ba_space_jail_v7 | http://gamebanana.com/maps/189080 | Space jail
Everyone loves space jail, space karts is a favourite of almost everyone, this map has all the classics like obby and sweeper. It's a fun map and allows for interesting rebellions as the armoury entrance is out of the way.
iii) ba_mlcastle_v10 | http://gamebanana.com/maps/180489 | Mario map
Another classic, extremely fun, large variety of minigames, well signposted, most people are familiar with it and most importantly it all works.
iv) jb_famous | http://gamebanana.com/maps/189822 | That weeb map err1 hates
This map is possibly the most frustrating map for rebels due to the long exposed hallways and multi-stage armoury access, but this server doesn't need to worry about that since perma-rebels are not common. This map quite simply has the best obstacle course in the game and everyone loves obby, so I'm voting this map purely on the strength of its obby.
Honestly I intended to post 5 maps but really thinking about it all the CS maps are broken. Snowday has too many minigames that don't work and is not well designed. Hopjb freekills people in crush game. Casuarina just has too much wasted space. I may edit this later, in the meantime please comment on my map choices and post your own!
b) Round time
I understand why short rounds make sense when you have so many maps to go through, but as I've said I think we should drastically reduce the number of maps in rotation. If we do, then longer round times not only become a good idea, they become a necessity. I would suggest tripling the current round time. I haven't done an exact count on how many games are in a round, but my gut feeling tells me triple would be about right. Please comment with your own opinions.
I believe that we need longer rounds because you can't fully explore a map in a short amount of time, some minigames get neglected because of this and instead of adding variety it causes stagnation. We always do obby, minefield and theatre on new maps, and then we go to a new map and do the same again. We're doing the same games, just on different maps. Longer rounds would allow us to do more than the top 3 or 5 on each map and really enjoy the less played minigames.
3. Culture
The culture on all panda servers is amazing, people are friendly and polite, but not to the point where they can't take a joke. I delight in posting ur mom every time the warden asks us what we want to do, and despite the mostly serious atmosphere we all get a good laugh out of it. Especially Wolf. Wolf loves my ur mom jokes. :3
a) Keep it up!
b) Noobs
The only issue I've seen so far with the culture here is how inexperienced players are treated. I understand that it's frustrating to deal with an incompetent warden, and yes most players should stay on red until they understand the game.
Unfortunately playing on red doesn't give you actual warden experience. Some people are shy or young and want to try it out, if they make a mistake they are imbued with micspam telling them to quit blu. They don't have the confidence to deal with the situation so it turns ugly quickly and the warden gets angry at the reds.
I would suggest, and this is completely experimental and off the top of my head, similar to first round freeday, a last round noob warden.
The basic concept is this, when a map vote happens, the next round we should encourage an inexperienced but willing to learn player to play as warden. The experienced blus help him through the round and the reds do their best to help too. If the warden screws up, it doesn't matter because the LR would be wiped by the new round anyway. This will let players really grow and learn rather than being told how shit they are, and teaching is a great way to learn yourself, so it would benefit experienced players as well.
I would really like to try this, but it is not a priority.
4. Technical
Technical issues are everywhere on this server. I'll jump straight in.
i) Votes
Most vote buttons do not actually trigger a vote. This makes favouritsm based minigames like kitchen impossible unless an admin is on. Please make vote buttons trigger votes.
ii) !w
You may only use !w at the start of a game 3 times in a round. This is restrictive and unnecessary. It prevents good wardens from blocking bad wardens if the bad wardens are not breaking any rules. This makes the game less fun for everyone, the guards who have to interpret the orders and the reds who aren't getting to play the games they want properly or receive LR and win. Please allow more than 3 !w commands per round. In the future, I would like to see a voting system that allows reds to vote for their favourite warden. Obviously a voting system would need restrictions, like a cooldown of 3 rounds if you have been warden 3 times in a row etc, but for now please allow the use of !w more than 3 times per game.
iii) Clock
Sometimes the round timer disappears. I do not know why. There is a fix for this. We need the round timer so we know how much time is in a round. Please make sure the round timer is present at all times.
iv) Cells
Many maps in rotation are not compatible with the warden menu and have a button to open/close cells. This is easily trollable. Please change all maps to menu compatible no button versions.
v) Glitched ammo
Sometimes dead players drop ammo packs, eg slayed guards, cell war victims. Please prevent this.
vi) Admin/donor mic glitch
Admins and donors are currently muted when the server changes until they play as the warden. This is a huge pain in the ass for everyone. Please fix this.
vii) Freedays
Freedays currently spawn in cells which interferes with cell wars and head counts. Please have them spawn outside cells. They also do not lose their freeday when they pick up ammo. Please make freedays lose their status when they pick up ammo.
viii) LRs
Some LRs appear to be glitched, rapid rocket day and HHH for instance result in a regular single cell hunger games style game. Please make these LRs work as intended.
ix) LRs 2: electric boogaloo
Receiving LR does not affect the round time at all. This means that some rounds can be delayed by 5-6 minutes while 10 people are dead. This is not fun. It also means that if you receive your LR in the dying seconds you will not get to choose properly.
Please fix this by changing the timer to 1:30 once LR is given no matter what. This allows adequate time to choose your LR and browse the menu, and is not excessive for people who are dead. For instance, if you are given LR at 0:10, the timer resets to 1:30 and the game ends in 1:30. If you receive LR at 9:25 the timer resets to 1:30 and the game ends in 1:30.
x) Mute on death
This is personal preference, but I would prefer that players not be muted on death. This is a very laid back server and often discussions happen around the orders, especially when players are in a minigame. Everyone will have more fun if they can discuss the progress of the last surviving red, and obviously the warden will not be giving orders in this situation.
I would suggest disabling mute on death in favour of no mutes ever.
5. Admins
ABOOS ( ͡° ͜ʖ ͡°)
Anyway, the admins I've met so far do a great job, they're absolutely fair and flexible, friendly and approachable and strict when they need to be.
a) Mic checks
I would suggest giving the admins the authority to perform mic checks at will, or if they already have it, encouraging them to use it. Many people on blu have poor quality mics which makes their orders hard to understand. People with poor quality mics should not be on blu as it makes the game less fun for everyone else. This is not the same as inexperience, as inexperience is fixed with time. It may be unfair to younger players but we have to consider the userbase as a whole. I would suggest teambanning anyone with a poor quality mic for a short period of time, allowing them to return with a better mic.
b) More
Admins on jailbreak are not as common as they should be. I understand that there is a calladmin function, but as indicated by these forums having separate JB rules, JB is a much more intricate system. There are constant disagreements over minor issues which require an authority figure to answer definitively. These are not actually rule breaks so we cannot use the calladmin command.
I would suggest jailbreak only restricted admins who have some authority over the game and the ability to slay/mute/teamban. Many mature players could be asked to accept these positions meaning that there would always be someone to make a call on rules in the game. They would have minor powers in game to help them enforce the rules, but no gamebreaking features like a regular admin.
Thanks for reading, and please comment with your thoughts below!