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Ingame Kick System
#7
UnifiedDoom Wrote:-Measure afk time based not on tank action but rather weapon's firing (or something like that). If thats to hard perhaps a timer measuring the last time any creep/tank was killed by a given player.
please note that the kick system isn't focused on league games. being a trader or a tinker at start would mean an easy kick with this 'solution'.

UnifiedDoom Wrote:Althend also brought up the Low-APM based kick some time ago which I would like to suggest again.
this may work but can be easily manipulated by the players (to be kicked).

UnifiedDoom Wrote:I would also like to suggest that kick points add up slower, so that someone who played well but just died like 4 times consecutively isn't kickable, but also decay slower so that 0 12 do-nothings(0-12 with 24A should be recognized as unkickable of course) are kickable since right now slow and steady deaths aren't recognized by the system.
it's hard to determine when a player is playing well. he could have died 4 times concecutively while defending a control point, conquering one or by feeding on purpose for any reason. the system is not able to detect such situations based actions.
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Messages In This Thread
Ingame Kick System - by toyboatt - 2011-07-29, 03:22:03
RE: Ingame Kick System - by Prog - 2011-07-29, 12:43:51
RE: Ingame Kick System - by toyboatt - 2011-07-29, 14:15:47
RE: Ingame Kick System - by El_Polacco - 2011-07-29, 16:53:27
RE: Ingame Kick System - by olivercamel - 2011-07-29, 18:08:17
RE: Ingame Kick System - by UnifiedDoom - 2011-07-30, 08:07:13
RE: Ingame Kick System - by Saiyuki - 2011-07-30, 14:01:42
RE: Ingame Kick System - by Teo_live - 2011-07-31, 19:25:41
RE: Ingame Kick System - by Exodus - 2011-07-31, 20:49:28
RE: Ingame Kick System - by ThisSpaceForRent - 2011-09-02, 06:16:39
RE: Ingame Kick System - by Exodus - 2011-09-02, 13:31:49

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