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AFK counter vs kick system with less players / re-kick timer / multi-afk
#2
Everything is working as intended, so I moved the thread to feedback.

The way the cooldown of the kick-command works is intended that way. As you would think, it's designed to discourage spamming the kick command.

But I do admit that the afk system is not optimal. In fact, I was already thinking of ways on how to improve it (I'm not only talking about reducing the time for that). So there will be a change in the next version, I just haven't figured out all the details yet. It's a goal of mine to not also detect afk players, but also players that commit to denial of playing. It's not going to be perfect, for sure, but I think it's possible to detect certain behaviors. Since afk is the most extreme form of denial of playing, it's going to be detected the fastest and will lead to faster penalty points, than it does now.

That being said, the fact that it is more difficult to kick, when you have less players in the team will remain the same. Since every single player is more important the less players there are in a team, the cases where you would be able to kick should be more ... extreme. I know that you are not agreeing with this (since people tend to abuse this fact), but I think it's preferable to free kicking all the time.
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Messages In This Thread
RE: AFK counter vs kick system with less players / re-kick timer / multi-afk - by Exodus - 2014-01-23, 00:46:23

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