Pg Jailbreak Warden system

Dackep

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May 19, 2018
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So, i was in ct for about 50 minutes, that's about 15-20 rounds. And every round i try to get selected to be the warden, but guess what, its one single person getting the warden.

So please, make a system that you cant get warden 3 times in a row. Like a cooldown.

Also, that feature should turn on when there are like 4 people on ct.

Please make this a thing. Being a guard is very boring and the only reason i'm on ct is because i want to be the warden.
 
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The chance of you getting warden is completely based on your priority so you most likely don't have a high priority or a higher one then the people on ct.
 
I don't think there is a priority for Warden. I know there is priority for getting on the CT team for a fact, but I've never heard about "Warden priority" until recently. To my understanding, getting Warden is completely luck based.
 
The chance of you getting warden is completely based on your priority so you most likely don't have a high priority or a higher one then the people on ct.

If there is "warden priority", it should get removed or changed. It makes no sense, i don't think it exists.
 
I am positive there is warden priority and if I recall correctly it is based on play time (not total, recent) and bans.
 
i agree with removing warden priority. gives other cts a chance for being warden instead of same player every round for the map
 
I am positive there is warden priority and if I recall correctly it is based on play time (not total, recent) and bans.

I'm not sure where you got that idea from, like I said throughout my entire time playing on Jailbreak I've never heard of "Warden priority", was always told Warden is chosen randomly between the people that qued for it. As for getting on the CT team, there is a priority for that and it is based off alive playtime. There could be a chance that I'm wrong, and if so I'll be the first to apologize.
 
It always happends , for the whole map there is like 3 wardens only , whenever i try get warden i get it for 1-3 rounds only. But others get it non stop. Its not fair for other ct's.
 
Like Damon Damon said twice. I don't think warden priority is a thing. If it was a thing someone would have said something about it before this moment. Abdul Drewerth
 
Yup, I go whole maps without being warden once. And even if priority is a thing, I have the like 30th most play time in the entire server so I would have the high priority.

There should always be 4 active wardens, per the rules, so I think a 2-3 round cooldown on warden would be perfect. And if nobody pursues then it should be easy enough to swap them.
 
I am positive there is warden priority and if I recall correctly it is based on play time (not total, recent) and bans.

There's no warden priority, it's been confirmed by tech team before back in pG. It's purely luck.

In regards to the suggestion about having it so you can't be warden more than 3 times in a row, I +1 then. Some people get warden a lot, and they do the same thing EVERY SINGLE TIME THEY GET WARDEN. It gets boring really fast.
 
Just a quick reminder that this isnt a thread about warden priority, because no such thing exists, but about how THERE CAN BE THE SAME WARDEN 6 TIMES IN A ROW.
 
Just a quick reminder that this isnt a thread about warden priority, because no such thing exists, but about how THERE CAN BE THE SAME WARDEN 6 TIMES IN A ROW.

You're right, totally got off track here. I think having somewhat of a cool down for between a certain amount of times a CT gets Warden would be a great idea. I've seen some CTs get Warden 6 times in a row when queuing for it. With a system where the CTs can only get Warden a certain amount of times in a row, it would give other CTs a chance to become Warden. +1
 
When you are a ct the warden position is always random, if you dont get warden an ENTIRE map, then you are just unlucky :)
 
I am positive there is warden priority and if I recall correctly it is based on play time (not total, recent) and bans.

There is no warden priority. If it was, then 80 day player Jacko would have warden every round, which he doesn't. Also, warden priority is completely relevant to this thread. We're talking about repeating wardens, and if warden priority is a thing, it needs to be discussed here too.
 
It should start to de-prioritize those that have had warden (by the plugin choosing them when they requested it) that map over those who did not, but have requested it.

We had this system, though it could still choose lower priority wardens, worked pretty well.


Example:

CT 1 = > Round 1 Warden, Round 3 Warden
CT 2 = > Round 2 Warden
CT 3 = > Round 4 Warden

On to round 5:
CT 1 requests, CT 2 requests, CT 4 requests, CT 5 requests

How it worked:
New weighted array array = > [ CT4, CT4, CT4, CT5, CT5, CT5, CT2, CT2, CT1]

Simply put:
CTs without any wardening that map had more tokens in the raffle while those who have wardened a round or two have some tokens taken out of the raffle, those that have wardened a lot of rounds that map have a majority of their tokens taken out but at least 1. This only applies to those requesting warden and ignores the CTs that dont request it ever again that map (as why would you choose them) or those who take over warden from the warden being killed (they did not request it initially and just took over so they keep their tokens).

New random int => RandomInt() => 5

Value at index 5 : CT5

Warden is CT5, now will have a lower priority in the future, but still a chance should they decide to request it again.

Next map, everyone starts at the same spot since no one has requested warden on the new map.
 
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It should start to de-prioritize those that have had warden (by the plugin choosing them when they requested it) that map over those who did not, but have requested it.

We had this system, though it could still choose lower priority wardens, worked pretty well.


Example:

CT 1 = > Round 1 Warden, Round 3 Warden
CT 2 = > Round 2 Warden
CT 3 = > Round 4 Warden

On to round 5:
CT 1 requests, CT 2 requests, CT 4 requests, CT 5 requests

How it worked:
New weighted array array = > [ CT4, CT4, CT4, CT5, CT5, CT5, CT2, CT2, CT1]

Simply put:
CTs without any wardening that map had more tokens in the raffle while those who have wardened a round or two have some tokens taken out of the raffle, those that have wardened a lot of rounds that map have a majority of their tokens taken out but at least 1. This only applies to those requesting warden and ignores the CTs that dont request it ever again that map (as why would you choose them) or those who take over warden from the warden being killed (they did not request it initially and just took over so they keep their tokens).

New random int => RandomInt() => 5

Value at index 5 : CT5

Warden is CT5, now will have a lower priority in the future, but still a chance should they decide to request it again.

Next map, everyone starts at the same spot since no one has requested warden on the new map.

This is what i was looking for, this is a really good sorting system. Although, imagine this:

Queuing for warden gives you 1 point(or index), a point increases your chance as a warden. When you get warden, your points get removed. Pretty simple.
 
It should start to de-prioritize those that have had warden (by the plugin choosing them when they requested it) that map over those who did not, but have requested it.

We had this system, though it could still choose lower priority wardens, worked pretty well.


Example:

CT 1 = > Round 1 Warden, Round 3 Warden
CT 2 = > Round 2 Warden
CT 3 = > Round 4 Warden

On to round 5:
CT 1 requests, CT 2 requests, CT 4 requests, CT 5 requests

How it worked:
New weighted array array = > [ CT4, CT4, CT4, CT5, CT5, CT5, CT2, CT2, CT1]

Simply put:
CTs without any wardening that map had more tokens in the raffle while those who have wardened a round or two have some tokens taken out of the raffle, those that have wardened a lot of rounds that map have a majority of their tokens taken out but at least 1. This only applies to those requesting warden and ignores the CTs that dont request it ever again that map (as why would you choose them) or those who take over warden from the warden being killed (they did not request it initially and just took over so they keep their tokens).

New random int => RandomInt() => 5

Value at index 5 : CT5

Warden is CT5, now will have a lower priority in the future, but still a chance should they decide to request it again.

Next map, everyone starts at the same spot since no one has requested warden on the new map.


I will speak with Tech to see if this could be a possibility for the new Jail 2.0!
Drewerth
 
Is there any estimated time when Jailbreak 2.0 comes out?

Sent from my SM-A530F using Tapatalk
 
I?ve seen some servers implement a ?Warden Hog? rule which seemed to work pretty well. Basically depending on admin discretion, one cannot be warden ~3x in a row.

The warden system rogue mentioned doesn?t sound bad at all either.

As a Warden Hog myself, +1
 
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