Couple suggestions to improve jailbreak server

Joker0o

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Aug 16, 2018
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1) guarantee lr with blood hound with two non rebelling t’s left rebelling t’s should be found and killed before non rebelling t’s die . It’s just fair and respectful.
2) make rounds 5-10 minutes longer so it’s not doing 1 game and killing 50% plus some games you can take a little longer and guarantee more Alive.
3) make command for stacking more clear and fair for people not rebelling If command is unstack by one knife distance and afk freeze and you are not rebelling following command and a rebeller stacks on you you shouldn’t have to die for there rebelling. Same as call out of cell to unstack.
4)make some of the games that are fun like freeze hide n go seek accessible to vips as well so games can be a little different every once in awhile I know on another server there were a couple other games that could be activated by admins.

I don’t know just a few little suggestions to improve the game and make it a little better. I like the server and like to see some different things

Thanks,
JokerXx
 
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1) guarantee lr with blood hound with two non rebelling t’s left rebelling t’s should be found and killed before non rebelling t’s die . It’s just fair and respectful.
2) make rounds 5-10 minutes longer so it’s not doing 1 game and killing 50% plus some games you can take a little longer and guarantee more Alive.
3) make command for stacking more clear and fair for people not rebelling If command is unstack by one knife distance and afk freeze and you are not rebelling following command and a rebeller stacks on you you shouldn’t have to die for there rebelling. Same as call out of cell to unstack.
4)make some of the games that are fun like freeze hide n go seek accessible to vips as well so games can be a little different every once in awhile I know on another server there were a couple other games that could be activated by admins.

I don’t know just a few little suggestions to improve the game and make it a little better. I like the server and like to see some different things

Thanks,
JokerXx

1. The reason bloodhounding for LR is not allowed is because it makes everything ridiculously unfair for the rebellers. Everything is already easy enough to find them, with every secret on every map essentially being known.
2. This just gives more time to delay. 9 minutes is plenty long enough for any competent warden to get to LR having played a decent amount of map games.
3. You aren't supposed to be killed for this regardless. If you move, then you are rebelling as well. Leave it to the CTs to kill the rebeller stacking in you, and if they kill you, report it as a freekill.
4. This would result in too much abuse being handed down to donators. I could see this being allowed by O's though.
 
1) guarantee lr with blood hound with two non rebelling t’s left rebelling t’s should be found and killed before non rebelling t’s die . It’s just fair and respectful.
2) make rounds 5-10 minutes longer so it’s not doing 1 game and killing 50% plus some games you can take a little longer and guarantee more Alive.
3) make command for stacking more clear and fair for people not rebelling If command is unstack by one knife distance and afk freeze and you are not rebelling following command and a rebeller stacks on you you shouldn’t have to die for there rebelling. Same as call out of cell to unstack.
4)make some of the games that are fun like freeze hide n go seek accessible to vips as well so games can be a little different every once in awhile I know on another server there were a couple other games that could be activated by admins.

I don’t know just a few little suggestions to improve the game and make it a little better. I like the server and like to see some different things

Thanks,
JokerXx

1) The reason why this rule exists is because it's not only unfair, but it also gaurentee's lr for the person that is blood-hounding, which is against server rules.
2) I don't feel like anyone should wait 10-15 minutes if they start at the round to play again for every round.
3) CT's don't have perfect aim. Sure, it might be considered a freekill if a CT kills you, but that's not something they can control when a rebeller goes wild.
4) The "Freeze Hide & Seek" is done by Managers+. That type of power should not be handed over to somebody that is a vip that's an =(e)= rank.
 
1) So when you get down to two non rebelelrs to one then CT’s have to find rebellers if there’s more than 1 I think it’s easier to get down to two non rebbellers . And find rebellers and kill them so that rule kind of condradicts itself the rebellers can camp for lr. So if it’s one non rebeller does one rebeller get lr or are they kos. It’s just a weird situation to be in. If there’s more than one rebellers then what do you guarantee lr for last terr or two and kill rebellers hunt the rebelling t’s down and do the rebelling t’s get lr over a non rebelling you see what I am getting at
2) the reasoning for 5 minutes extra so 1st 2nd game doesn’t kill off the whole team maybe some games like death you take more climb you take more so it’s more variety than just killing off 50 % to killing 50% or more to lr it would give a little more time so people don’t have to do marker race to 50% on next game to first reaction or stack for lr gives more variety adding a couple more minutes and I am hoping people would be less cancer in the meantime.
3) when your told to unstack afk they should try to kill the t running around or intentionally sticking over a t standing there obeying and has no option to move bc call was afk freeze
Hope I cleared some stuff up
JokerXx
 
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1a) so this rule is very unclear in some situations I have seen standoff’s where rebelling t’s camp are they technically kill on sight without option to lr? And can you take the last one non rebelling terr for lr guarantee them lr or two? Just want to be clear
 
1a) so this rule is very unclear in some situations I have seen standoff’s where rebelling t’s camp are they technically kill on sight without option to lr? And can you take the last one non rebelling terr for lr guarantee them lr or two? Just want to be clear

1) So when you get down to two non rebelelrs to one then CT’s have to find rebellers if there’s more than 1 I think it’s easier to get down to two non rebbellers . the rebellers can camp for lr. It’s just a weird situation to be in. If there’s more than one rebellers then what do you guarantee lr for last terr or two and kill rebellers hunt the rebelling t’s down and do the rebelling t’s get lr over a non rebelling you see what I am getting at
2) the reasoning for 5 minutes extra so 1st 2nd game doesn’t kill off the whole team maybe some games like death you take more climb you take more so it’s more variety than just killing off 50 % to killing 50% or more to lr it would give a little more time so people don’t have to do marker race to 50% on next game to first reaction or stack for lr gives more variety adding a couple more minutes and I am hoping people would be less cancer in the meantime.
3) when your told to unstack afk they should try to kill the t running around or intentionally sticking over a t standing there obeying and has no option to move bc call was afk freeze
Hope I cleared some stuff up
JokerXx

1a. If ts are rebelling they're KOS unless pardoned by the warden. If there are two rebellers, and one of them is killed, it is up to warden if they want to pardon the other rebeller or not. If they do not, they are KOS even if they LR.
1. Thats not how it works. If theres 1 t left, standard procedure (Theres no rules that dictate this, just something that most wardens do) is to lock him in solitary or in a cell with 1 ct watching him and have everybody else pursue rebellers. Its up to warden if they want to pardon them or not.
2. Again, 9 minutes is plenty of time.
3. Thats whats supposed to happen. If you're getting freekilled, report it.
 
My thoughts on this situation/suggestions:
1) If a T were able to slip away and hide somewhere and outplay the CTs, but then their fellow Ts gave them away, it would be completely unfair to the T. Bloodhounding to LR is kind of just unfair to the T who was able to rebel in the first place. Bloodhounding in general is frowned upon, and is commonly associated with the phrase "snitches get stitches."

2) Maybe a really tiny extension of round time could be added (maybe around ~1:00 to ~1:30 at max) could be added. The current time is fine for most wardens who have the fast-paced wardening styles and just run across the map, but for most wardens (which mostly consist of cancer nowadays, which a few exceptions though), their slow-paced style (usually shift/crouch walking and waiting for people to jump during AFK Freeze), the current time is not enough. I find that most wardens, on average, end with around 1 minute or less of LR, which I feel doesn't really satisfy the Ts who have just beat 30 other Ts in minigames. Basically, the time doesn't have to be changed, the amount of cancer does though.

3) The command should be clear. If the CTs are killing Ts because a rebeller stacked in them, it is not the Ts fault, it is a freekill, and if admins can catch it, they would usually get swapped.

4) These types of special days are extremely rare, and the fact that only advisor+ can call them is what makes them so fun and enjoyable. If these types of special days were an every other round type of thing, I am sure they would get stale quick. I would be open to the idea of Admin Trainers (ATs) and Event Coordinators (ECs) being able to call votes for these types of special days, this would not be as common as VIPs calling these special days, but would still be semi rare.
 
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Since this didn't receive much attention and we have already updated our rules and whatnot on Jail, I am going to go ahead and close this.


Cheers!
 
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