Add back the time limit in cell block

crc1225

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On the old ego jail we had a rule where cts had to get t's out of cell block by 1 minutes of cells opening (usually around 9 minutes since we had 11 minutes rounds). I am suggestion we get this rule added back, but it doesn't have to be exactly this and I want to see other people's opinions.

I feel like this would be a good rule to add back because,

1. It speeds up the round time
There are some rounds where we are still in cells 2-4 minutes after the cells open and that makes it boring and uninteresting for the t's ct's and especially the dead.

2. It encourages wardens to try more of the map games. Right now some of the wardens do the same little games like a marker race (there's a whole post HERE about it) and games like that 3 block jump thing in VIP. But if the warden had to get the ts out quickly then they can do more unique and interesting games.

3. It lets the ts learn new ways to rebel. Most of the rebels people do are the same old things, if its running to the same vent or hiding in the same spot. But if the warden had to move the ts out of the same area they could try new rebelling.

We have a variety of jail maps with unique games, layouts, and styles. Let's try to use that more than doing the same boring stuff each round.
 
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Having a rule implemented where you would have to leave main cell area by a certain amount of time I feel would be a great change to the server. Although sometimes I like to challenge myself with a round only in main cells, I feel this would drastically change the server for the better.
 
We kind of already have a rule similar:

keep prisoners in cells after 2 minutes from round-start.

I would be down if this was changed slightly so it included cell blocks, would definitely make the rounds more enjoyable instead of spending 3-4 minutes in cell blocks doing nothing except playing random jumps or marker races.
 
We kind of already have a rule similar:

keep prisoners in cells after 2 minutes from round-start.

I would be down if this was changed slightly so it included cell blocks, would definitely make the rounds more enjoyable instead of spending 3-4 minutes in cell blocks doing nothing except playing random jumps or marker races.

Yeah if it was just altered to say ‘cell block’ or ‘cell area’ then I think it would need to be clearly stated that it’s still admin discresion, because on maps like VIPinthemix for example it can be controversial what’s considered cell block/area because it’s pretty open. Other than that I feel this rule would be a good contribution to the server.
 
What if the guards were under fire and couldn't accomplish this?
What if the T's were rebelling and made this an impossible option?
What if we were on a massive cell block map (for example: Peanut) and the warden was simply doing a game in there?

Tons of factors go into being able to move, control, and predict the T's actions, but not all can be stopped. If this were to become a rule, I could see it happening less, but if/when it did, the results wouldn't be very good.

However, if there was a way to give some leniency towards wardens and the rule itself, I think it could make a positive difference in JB.
 
What if the guards were under fire and couldn't accomplish this?
What if the T's were rebelling and made this an impossible option?
What if we were on a massive cell block map (for example: Peanut) and the warden was simply doing a game in there?

Tons of factors go into being able to move, control, and predict the T's actions, but not all can be stopped. If this were to become a rule, I could see it happening less, but if/when it did, the results wouldn't be very good.

However, if there was a way to give some leniency towards wardens and the rule itself, I think it could make a positive difference in JB.

I completely agree with this and that is why I think if this rule gets added it should be more of a guideline and not strictly enforced. If a warden is clearly trying to get ts out of cell block or a rebellion or something happens that's okay and we can let the warden be. But if he is sitting with all the t's in the marker and taking two minutes to decide which game or to do bomb or gun st then we should be like "Hey try to get the t's out of cell block".

This might not be a perfect solution and there might be a better way to do it but I'm just trying to speed up the rounds and the flow of the game.
 
What if the guards were under fire and couldn't accomplish this?
What if the T's were rebelling and made this an impossible option?
What if we were on a massive cell block map (for example: Peanut) and the warden was simply doing a game in there?

Tons of factors go into being able to move, control, and predict the T's actions, but not all can be stopped. If this were to become a rule, I could see it happening less, but if/when it did, the results wouldn't be very good.

However, if there was a way to give some leniency towards wardens and the rule itself, I think it could make a positive difference in JB.

Answer: a lot of common sense.

We had it as a rule and it worked fine. Admins and players knew there were exceptions like your first few scenarios but generally most people rebelled outside of cell block via running away or having a vent cell and escaping very early.
 
Seems like a good idea, but what about in the instance of "bomb or gun st" and then all of a sudden 10 people show up in the marker and aren't going back? Maybe have some sort of clause that gives special circumstances as Alex Alex mentioned?
 
I agree with the intentions of this rule suggestion however like mentioned above there are cases where Wardens are kept in main cells for a bit more than 2 mins. A common example is warden dying at the start and the new warden trying bring back the order.

What if we as admins enforce the delay rule a bit more strictly on wardens who enjoy taking their time in main cells? For example there are strict wardens who enjoy doing positional commands and take their time killing everyone who isn't completing the order. When I see this I usually warn the warden to pursue with orders and not delay the round.

Or similar to the "Games must not delay the round, and they must be productive (there must be winners/losers)." rule we can implement a rule to wardens saying something along the lines "Orders must not the delay the round and must be productive" even though this is pretty much implied already.
 
Seems like a good idea, but what about in the instance of "bomb or gun st" and then all of a sudden 10 people show up in the marker and aren't going back? Maybe have some sort of clause that gives special circumstances as Alex Alex mentioned?

Keep the round flowing. Start moving everyone else...

I agree with the intentions of this rule suggestion however like mentioned above there are cases where Wardens are kept in main cells for a bit more than 2 mins. A common example is warden dying at the start and the new warden trying bring back the order.

What if we as admins enforce the delay rule a bit more strictly on wardens who enjoy taking their time in main cells? For example there are strict wardens who enjoy doing positional commands and take their time killing everyone who isn't completing the order. When I see this I usually warn the warden to pursue with orders and not delay the round.

Or similar to the "Games must not delay the round, and they must be productive (there must be winners/losers)." rule we can implement a rule to wardens saying something along the lines "Orders must not the delay the round and must be productive" even though this is pretty much implied already.

Again, if a warden dies they should try to take control back. Then when order is restored (or mostly restored) then quickly get everyone out of cell block...

This was again something we figured out when to admin and when to let it go as such scenarios occurred...
 
That was just one example. I don't think we should have a specific rule that tells warden "You must leave main cell area by X amount of time" EVEN if admins can use discretion on certain situations. Every Warden is different and the experience can differ. If there is a new warden and he is legitimately giving orders but is a bit slow compared to others he should not be hassled to leave main cells as long as he's legitimately trying to warden.

Now I am all for enforcing the delay/pursue the round rule more on wardens who intentionally take there sweet time killing T's for "rebelling" and not completing very strict and pointless positional orders (example: take one step out of cells face south AFK freeze. Or "AFK Freeze in my marker" and then proceed to sit there and shoot T's who are jumping even after all T's made it into the stack.)

Every round and every map is situational and making specific rules like these can lead to undesired consequences.
 
Now I am all for enforcing the delay/pursue the round rule more on wardens who intentionally take there sweet time killing T's for "rebelling" and not completing very strict and pointless positional orders (example: take one step out of cells face south AFK freeze. Or "AFK Freeze in my marker" and then proceed to sit there and shoot T's who are jumping even after all T's made it into the stack.)

This is the whole point I was trying to make by getting this rule added. I don't want to punish a warden if he is clearly trying or if warden passes and it causes chaos, that's fine if they stay in cell block a while to regain order. I just wanted to spit ball an idea to get the wardens who sit in cell block doing nothing for 5 minutes against the rules.
 
A lot of you seem to be seeing rules as set in stone with no exceptions unless they're written down. We expect our admins to have common sense and exercise it whenever they are handling a situation. Obviously this rule suggestion wouldn't be a problem unless you have robots for admins that don't know what exceptions should be allowed.

You're not robots, right?
 
I understand why people are hesitant of making a rules stating "get out of cells by x". As sadly there are a lot of people that play strictly by the rules. I propose to make the rule say something among the lines of:
After 2 minutes from round-start, the Warden must be actively make an attempt to leave the cell area with the Terrorists, unless the warden is being hold up by rebellers. In this case, the Warden should be actively try to get the situation under control, and proceed to leave the cell area with the Terrorists.
 
As sadly there are a lot of people that play strictly by the rules.
I wouldn't really call them people. These kinds of players should be discouraged from thinking this way. It's sets an unreasonable expectation for admins to handle every single situation exactly the same and not use common sense. Rules are there to keep the server fun and fair and admins are their to enforce those rules in order to maintain a fun and fair environment. People that think every rule must be strictly followed to the letter with no room for exceptions or special circumstances should be discouraged from thinking that way. Admins that think that way aren't keeping the server fun and fair. Remember the saying from eGO Admin Training. "Play first, Admin second"

Talk to your local AT today for helpful tips and tricks on being not only a good Admin and keeping the server fun, but also being a good role model for other players and helping create fun environment on the server.
 
I really like this rule, but we have to be careful not to fog the server with old eGO rules. I think part of the reason our server suffered was because it wasn't pub friendly.
 
I really like this rule, but we have to be careful not to fog the server with old eGO rules. I think part of the reason our server suffered was because it wasn't pub friendly.

No

Edit: I'll expand on this when I finish work
 
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I wouldn't really call them people. These kinds of players should be discouraged from thinking this way. It's sets an unreasonable expectation for admins to handle every single situation exactly the same and not use common sense. Rules are there to keep the server fun and fair and admins are their to enforce those rules in order to maintain a fun and fair environment. People that think every rule must be strictly followed to the letter with no room for exceptions or special circumstances should be discouraged from thinking that way. Admins that think that way aren't keeping the server fun and fair. Remember the saying from eGO Admin Training. "Play first, Admin second"

Talk to your local AT today for helpful tips and tricks on being not only a good Admin and keeping the server fun, but also being a good role model for other players and helping create fun environment on the server.

Man, Nick and Rogue are on a role and saving me a lot of time in typing. Use your brains, they aren't put in your head to think up sub-par memes. We won't, and I will repeat, WON'T put every single thing as a rule. Our rules are not a stone tablet that must be followed purely to the letter. Do we want you to follow the concepts of our rules? Of course, why would they be rules if you didn't have to follow them. Now, do we need a rule for every single little thing that happens on every Jail map that is on right now? Dear god no, our rule list would be so long and no one would read it.

Our rules are put the way they are because we like to have our admins using their critical thinking skills and common sense to interpret different situations in the server. If you see a warden continually staying in cellblock for 4 minutes every round, then reprimand that player in the correct manner. If a warden is new and is taking a bit longer in cellblock, maybe add him on Steam and give him some tips/pointers on how to get the round moving faster.

TL;DR: No we aren't going to put a rule for every single little thing. As admins: Use your brain and interpret situations as they come. As non-admins: Understand not everything needs to be written in stone for it to be enforced.

Yes? Awesome.
 
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