rebelling- its literally in the name of the game
jailbreak

where

Anyway, about this thread: CTs, for the most part, are only toxic when they need to be. When they need to be is when they’re trying to control 30+ little gremlins who just want to rush away, grab firearms, and make a CT go boom. The thing is, with rebelling Ts comes toxic CTs. Once the Ts realize the CTs are toxic and “cancer”, they rebel more. Then the CTs become even more toxic, so on and so forth. It’s a vicious cycle, and one I really don’t think we need to change. While cancer CTs are trying to solve a problem, they’re accidentally creating one with being so restricting that the game isn’t fun. A good warden should be kind towards his prisoners and let them toe the line without crossing it. Some CTs think that going anywhere near this metaphorical line means shooting the Ts, which just makes the game not fun for 2/3 of the server.

If you really want CTs to stop being toxic, you can do one of two things:
1) Stop rebelling (or at least don’t rebel as much.) If a majority of the T side halts rebelling, they won’t have a reason to be toxic, and we can have a good couple rounds where the Ts and CTs have a nice little harmony.
2) Become warden and don’t be toxic, while asking your CT team to also not be toxic. I believe that you should be the change you want to see. If you’re complaining that CTs are toxic but you don’t really play CT, give it a shot. Being warden’s a little more difficult than one might think. Now, I’m not saying it’s hard to be a good warden, because it’s really not. It’s hard to be a good, non-toxic warden while keeping all the prisoners in line.
 
where

Anyway, about this thread: CTs, for the most part, are only toxic when they need to be. When they need to be is when they’re trying to control 30+ little gremlins who just want to rush away, grab firearms, and make a CT go boom. The thing is, with rebelling Ts comes toxic CTs. Once the Ts realize the CTs are toxic and “cancer”, they rebel more. Then the CTs become even more toxic, so on and so forth. It’s a vicious cycle, and one I really don’t think we need to change. While cancer CTs are trying to solve a problem, they’re accidentally creating one with being so restricting that the game isn’t fun. A good warden should be kind towards his prisoners and let them toe the line without crossing it. Some CTs think that going anywhere near this metaphorical line means shooting the Ts, which just makes the game not fun for 2/3 of the server.

If you really want CTs to stop being toxic, you can do one of two things:
1) Stop rebelling (or at least don’t rebel as much.) If a majority of the T side halts rebelling, they won’t have a reason to be toxic, and we can have a good couple rounds where the Ts and CTs have a nice little harmony.
2) Become warden and don’t be toxic, while asking your CT team to also not be toxic. I believe that you should be the change you want to see. If you’re complaining that CTs are toxic but you don’t really play CT, give it a shot. Being warden’s a little more difficult than one might think. Now, I’m not saying it’s hard to be a good warden, because it’s really not. It’s hard to be a good, non-toxic warden while keeping all the prisoners in line.

Right, so your main point is that because prisoners are trying to play the game correctly, then ct's need to be "toxic"

And you think that if t's don't rebel toxicity will stop? Welcome to Jailbreak because that is without a doubt not true in the slightest shape or form. A "toxic" CT is toxic whether or not rebelling is happening, and a good CT is a good CT whether or not rebelling is happening. If you are willing to be "toxic" to kill "toxicity" then you were toxic in the first place.

And being a toxic warden makes no difference on the outcome of a round. If you don't know how to eliminate danger to your round when transporting or placing your t's then you will have a ****ed up round whether you're toxic or not. "Toxicity" doesn't stop rebelling, it kills fun. You can be toxic and be a great warden, and you can give not a single afk freeze order and be a great warden.

And how is rebelling not in the name of the game? If you break out of a jail, you have rebelled. Use your brain before trying to make others look stupid.
 
So many CTs in this thread complaining about prisoners rebelling. The solution is to not be bad. It really is that easy.

There is absolutely no reason 13 CTs with guns cant control 35 Ts unless the map is extremely unbalanced with secrets. Even quake is not that unbalanced, it's just CTs being bad and getting rushed by Ts. Fun fact, you can shoot guns without being 2 feet away from Ts. If your solution to people rebelling is being extremely toxic, either as a warden or a CT, it means you're bad and need an excuse to kill them.

where

Anyway, about this thread: CTs, for the most part, are only toxic when they need to be. When they need to be is when they’re trying to control 30+ little gremlins who just want to rush away, grab firearms, and make a CT go boom. The thing is, with rebelling Ts comes toxic CTs. Once the Ts realize the CTs are toxic and “cancer”, they rebel more. Then the CTs become even more toxic, so on and so forth. It’s a vicious cycle, and one I really don’t think we need to change. While cancer CTs are trying to solve a problem, they’re accidentally creating one with being so restricting that the game isn’t fun.

This is not true for the majority of the CTs being toxic. Most of them are toxic because it's fun for them.

I get it, but stop complaining when we start using harder commands to prevent rebelling.

Refer to my first part. I also do think it's a bit ironic for you to complain about toxic Ts when you have (or had, not sure if you still do it currently) "toxic tuesdays" because you thought it was fun. Don't be hypocritical.
 
Alright so I read through the stuff being posted here and I'm gonna try to sum this up the best that I can (make sure to have the pitchforks and torches ready).

Side A: CTs are cancer because they overly enforce "rules" so that they can get their kill count up.

Side B: Ts are cancer because they abuse map design to continually rebel every single round, which in turn makes exploring the map hard.

I won't sit here and act as if I know every single going on with Jail. There are A LOT OF PEOPLE who play much more Jail than I have. I have played a handful of times though and have noticed some trends (and have read a couple of threads that have the same premise as this one).

Here is my thought: When I think of how a Guard/Warden should act, I think of being hyperaware of the rounds progression while also being understanding of non-threatening mistakes. If I see a Prisoner continually jumping out of the stack trying to be a troll, then I'm gonna shoot him. If I see a Prisoner making a dash/obvious attempt at not following the order, I'm gonna shoot him. If I see that someone is a TINY BIT out of the marker, I'm not gonna shoot him. If I see someone BUMP THEIR MOUSE AND NUDGE, I'm not gonna shoot him.

The problem with a fair amount of Jail players in general (from what I've derived) is there is an EXTREME LACK of common sense and situational awareness. Everyone thinks things have to be either Black or White. If you aren't looking completely straight down, you are a dead man. If you accidentally let go of your Shift Walk key and sputter forward a couple steps, you are dead. As a Guard/Warden, you should be controlling the prisoners and eliminating them if they are obviously not following a command or they are putting your fellow Guards life in danger. If you are the type of Guard/Warden who kills off Prisoners by doing the above, you are what makes the gamemode unbearable to play and watch.

Now, when it comes to the Prisoners rebelling I can't really argue with that. Their sole purpose is to escape the Prisoner however they can. Some players love rebelling, some players love getting to Last Request. I am someone who enjoys playing the map games and getting to Last Request just so I can prove that I'm better than everyone else (egotistical yes, but who isn't). I will say this: If you try to rebel and you get your head blown off, there is no room for crying/complaining. It was your piss-poor effort to rebel that got you killed. There are a multitude of ways to rebel, hell I remember when Luna Luna or Rogue Sniper would play Jail and would find the strangest ways to escape away from the Guards. Just because you can't find a creative/innovative way to get away from the Guards doesn't mean you cry about it. Instead of pouting, maybe start thinking of different ways you can possibly get away (you all play enough to do this I'm sure).

Final Thought: I realize that there will always be players who want to take the "toxic" route (no matter what side you are on). The only think we can do is try to have the vast majority of us try and create the environment we want to have on the server. If all we do is (pardon my french) bitch and moan about wanting "less toxicity" and then go on the server to only do similar actions as those toxic players, then we have no room to talk. If you want changes to be made, YOU NEED TO MAKE THEM. Hopefully this didn't bore many of you and hopefully it opened some of your eyes.

If it didn't, then best of luck and continue to be a sour apple about things rather than trying to make the server a more fun environment for all. Cheers.
 
Alright so I read through the stuff being posted here and I'm gonna try to sum this up the best that I can (make sure to have the pitchforks and torches ready).

Side A: CTs are cancer because they overly enforce "rules" so that they can get their kill count up.

Side B: Ts are cancer because they abuse map design to continually rebel every single round, which in turn makes exploring the map hard.

I won't sit here and act as if I know every single going on with Jail. There are A LOT OF PEOPLE who play much more Jail than I have. I have played a handful of times though and have noticed some trends (and have read a couple of threads that have the same premise as this one).

Here is my thought: When I think of how a Guard/Warden should act, I think of being hyperaware of the rounds progression while also being understanding of non-threatening mistakes. If I see a Prisoner continually jumping out of the stack trying to be a troll, then I'm gonna shoot him. If I see a Prisoner making a dash/obvious attempt at not following the order, I'm gonna shoot him. If I see that someone is a TINY BIT out of the marker, I'm not gonna shoot him. If I see someone BUMP THEIR MOUSE AND NUDGE, I'm not gonna shoot him.

The problem with a fair amount of Jail players in general (from what I've derived) is there is an EXTREME LACK of common sense and situational awareness. Everyone thinks things have to be either Black or White. If you aren't looking completely straight down, you are a dead man. If you accidentally let go of your Shift Walk key and sputter forward a couple steps, you are dead. As a Guard/Warden, you should be controlling the prisoners and eliminating them if they are obviously not following a command or they are putting your fellow Guards life in danger. If you are the type of Guard/Warden who kills off Prisoners by doing the above, you are what makes the gamemode unbearable to play and watch.

Now, when it comes to the Prisoners rebelling I can't really argue with that. Their sole purpose is to escape the Prisoner however they can. Some players love rebelling, some players love getting to Last Request. I am someone who enjoys playing the map games and getting to Last Request just so I can prove that I'm better than everyone else (egotistical yes, but who isn't). I will say this: If you try to rebel and you get your head blown off, there is no room for crying/complaining. It was your piss-poor effort to rebel that got you killed. There are a multitude of ways to rebel, hell I remember when Luna Luna or Rogue Sniper would play Jail and would find the strangest ways to escape away from the Guards. Just because you can't find a creative/innovative way to get away from the Guards doesn't mean you cry about it. Instead of pouting, maybe start thinking of different ways you can possibly get away (you all play enough to do this I'm sure).

Final Thought: I realize that there will always be players who want to take the "toxic" route (no matter what side you are on). The only think we can do is try to have the vast majority of us try and create the environment we want to have on the server. If all we do is (pardon my french) bitch and moan about wanting "less toxicity" and then go on the server to only do similar actions as those toxic players, then we have no room to talk. If you want changes to be made, YOU NEED TO MAKE THEM. Hopefully this didn't bore many of you and hopefully it opened some of your eyes.

If it didn't, then best of luck and continue to be a sour apple about things rather than trying to make the server a more fun environment for all. Cheers.

mayhem with the clutch VoteYea PJSugar
 
There are a multitude of ways to rebel, hell I remember when @Nick or @Rogue Sniper would play Jail and would find the strangest ways to escape away from the Guards..

Sweet memories of a lot of fun on jail when I used to play it on CSS. Didn't we once do a contest on who could do the most creative rebelling? I recall it being a ton of fun.
 
Don't believe me? Look at quake. It's almost every round a T gets into armory or gets outside. There have been multiple rounds in a row where cells haven't even been open and the round ends. Now, I'll agree that CT's control the round more than the T's but come on, don't cry when CT's start being toxic when you rebelled for 5 rounds in a row. It doesn't make it fun for anyone.

Soo since the CT's are bad and can't pursue rebelers we should crouch through the whole map and play some shite games which are no fun?

On quake it is some what true that 1 t gets into armoury nearly every round, but ct's can easly camp the exit of armoury, it's allowed, check the faq. If a ct dies in armoury you can pursue that and kill him. If you don't like the idea of being able to get a random reward once you do a jump maybe suggest removing the map. Just because T's are able to rebel doesn't mean CT's should start being toxic and warden should play some cancer game. Toxicity isn't fun for the T's, and thats the majority. If you're a CT and you're being toxic because there's rebelers and you don't like pursuing them maybe you shouldn't play CT. CT isn't supposed to be something where you do nothing except get kills by being toxic or by killing people who lost to a game. CT can be soo incredibly easy if you have some sort of map knowledge and there's CT's who don't sit by stack trying to be incredibly cancer.

Just like easy rebelling every round, this ruins the experience. I'm not gonna name names, but you know who you are.

How does this ruin the experience, playing the game the way it's supposed to be? Or do you mean it ruins the experience of the CT's? Rebeling shouldn't ruin the experience. On quake if theres someone in armoury and they tp through you should be ready, you should keep in mind that there is a possibility of that and you should be ready, you shouldn't have your back turned there, you should either be somewhere else like medic or by the hallways or in the very corner behind the tp so if someone does you can kill them. Rebeling can ruin the experience for CT's that all they want to do is get kills from being cancer or by killing the people in the game. As a CT you should pursue the rebelers and that's just a part of it, rebeling is the point of Jailbreak for T's. But cancer is not the point of Jailbreak for CT's.

Quake is Quake, no one should like quake. Rebelling over and over is fun for no one. @thorgot do something about it pls bby.

Some wardens know the perfect combination of strictness and leniency (*cough* @Jacko *cough*), and that's what I believe makes the game fun for everybody.

Rebeling over and over is fun, it can stop being fun and get a bit boring. If you're playing on a map like undertale and you're good enough to constantly do the incell games get a to lets say armoury vent, tp to surf and spray down that catwalk it can be fun, even if you do it 20 times in one day, it can still be fun. If you're able to get an ace against like 6/8 CT's it can be soo much fun. Playing games can also be fun but it depends on the map.

You can't really call the t's "toxic" when the purpose for them is to rebel. You said that on spy ct's would do custom jumps to be cancer and kill everyone off but spy is one of those rebel maps where it requires you to be a little toxic if you want to play ct and win, and half the time the ct's don't even get far enough to the the cancer jumps

To be honest, I think spy is a CT map if everybody plays it properly. The games are all right beside each other, CT's just gotta not bait and watchout for the T's running into vents etc. If someone gets a sawed off CT's should just take cover while still looking over the T's and all that's really needed is warden to make them unstack. If a T's constantly stacking on the red kill them both and if the red is stacking on a T just say "If someone's stacking on you keep unstacking", and that should be enough.

I understand T's rebel. That's the point of the game. I don't care that they do it every round, but the problem is that when they are on maps like spy and Quake, it's always an easy rebellion. It makes the game less fun and it ruins the experience for new players. That's a toxic T. It's like playing checkers with an adult when you're 3. They let you win (or get far enough) so that it's fun for both of you.

A new player shouldn't be on CT, a new player should be on T get the grasp of JB and only then join CT. Rebeling is fun. If it totaly ruined the experience for new players then eGO wouldn't be constantly getting new members or having the servers full.

Anyway, about this thread: CTs, for the most part, are only toxic when they need to be. When they need to be is when they’re trying to control 30+ little gremlins who just want to rush away, grab firearms, and make a CT go boom. The thing is, with rebelling Ts comes toxic CTs. Once the Ts realize the CTs are toxic and “cancer”, they rebel more. Then the CTs become even more toxic, so on and so forth. It’s a vicious cycle, and one I really don’t think we need to change. While cancer CTs are trying to solve a problem, they’re accidentally creating one with being so restricting that the game isn’t fun. A good warden should be kind towards his prisoners and let them toe the line without crossing it. Some CTs think that going anywhere near this metaphorical line means shooting the Ts, which just makes the game not fun for 2/3 of the server.

CT's don't need to be toxic, it's not a need. You can very much get a LR round with a good warden and good CT's, cancer just makes it easier. Look at Jacko, I've literally seen him pull off an LR round without giving a crouch walk command and maybe telling them to afk freeze once or twice. If the CT's are toxic that doesn't make the T's want to rebel more, it might just make me more cautious with what I do, I might not try and hit a bhop to a ct or something like that because I know I will die. I might just have to be more carefull, the only thing that might make me rebel less is good CT's that know which secrets to hold off. I can tell you that on certain maps if one or two CT's are watching a certain area I won't rush there, if there wasn't someone watching it I would take that route/secret and possibly kill warden once I get into a secret.

This is not true for the majority of the CTs being toxic. Most of them are toxic because it's fun for them.

Couldn't be more true.
 
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I'm a big fan of bhop, jb has too many rules for me (;

Corrupted has some points tho, some people just want to watch the world burn
 
Honestly this is going to be so dumb sounding but the worst command is the AFK freeze command,whats the point of it?
Name a situation that making T's afk freeze actually does something? you cant
It needs to be removed,everytime im told to afk freeze i hate it so much,its so useless
 
Honestly this is going to be so dumb sounding but the worst command is the AFK freeze command,whats the point of it?
Name a situation that making T's afk freeze actually does something? you cant
It needs to be removed,everytime im told to afk freeze i hate it so much,its so useless

1. When Ts have a gun in stack
2. When a T is rebelling
3. When the Ts are getting to close to a CT/Secret
4. When you need to get passed the Ts to another location
5. When they have the chance of getting a gun from cells
6. When you don't want anyone to pursue a game
7. When you want to give your CTs time to get into position

Literally took my a half a minute to think of 7 lmao

mhm btw I agree with CTs being toxic, however toxicity is shooting people for small things that they accidentally do when they aren't trying to rebel, for instance shooting people who accidentally jump once, or shooting people not facing directly down, but its not toxic to kill someone bhopping around the marker to gain speed to rush a CT/gun or someone actively trying to rebel
 
1. If a t has a wepon in stack i doubt hes going to afk freeze anyways
2. reds are dead anyways
3. Freeze command
4. Yet again freeze and just dont play dumb
5. Yet again freeze and just watch the cell/secret
6. Yet again freeze
7. Yet again freeze and dont play dumb and bait

Freeze is better than AFK freeze and will have the exact same effect
 
1. If a t has a wepon in stack i doubt hes going to afk freeze anyways
2. reds are dead anyways
3. Freeze command
4. Yet again freeze and just dont play dumb
5. Yet again freeze and just watch the cell/secret
6. Yet again freeze
7. Yet again freeze and dont play dumb and bait

Freeze is better than AFK freeze and will have the exact same effect

1. They do all the time, especially when they are new and want gun st or don't want to rebel
2. yeah but good luck killing the red in a stack lmao
3-7. freeze command means they can look around so its not as good as afk freeze

if we remove afk freeze we are just going to have wardens saying freeze and knife the ground which i really dont feel like doing
 
1. Okay how does afk freeze affect that
2.unstack
3-7 okay but why not

better than just sitting around doin nothin
 
Just get Vishnu to drown himself in pool again to make everyone enjoy themselves more.
 
we know its alot of toxic on jailbreak it will never change, you just get used to it
 
1. When Ts have a gun in stack
2. When a T is rebelling
3. When the Ts are getting to close to a CT/Secret
4. When you need to get passed the Ts to another location
5. When they have the chance of getting a gun from cells
6. When you don't want anyone to pursue a game
7. When you want to give your CTs time to get into position

Literally took my a half a minute to think of 7 lmao

mhm btw I agree with CTs being toxic, however toxicity is shooting people for small things that they accidentally do when they aren't trying to rebel, for instance shooting people who accidentally jump once, or shooting people not facing directly down, but its not toxic to kill someone bhopping around the marker to gain speed to rush a CT/gun or someone actively trying to rebel


You know you can prevent t?s from doing any of those 7 things by asking them to freeze right?<3

Although, I agree that having them AFK freeze is easier to deal with. It is my by no mean necessary.

Making them unstack AFK freeze at the beginning of the round is completely pointless. That?s whats been toxic for a long time now.
 
1. Okay how does afk freeze affect that
2.unstack
3-7 okay but why not

better than just sitting around doin nothin

If at any time a situation goes out of hand, lets say one person kills a CT and has an ak in stack, if you give a command such as "All T's unstack by 3 knifing distances, look directly down, afk freeze" it's easier to kill the rebeler, because if anyone moves you instantly can kill them, if they were to freeze you would have to worry about T's rushing you while you try and kill the rebeler, its easier to differentiate from someone not moving at all from someone moving. I usually also tell the T's to unstack if someone stacks on them because if a red stacks on someone and they don't move I can make it easy for my self and kill them both, instead of taking the risk of getting tapped and the whole round ending.

You know you can prevent t’s from doing any of those 7 things by asking them to freeze right?<3

Although, I agree that having them AFK freeze is easier to deal with. It is my by no mean necessary.

Making them unstack AFK freeze at the beginning of the round is completely pointless. That’s whats been toxic for a long time now.

It's not necessary, but it's harder for every CT and warden included. You're sort of doomed if you don't tell them to afk freeze at times. But making them unstack and afk freeze at the start is pure toxic and cancer.
 
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