[TTT] Auto-ID dead bodies after interval

4g0tt3nSou1

All you had to do was follow the D*** Train, CJ
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Sep 21, 2018
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My suggestion is to cut down on delay on larger maps, that after there are two mins on the clock, excluding haste rounds, unid'ed bodies are ID'ed automatically after a set period of time.

Why I suggest this is on maps where the maps are larger, have inaccessible areas (such as t-rooms or below/under maps), or maps with more delay; this would allow for things to be more clear-cut at end of rounds. We have all been in a round endgame, and been unable to kill someone we KNOW is T, but because that one body is under the map and not accessible, we physically cannot. I'm NOT suggesting we take away from the intended chaotic nature of TTT and remove that uncertainty, but give a minor assist to a player who cannot otherwise pursue or pursue in a reasonable manner(cut down on innos having no choice but to run around the map looking for bodies they usually don't even find).

I'm not suggesting any specific amount of time, I'd leave that for you to decide what's fair.

Maps I suggest would have good results with such a feature would be:
  • ttt_rooftops_csgo_pg
  • ttt_chess_and_tea_pg
  • ttt_edge_winter_ego
  • ttt_mw2_highrise_slayers_ego
  • ttt_terrortrain_ego_v2
  • ttt_caboose_v1a
Among others, such as larger maps.
 
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Although I see where you're coming from I'm going to have to vote No on this one.

As much as it does suck when a body does fall in a place not accessible to ID, that is part of the nature of TTT.

It can be tough enough to try and win as a traitor and people delaying the round should be admin'd.

Personally, if I see there's like 10 people still alive and one traitor is messing about for 30-60 seconds without even attempting to kill someone, I will warn them and then spectate/kick them 15-30 seconds later. Simple as that.

Adding in a system like this seems very unnecessary and waste of time/resources for our tech guys.
 
I kinda just skimmed through it just because it was really hard to read for some reason. But IDing bodies is a fundamental part of TTT and the delay is just inevitable. It's why rtv is there, and people wouldn't choose a map they didn't have fun on.
 
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As much as it does suck when a body does fall in a place not accessible to ID, that is part of the nature of TTT.
I kinda just skimmed through it just because it was really hard to read for some reason. But IDing bodies is a fundamental part of TTT and the delay is just inevitable. It's why rtv is there, and people wouldn't choose a map they didn't have fun on.
The nature you refer to in TTT is NOT to create an impossible condition. By no means is TTT supposed to have a no-win outcome for any given player. Having bodies in a place where an inno physically cannot access does just that, How do you expect an inno to win? How do you expect them to pursue? By definition, you are suggesting that we manufacture delay on purpose by that means. Which is NOT at all how that is intended.
Notice, I never suggested this be something that would change the meta in any way that would remove the need to id bodies, I merely suggest that SLOWLY bodies that cannot physically or reasonably be found, slowly find themselves.
I'm purely suggesting a change so that there are no no-win scenarios.

Adding in a system like this seems very unnecessary and waste of time/resources for our tech guys.
In all due respect that is a poor reason that is too often defaulted to. I've seen this on nearly every suggestion I've made. This isn't something that's it's own script, this is MAYBE a 30-line bit of code that just adds a check for those things(only difficult part is really how the script detects what is and isn't a body that should or shouldn't be targeted), and then runs the function to ID the body.
Another thing worth noting, I'm not saying this needs to be added immediately, or even in the near future, I am simply suggesting it get done at some point, so saying tech will never have the time is just false. Somebody sometime will have free time on their hands, and might try this out on a devbranch.

To append I am not trying to get defensive, just want to iron out what it is I'm suggesting If it wasn't understood.
By all means, Keep the chaos factor of TTT, just don't enable a no-win scenario, which prevents an inno from winning the round.
 
4g0tt3nSou1 4g0tt3nSou1 An inno dies in the T room and the remaining inno cannot access it, that's tough. These things are a part of the game. A body falls off the train? Jump after it lmao. It's a game, and there will be points that an inno can't id a body, but that's just apart of TTT. Why take away the frustration of not being able to single out the last T.

Even if a body falls through the map what's the rush? It comes down to the T delaying and not killing the inno he sees. I feel this is just being overly complicated and you're trying to add things that are completely unnecessary.
 
I do understand where you're coming from. I purposefully do not nominate certain maps (like 4 of the ones you listed) specifically because people can just jump off the map and have their body not be IDable, further increasing the already high likelihood that the T's will win the round.

Maybe a compromise would be to have bodies killed by the entity 'world' to be auto ID'd or removed from the scoreboard. Bodies in T room are unfortunately just part of the game which is yet another reason innos shouldn't go in there to begin with. :D
 
Nah.

Self Iding bodies takes away the detective work of the gamemode, and the ocassional unsolved case of where did the body go? I'm all for anything that cuts down on delay, but anything that breaks down a core gamemode concept is a -1 from me.
 
Any traitor delaying the round by not shooting at innocents he sees and constantly avoiding conflict should be admin'd.

That seems to be the big issue here and that's really the solution.
 
I do understand where you're coming from. I purposefully do not nominate certain maps (like 4 of the ones you listed) specifically because people can just jump off the map and have their body not be IDable, further increasing the already high likelihood that the T's will win the round.

Maybe a compromise would be to have bodies killed by the entity 'world' to be auto ID'd or removed from the scoreboard. Bodies in T room are unfortunately just part of the game which is yet another reason innos shouldn't go in there to begin with. :D

This exactly would do what I'm looking to achieve.
 
I do understand where you're coming from. I purposefully do not nominate certain maps (like 4 of the ones you listed) specifically because people can just jump off the map and have their body not be IDable, further increasing the already high likelihood that the T's will win the round.

Maybe a compromise would be to have bodies killed by the entity 'world' to be auto ID'd or removed from the scoreboard. Bodies in T room are unfortunately just part of the game which is yet another reason innos shouldn't go in there to begin with. :D
This seems like a good idea, but if you die to fall damage it also says world. I do like the idea of IDing/Removing the body of players who die out of the playable area.
 
I don't think this is really an issue, TTT rounds end extremely fast because T's just spray down innos and don't die. If a T isn't killing anyone then he's just delaying and should be kicked. TTT rounds end really fast because T's just spray down innos without dying, people just go to the end of the map, buy a m4a1 and just kill them which make's it really boring, in my opinion the inno:t ratio should be highered and m4a1 price should be increased.
 
Me buying 100 m4a1s to show off how good i am and then getting one taped by aspen
 
as much as id love to see this happen i dont think it would be best. say its 2:30 on the clock and an inno walks past a big group of un id's, he probably wont scan them and wait for them to be auto scanned. and if your a good T then you know who you killed and where, so when you see the message of so and so found the body of so and so then you know where one of the innos are and you can head that way. i just feel like it would be op for people who like to delay (recently there are a lot of people that delay)
 
While this would be good for bodies that fall outside of the map's bounds, I don't believe that it would overall be beneficial to the server. There are kills that occur in specific locations for a reason, and this reason is usually to not allow the detectives to find it. I don't believe this change would really be helpful, and could potentially make the gameplay more static. Thanks for the suggestion~

~Closed
 

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