Counter-Strike Delivered CSGO Jailbreak - Make guns de-spawn when member of Guard team disconnects/gets kicked

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darkfry

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Hello,

Just another suggestion as I’ve realized players have been doing this a lot lately. Basically, sometimes a player will go right next to cells (or stack) before they disconnect, and upon doing this their weapon is dropped on the ground in the exact spot they choose to D/C, and now Ts have a weapon that has to be dealt with and often ends in a free round for the Ts. The main reason I think players do this is to troll/gunplant and they feel as though they are avoiding consequences in doing it because they are logging off anyways, and you can’t CT ban them if they aren’t even logged in. I’m not sure how hard it would be to implement from a tech standpoint, but if the guns didn’t drop and instead de-spawned when a player D/Cs (or gets kicked, because Ts have been gun-planted due to this as well) then it would for sure prevent players from gun-planting in this manner and disrupting the round. I know there exists a similar feature already where a CTs gun will eventually de-spawn if they throw it enough times, so maybe that would be a place to start. As always I am open to other thoughts on the matter.

Thank you!

Edit: Feature should also exist for CT bans that exceed 15 minutes since a guard will be instantly swapped whenever these are given. (Their weapon currently drops wherever they are standing at the time these are administered.)
 
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This seems like the wrong way to go about stopping a problem. In general CTs should be weary of where they disconnect or slay themselves, failure to do so may result in a swap. If we added this then what’s stopping the CT from slaying or just dropping their guns, and then leaving?
I’d much rather prefer banning the player that does this for Server Disruption; whether or not that requires getting a manager to do it.
 
This seems like the wrong way to go about stopping a problem. In general CTs should be weary of where they disconnect or slay themselves, failure to do so may result in a swap. If we added this then what’s stopping the CT from slaying or just dropping their guns, and then leaving?
I’d much rather prefer banning the player that does this for Server Disruption; whether or not that requires getting a manager to do it.
I meant to mention in my suggestion that I understand if this isn't implemented, but I just feel like for this specific thing, wouldn't it be nice to not really have to worry about keeping an eye on who and where people decide to D/C, considering there is already a lot keep track of? And I get your point about a player still being able to just toss their gun into stack/slay and then D/C, but from an admin stand point wouldn't it be easier to provide proof of intentional disruption, and a lot harder for the player to contest if they get banned for it? Since they would then have to explain how/why they managed to unequip their weapon into stack (in which you knowingly have to press a key on your keyboard/type kill in console to do) versus an excuse like "I was lagging my internet is really bad, I'll try to be more careful but I don't have a lot of control over it". Problem is that lately it seems like people are doing this intentionally, and while yes you can eventually catch on and report/ban these players, if the gun just de-spawned it saves the trouble and time of reports/ban requests for both managers and admins, and all the stuff on the back end, like gathering evidence etc. for a proper report. Also consider that there really is no reason for the gun to stay behind when the player leaves, because all it does is leave behind another liability, whether it be intentional or the player honestly just had to go. And the main point I'm trying to make here is that it would save a lot of time and rounds that would otherwise be disrupted by this type of thing happening. Just think back on all the times this has happened, and how difficult/annoying it can be for wardens to deal with guns (especially ones planted by their CTs), and the prisoners when they are "looking directly down unstacked AFK frozen" for 2 minutes while the warden deals with this gun. It's honestly not fun for anybody, and I feel like this implementation would definitely be extremely beneficial to the server if it were able to be done. Thanks for the feedback btw!
 
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This seems like the wrong way to go about stopping a problem. In general CTs should be weary of where they disconnect or slay themselves, failure to do so may result in a swap. If we added this then what’s stopping the CT from slaying or just dropping their guns, and then leaving?
I’d much rather prefer banning the player that does this for Server Disruption; whether or not that requires getting a manager to do it.
i think what u said was not as effective because i don't think the goal of admins is to ban players it's to make the server more enjoyable. kinda weird we should try to ban and kick as little as possible and try to solve problems better ways.
 
i think what u said was not as effective because i don't think the goal of admins is to ban players it's to make the server more enjoyable. kinda weird we should try to ban and kick as little as possible and try to solve problems better ways.
Good points, I agree it would be best to prevent this in the future. Would still be wary of potential drawbacks if this were to be implemented, can’t think of many though.
 
I see people disagreeing with this suggestion, but in my opinion this would be an awesome implementation to the server especially for new players playing on CT.
 
+1

Good idea with little to no consequence(s).
If possible tech-wise, it would be a great addition =)
 
While it would be great to balance rounds, I personally think denying Ts the gun leans more to suggest we don't want Ts having the guns. It's a T's job to do two things, follow along or rebel. Denying the gun to me hinders the T's ability to rebel where reasonably they should.

However, I get where you are coming from. It isn't fair to a warden, or the other CTs that the round is basically thrown because a CT (maybe inadvertently) carelessly causes the issue. I still submit that this is part of the gamemode. JB isn't meant to be as chaotic as TTT, but it is meant to have some chaos factor.

Not a minus one, not a plus one for me at least. Just some stuff to ponder
 
While it would be great to balance rounds, I personally think denying Ts the gun leans more to suggest we don't want Ts having the guns. It's a T's job to do two things, follow along or rebel. Denying the gun to me hinders the T's ability to rebel where reasonably they should.

However, I get where you are coming from. It isn't fair to a warden, or the other CTs that the round is basically thrown because a CT (maybe inadvertently) carelessly causes the issue. I still submit that this is part of the gamemode. JB isn't meant to be as chaotic as TTT, but it is meant to have some chaos factor.

Not a minus one, not a plus one for me at least. Just some stuff to ponder
Thanks for the feedback! I just make the suggestion because gun plants like this cause more disruption then anything else. If I'm being honest, Ts don't deserve a gun that was simply planted by a CT and had to do no work for it. Even getting a kill on a baiting CT to get a gun is more respectable because the T has to risk turning red (rebelling) to get the gun. I view it as not necessarily denying them guns, but rather denying them free rebel rounds that happen as a result of a gun plant.
 
+1 players can get ct banned or kicked without it affecting the gameplay in a way shouldn’t happen (free gun).

-1 will be abused by people who don’t want to die to a certain user or simply just want to bait, turn someone red, and not give the rebel a gun.
 
-1 will be abused by people who don’t want to die to a certain user or simply just want to bait, turn someone red, and not give the rebel a gun.

Three counter-arguments for this actually:

1. A CT getting knifed usually happens pretty quickly (quicker than they would be able to open console and type retry imo).

2. Rejoining the game just to prevent a gun-plant would put the player back on T side, so they would kind of be screwing themselves over if they tried abusing the feature.

3. Ultimately, if a player manages to pull off disconnecting before being killed, then they can be dealt with through the proper W/K/B procedure under the "No exploiting" rule.
 
Three counter-arguments for this actually:

1. A CT getting knifed usually happens pretty quickly (quicker than they would be able to open console and type retry imo).

2. Rejoining the game just to prevent a gun-plant would put the player back on T side, so they would kind of be screwing themselves over if they tried abusing the feature.

3. Ultimately, if a player manages to pull off disconnecting before being killed, then they can be dealt with through the proper W/K/B procedure under the "No exploiting" rule.
disconnect binds
 
darkfry darkfry

Thanks for this post! We are looking into adding this feature if a CT is kicked or CT Banned. As stated with Buster Buster 's reply, adding this feature for regular disconnects can be easily abused.
 
darkfry darkfry

Thanks for this post! We are looking into adding this feature if a CT is kicked or CT Banned. As stated with Buster Buster 's reply, adding this feature for regular disconnects can be easily abused.
Gotcha, at the very least do you think it could possibly be implemented for kicks/CT bans > 15? That way admins don't have to worry about causing disruption to handle a player who is breaking the rules, pretty sure it would be easy enough to handle players who plant by disconnecting anyways, and kicks/ct bans are way more frequent than dc gun plants.
 
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