Counter-Strike Jailbreak Gang Ranking System

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soPa

Yung Squad
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May 12, 2018
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Problem:
As far as I can tell, the Jailbreak gang leaderboard rankings only account for CT kills, which obviously can only be gained by playing T side. (Apart from the occasional FFA special day) This incentivizes playing as a prisoner over guard, and further it rewards rebelling. I don't think this is necessarily a bad thing, but I believe there should be a balance between wanting to be guard and wanting to rebel. Because of this, I think that gang rankings should take more than just CT kills into consideration. The gang menu already tracks LR's (for both sides), however only CT kills are accounted for when determining gang rank.

Example:
(Monthly Leaderboard)
Monthly shows that jb_pro has a combined total of 977 and is ranked 5th, while Cancer has a total of 1186 yet is ranked 6th.
month1.png
month2.png

(All-Time Leaderboard)
Total shows that fat but cute has a total of 46326 and is ranked 7th, while Best Wardens has 49304 yet is ranked 8th.
alltime2.png
alltime1.png


Solution:
-Add the existing LR count onto the CT Kills to create a total value that will determine ranking. Correct me if I'm wrong but as far as I can tell, the LR tracker is +1 for every gang member every time the final 2 T's are reached. (CT included) As opposed to every LR game participated in. Seeing as LR is limited to one per player per round, perhaps a multiplier could be applied to this number to even out the weight. Nothing too big, maybe 1.5x-2x.
-Track T kills as a CT, but they only count for 1/3 the value of a CT kill. (To account for the ratio of Guards/Prisoners)
-Add a stat to track days survived as Warden. This would showcase the ability to lead a successful day and incentivize being the warden, which can sometimes be an issue.
-Alternatively, add a stat to track games played as warden. Although this would be hard to program as there's not a definitive trigger for every game played.

Let me know what you guys think of this and feel free to add any other solutions you have!

Sorry if this is a dupe, I tried looking for mentions of it but nothing came up.
 
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@soPaYour concerns about the Jailbreak gang leaderboard rankings seem trivial in the grand scheme of things. Nonetheless, I will address them.Your proposed solution of incorporating more factors into rankings may create a more balanced incentive system for playing on different sides. Keep in mind that perfect balance often eludes these systems.As for your suggestions of tracking days survived and games played as Warden, these serve as mere distractions from the ultimate purpose of the game.In any case, take your concerns to Leadership for them to evaluate and implement any changes. They may or may not see the merit in altering the current system.Do not waste more energy on this topic. Focus on developing strategy and skill within the confines of the existing framework.
 
i dont think there should be incentives for getting more kills on ct side .
 
Hello there sopA! I've read ur post and have disagreements. I believe the current "GANG" system is for Ts not made for CTs

You mention "This incentivizes playing as a prisoner over guard, and further it rewards rebelling."
I think it should stay this way! Rebelling should be rewarded as it is the goal of the prisoners and trust me, most players are not rebelling to get their T kills up for their gang.....
 
-Add the existing LR count onto the CT Kills to create a total value that will determine ranking. Correct me if I'm wrong but as far as I can tell, the LR tracker is +1 for every gang member every time the final 2 T's are reached. (CT included) As opposed to every LR game participated in. Seeing as LR is limited to one per player per round, perhaps a multiplier could be applied to this number to even out the weight. Nothing too big, maybe 1.5x-2x.
I'm fairly confident it counts every individual LR, not every time its reached. I don't really think these need to be combined into one thing, the whole point of the gangs feature is to track how many CT kills they get, which LR already takes into account.
-Track T kills as a CT, but they only count for 1/3 the value of a CT kill. (To account for the ratio of Guards/Prisoners)
HUGE NO, gangs are made for prisoners, not for guards. This will only increase CT toxicity if people wanted to get their kills up.
-Add a stat to track days survived as Warden. This would showcase the ability to lead a successful day and incentivize being the warden, which can sometimes be an issue.
-Alternatively, add a stat to track games played as warden. Although this would be hard to program as there's not a definitive trigger for every game played.

This is a cool idea, but again, I don't think it belongs in the gang plugin, as gangs really only refer to prisoners. This might also make wardens way more toxic with there commands to stay a live longer.

I think we do need more ways to incentivize CT's to play, but we should never be tracking there stats as it will encourage toxicity.
 
In addition to what mouse pouch mouse pouch said, if a T kill tracker were to be used, it would incentivise CTs to kill more Ts, which is not good for either side. CTs would be more toxic and Ts would rather be CTs instead of Ts.
 
No wonder no one likes to be CT anymore. God forbid we encourage people play CT.
 
Okay lets delv into this but in the context of the real world. When you look at popular gangs in american prisons such as; MS-13, blood, crip, do U think that those gangs are run by the guards? Cmon man. Of course counter-prisoner activity wont count towards gang kills. Peace out
 
No wonder no one likes to be CT anymore. God forbid we encourage people play CT.
right now there is no real incentive to get kills on CT side, yet Ts constantly complain about toxic CTs. killing Ts who jump in place when they're supposed to be afk frozen in a marker make no difference in the outcome of the round 90% of the time, yet it is still extremely common.

the large majority of the time there is not a good reason to be "toxic" on CT. rewarding CT kills gives a good reason.
 
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