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penalty in rating match (2)

Let's continue the previous day.
To enumerate the problems,
"Deprive teammates of the will to fight with a give-up declaration",
"Leave by disconnecting the game",
"Abandonment of battle (by leaving it on the battlefield (such as infantry))"
"Block the teammate's attack area (with the intention of flickering a friendly fire penalty)",
"Denial of the game by multiple amputees". 

Although it is a violation of the rules and a violation of morals, it seems that there were players who did such acts in the past, and they may appear in the future. In addition, there are cases where the behavior is suspected, and even if nothing actually happens, game play with anxiety will be uninteresting. 

Even I, the author of this article, and even the beginners in this game can make mistakes. Therefore, it seems that it is necessary to build a mechanism that makes doubts and mistakes less likely to occur. 

This game has a penalty for disconnecting. Whether or not this penalty is sufficient does not matter here. Here, let's consider the measures for the problem that does not cause a penalty (play that makes you feel malicious). 
"Deprive teammates of the will to fight with a give-up declaration",
"Abandonment of battle (by leaving it on the battlefield (such as infantry))"
"Block the teammate's attack area (with the intention of flickering a friendly fire penalty)". It seems that the above three need to come up with ideas. 

"Deprive teammates of the will to fight with a give-up declaration"

I think that the official management measures were the intervals between continuous chats and the method that made it difficult to make continuous calls.
Although it is effective, there was a problem that it became difficult to send regular battle situation reports at the same time. Voice chat is a deprecated game, so it was not desirable to have a time lag. 

My idea for this problem is to automatically send a reaction message under some set conditions. At the same time, the receiver will process the message contents.
It is difficult to understand, so I will give an example.
Suppose "you" accidentally accidentally fired at "me". At that time, the apology message set by "you" is sent only to me.
Even if the text is wrongly set here, such as a greeting, the apology message set by the recipient (in this case "I") is displayed. This one point makes it easy to understand who sent the message and what the intention was.

Auto message trigger and its range
"Greeting (at start / end)" "All opponents and teammates"
"Apology for misfiring" "Teammates who want to apologize"
"Damage report when one's legs are destroyed or when the durability is greatly reduced" "Teammates within their radar range"
"Sending information on the enemy's legs being destroyed by his own attack or the enemy's durability being greatly reduced." "Teammates within his radar range"
"I was attacked by a disadvantaged enemy." "Teammates within my radar range"


If you want to check the information constantly, it is a good idea to enable all auto messages.
If you have too many automessages to read useful information, it may be useful to disable some. 

It's getting longer, so I'll continue.
Up to here for this time.

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