I was happily dominating for my team and this bot intervened when it didn't need to.
TW-Guard0> NOTICE: Your ship has been automatically changed due to excessive killing of teammates.
TW-Guard0> NOTICE: You have been locked out of bombing ships for 1 hour for excessive TKing. If you feel this is unwarranted, type ?help Locked out of bombing ships and a moderator will discuss it with you.
This thing is stupid, it obviously counts TKs but does not count other Kills, including TeKs.
So someone who's completely wrecking the other team, but TKs in the process, gets locked out of jav.
This is bad for the player. And it's bad for the team.
Either turn this crap off or make it work properly.
If you have 0 Kills but 10 TKs, then action should be taken.
If you have 50 Kills but 10 TKs, then no action should be taken.
I suggest something like this:
1. Add up a positive score for legit kills. TeKs are worth more.
2. Add up a negative score for TKs.
3. Punish if you are doing more harm than good.
Examples
Sample size
Too small a sample can produce the wrong result, e.g. 1 min of data is too small.
Too large a sample can average away bad behaviour, e.g. 60 minutes of data is too big.
So something like 20 minutes?
Punishment
1 hour ship lock is harsh for an automatic action.
Hopefully this implementation would result in fewer false-positives, but still I think that 1 hour could be reduced to 30 minutes.
By all means if staff sees TKing, go for an hour or longer.
TW-Guard0> NOTICE: Your ship has been automatically changed due to excessive killing of teammates.
TW-Guard0> NOTICE: You have been locked out of bombing ships for 1 hour for excessive TKing. If you feel this is unwarranted, type ?help Locked out of bombing ships and a moderator will discuss it with you.
This thing is stupid, it obviously counts TKs but does not count other Kills, including TeKs.
So someone who's completely wrecking the other team, but TKs in the process, gets locked out of jav.
This is bad for the player. And it's bad for the team.
Either turn this crap off or make it work properly.
If you have 0 Kills but 10 TKs, then action should be taken.
If you have 50 Kills but 10 TKs, then no action should be taken.
I suggest something like this:
1. Add up a positive score for legit kills. TeKs are worth more.
Code:
int positiveScore = (Kills-TKs-TeKs) + (TeKs * 3);
Code:
int negativeScore = (TKs * 2);
Code:
if (negativeScore > positiveScore) { punish(); }
Kills | TeKs | TKs | Positive Score | Negative Score | Outcome |
10 | 0 | 4 | 6 | 8 | Punish |
10 | 1 | 1 | 11 | 2 | Safe |
20 | 3 | 5 | 21 | 10 | Safe |
30 | 5 | 7 | 33 | 14 | Safe |
40 | 5 | 10 | 40 | 20 | Safe |
Too small a sample can produce the wrong result, e.g. 1 min of data is too small.
Too large a sample can average away bad behaviour, e.g. 60 minutes of data is too big.
So something like 20 minutes?
Punishment
1 hour ship lock is harsh for an automatic action.
Hopefully this implementation would result in fewer false-positives, but still I think that 1 hour could be reduced to 30 minutes.
By all means if staff sees TKing, go for an hour or longer.
Comment