Hi all,
Sharing some recent changes to MMR, as well as introducing a few performance-based rules for all players to adhere to.
First, the !block <player> command still works. After internal discussions, the threshold for a player to be blocked is 51% (simple majority) of !p'd players. Any player not !p'd with an active !block against another player won't count towards the 51%.
A newly introduced MMR op command added by qan is the !blockamnesty command, which allows staff to temporarily ignore the player !block list for 1 round.
Additionally, MMR ops can once again manually issue a single or multi-round block (this was disabled with the intro of the current player !block command).
With the MMR op block command restored, effective today, MMR ops can start issuing blocks for excessive poor performance in MMRD/J. Before a player receives any blocks for poor performance below, the player will first be *warned by ops.
Feel free to discuss below!
Sharing some recent changes to MMR, as well as introducing a few performance-based rules for all players to adhere to.
First, the !block <player> command still works. After internal discussions, the threshold for a player to be blocked is 51% (simple majority) of !p'd players. Any player not !p'd with an active !block against another player won't count towards the 51%.
A newly introduced MMR op command added by qan is the !blockamnesty command, which allows staff to temporarily ignore the player !block list for 1 round.
Additionally, MMR ops can once again manually issue a single or multi-round block (this was disabled with the intro of the current player !block command).
With the MMR op block command restored, effective today, MMR ops can start issuing blocks for excessive poor performance in MMRD/J. Before a player receives any blocks for poor performance below, the player will first be *warned by ops.
- 1-10 or 2-10 performance = 1 round block (roughly ~12 minutes)
- 0-10 performance = 2 round block (roughly ~25 minutes)
Feel free to discuss below!
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