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People didn't seem to understand my intentions in the previous thread, so I'm forced to repost.
How this'll work:
1. Offender commits an offense that requires a warning.
2. Player gathers evidence.
Why?
-The fact that you have to give a warning does not help with our current situation.
-New people don't know this. Sure, they'll learn after they try to report, but every time this happens, it's someone who gets away with an offense. Not good.
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-You can't give warnings if you're muted
-If someone says something bad then immediately leaves the lobby, player given warnings will never get to the offender, so they always get away with an offense.
-It's hard to give warnings when you're PvPing or something, unless you want to sacrifice yourself (and possibly you're team if you're the flagbearer in Block Wars or something, or if you're the only one defending your egg).
-Violators may not take player given warnings seriously because they think the player is just trying to be bossy. It's more likely that they will take a generated warning more seriously.
-It's especially absurd when you have to warn teamers/cross-teamers, because they've literally been told that it is bannable when the game starts! If they don't read that text, it's their own fault (besides, they won't read the player given warning either if they can't be bothered to read a bold red warning).
-Sometimes, players giving an offender a warning encourages them to continue their offense.
-Offenders can get salty and start targeting after a warning.
This IS NOT overly complicated to code (if you still think so, you must say why in detail). Heck, the devs can probably copy-paste much of the code from the bans/mutes system.
This WILL NOT give staff more work (if you still think so, you must say why in detail). It's even simpler than giving out bans and mutes, because they won't have to specify a time.
If you think that our current system is "good enough", I suggest you read the text under the "Why?" section.
People didn't seem to understand my intentions in the previous thread, so I'm forced to repost.
How this'll work:
1. Offender commits an offense that requires a warning.
2. Player gathers evidence.
a) Player reports the offender.
b) Offender gets immediately punished.
b) Offender gets immediately punished.
a) Player reports the offender.
b) Staff apply a warning using a special command (or using an interface, I don't know) onto the offender. The warning stays on the offender's permanent offense record.
b) Staff apply a warning using a special command (or using an interface, I don't know) onto the offender. The warning stays on the offender's permanent offense record.
The offender gets notified in chat that they've received a warning
The offender will get notified in chat that they've received a warning as soon as they log back on
d) If the offender commits the same offense again, they will be punished as normalYou have received a warning for <offense>. Further offenses may result in punishment.
Why?
-The fact that you have to give a warning does not help with our current situation.
-New people don't know this. Sure, they'll learn after they try to report, but every time this happens, it's someone who gets away with an offense. Not good.
-
For example, someone commits an offense, and is told by a player to stop. Then, the offender exits the lobby, joins a different one, and commits the same offense again until they're told to stop. Then, they join another lobby and commits the same offense again until they're told to stop. Rinse and repeat. Chances are, the offender may never get reported because everyone thinks he stopped committing the offense when he is warned, but this really isn't the case.
-If someone says something bad then immediately leaves the lobby, player given warnings will never get to the offender, so they always get away with an offense.
-It's hard to give warnings when you're PvPing or something, unless you want to sacrifice yourself (and possibly you're team if you're the flagbearer in Block Wars or something, or if you're the only one defending your egg).
-Violators may not take player given warnings seriously because they think the player is just trying to be bossy. It's more likely that they will take a generated warning more seriously.
-It's especially absurd when you have to warn teamers/cross-teamers, because they've literally been told that it is bannable when the game starts! If they don't read that text, it's their own fault (besides, they won't read the player given warning either if they can't be bothered to read a bold red warning).
-Sometimes, players giving an offender a warning encourages them to continue their offense.
-Offenders can get salty and start targeting after a warning.
This IS NOT overly complicated to code (if you still think so, you must say why in detail). Heck, the devs can probably copy-paste much of the code from the bans/mutes system.
This WILL NOT give staff more work (if you still think so, you must say why in detail). It's even simpler than giving out bans and mutes, because they won't have to specify a time.
If you think that our current system is "good enough", I suggest you read the text under the "Why?" section.
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