There should be some way to discourage player to repeatedly go AFK, and/or explain them that. For example in http://zero-k.info/Battles/Detail/1129770 there was a player that went AFK 9 times over 45 minutes (and another one once)! So in total I got 10 times units (it was not something essential, but you don't know until you look :-p). You never know if they are AFK for good or not, sometimes they get back when you were planning an attack with their units, etc. While an extreme this is not the only game that I see when people go AFK repeatedly. It is possible that the players going AFK might not realize the disruption they cause (plus the one above was probably quite new anyhow), but there is no feedback from the game about said disruption. Maybe there should be some hold off of the units when they get back + message of why this happens (to prevent disruption). Like first time when you go AFK - 10 seconds. Second time 30 seconds, Third time 60 seconds, and so on.
+4 / -0
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I think a lot of the time the "AFK" is actually lagging out.
+2 / -0
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From a year ago, similar subject: http://zero-k.info/Forum/Thread/31388For me its still really messed up even with more game experience. Units received from here and there around the map, what to do? Stop doing your push and go see what the shit you just received, messing your own tempo for a while, or just go see what you received and end up losing your own units, only to have the afker come back after 10 seconds. In the end its all just bad anyway. After 2nd inactivity afk you should not receive units back automatically. Cant the game tell if its lagged out or just inactive afk? If lagged, thats understandable.
+2 / -0
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1) Can we make a habit of asking those that went afk why they did so? Are they being distracted (ie parents have children) or doing something silly (ie eating and playing at same time), are they just lagging, is it accidental environment factor, or something like bored constantly alt-tabbing or are they being mean on purpose etc? 2) If they are just alt-tabbing is the game afking people too quickly? 3) Isn't there an option to opt out of getting other player units? 4) I like idea of having a time penalty or having to write a message to get the units back, but only if the player afked for like a longer period, if its just like a short afk that seems overkill.
+1 / -0
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Yes, malric, I think the game could start displaying a timer after the inactivity ends to allow planning. Only the temporary controller and the passive player would see it. The original owner wouldn't get the units back before the timer reaches zero. I don't think the transfer should be delayed for a really short period of inactivity. However, the messages that indicate being AFK can contribute to chat congestion. I'm not sure how long one should have to wait for one's units. A person whose computer system can't handle the present state of the battle probably shouldn't have access to his/her units before the circumstances become less demanding. Players whose actions are delayed by many seconds due to lag are likely to become frustrated and/or unable to contribute meaningfully. However, it's possible the lagging player is the most skilled one and the rest are much worse at playing the game.
+4 / -0
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Think up something specific to try that could help here, and maybe we can see if it works. Do you have to look at the AFK units? If you don't receive them but feel you have to look isn't it worse that they are uncontrolled?
+2 / -0
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Maybe could the person who recieved units of the afk player decide, whether he really wants to control them manually, or let them be controlled by some AI? AI difficulty level may correspond to ELO of the player who went afk. You should be able to set whether you want this option "on" prior to starting the game. The team with that afk player is already at dissadvantage and it could be really annoying for that player who recieved these units to control them besides units he already has. AI is unable to cooperate with the team and is unable to start a big attack, it is just good at microing units and slow harrasement, so - if that afk player is afk because of internet connection, it is not likely that when he comes back all his units are gone. And it would not be unfair for the enemy team, because, as I said, AI is unable to launch a big attack with the rest of the team and is just good at microing and harrasing, so it would not happen that the enemy team would now be facing a stronger opponent (+ you can adjust AI difficulty according to the player elo).
+0 / -0
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Tbh it can be annoying to constantly get units, and even more annoying when you find your resources are going largely to building projects you don't want. That being said I really like the way it is right now. One other possibility would be allowing anyone on the team to control the units.
+0 / -0
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One idea: what if all construction (buildings and units) of player that just went afk could be paused, instead of continuing to build. This is so that metal doesn't go into more units if player receiving the units doesn't want them or didn't notice what the factory had queued. The player receiving the units can unpause, or change the queue of factory/reclaim building if they want. The metal that would be used to continue to build instead is just shared which should make a smaller impact to team when a player goes afk. Builders show as idle. If pausing isn't technically possible at least all building from inherited factories could be put into low prio? I also like the idea of a timer from Alcur, here's a variant. Perhaps we could have a timer both when the player goes afk and when he comes back. As in the player gets a warning (move mouse or you'll be considered afk in 10, 9, 8 sec) and the other gets a warning (xyz player looks afk and you'll get his units in 10, 9, 8...), maybe a little pop-up. When coming back would be "player is coming back from afk 10, 9, 8..." or something. It gives more time to properly do handoffs and some warning before getting units to mentally prepare. I actually think this would be nice for "donated" units too (ie transports) so that it's not instantaneous and it feels like it's good meta as in a robot world things would take time to download/transfer ;). Another idea is that when you come back from afk you could have reduced metal income ie instead of getting 1/4th of metal/energy in a 4 player game, you get say 1/8th, slowly increasing back to 1/4th. This accomplishes two things, first it discourages afk by penalising the player. Maybe also display that you have a metal penalty in big red flashy letters somewhere in the UI. Second if the player is constantly going afk, if reduces how much economic damage this does to the team by reducing metal to the point the team doesn't care much because they're getting all the metal to do other more useful stuff anyway.
+3 / -0
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quote: Do you have to look at the AFK units? If you don't receive them but feel you have to look isn't it worse that they are uncontrolled? |
Does the afk player's income share also get transferred with the units? Otherwise receiving the units while not receiving income means that any projects started by the absent player slow down your own projects.
+4 / -0
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Setting all transfers caused by AFK to low priority sounds like an easy change. We could even remember the priority states and reset them when the units are transferred back. Some sort of obvious AFK timer sounds good too. Perhaps a big constricting circle around the mouse cursor that starts when there is 5 seconds to go.
+7 / -0
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I like the sound of those two options, personally. Having the random constructions bog my production is the most annoying thing for me when I get passed an AFK's units. The other thing I might suggest is that in case of multiple resigns/afks instead of giving to the highest level player always it should work from the top down elo-wise, so first resign/afk goes to the highest elo player, and if another occurs while the highest elo player still has those units it goes to the second-highest elo. If it's possible, that would help reduce the strain placed on a single player during large team games where many people may be lagging or resigning or afk.
+2 / -0
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In order to reduce strain when I get lots of units like that I start giving them away to other players. Just find the strongest player in that area and give them the units.
+0 / -0
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I had some occasional cases when my units are given away, despite me technically not afking. For example sometimes I eat while playing, so I queue orders for every unit, then get a piece of pizza with both my hands while watching stuff on screen but not touching mouse or keyboard (and not needing to), unless something unexpected happens. Then suddenly units are given away. Some things I think could help: 1. A warning on screen before your units are given away. 2. Perharps an option for controlled temporary afk? Like add a special button that player can click that will stop automatic giving away of his units for next 2 minutes. With an option for other players to force-take the units if the situation really needs it. This would allow the player to state that "Ok I am afk for a minute but I have situation under control and please don't annoy others by my units being given to them."
+1 / -0
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I think AFK timer needs to be longer. Perhaps a notification.. "PlayerX has gone AFK" and a button to claim units.....
+1 / -0
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I don't know for most of players, but the only time I went "afk" is sometime when I write in the chat, I try to be strategic and all but then after 10 seconds it count as I'm afk. I'm french so yeah I certainly need some time to say something in the chat, thinking about words and how to say something strategic that I've in mind, even that strategy itself is quite hard to explain precisely, so in another language you can imagine. Guess I've no more solutions than learning english a little more in the time I spend on internet playing with games. But I try my best, sorry if that bother some players...
+3 / -0
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Stop typing and pan the camera with the mouse for a second then go back to typing in chat. You won't get akfed then while using chat then.
+0 / -0
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BAR did /take, where you CHOOSE to temporarily claim afk stuff. could we "take" that?
+0 / -0
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BAR /take is permanent afaik.
+0 / -0
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quote: I don't know for most of players, but the only time I went "afk" is sometime when I write in the chat, I try to be strategic and all but then after 10 seconds it count as I'm afk. I'm french so yeah I certainly need some time to say something in the chat, thinking about words and how to say something strategic that I've in mind, even that strategy itself is quite hard to explain precisely, so in another language you can imagine. | I made a commit to address this.. You will no longer go afk while typing in the next stable. Forewarning: it does not consider backspaces or deletes as inputs (nor arrow presses), but this is a step up. I doubt you'll be editing text like that for 10 seconds, so it is probably fine.
+0 / -0
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