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Suggestion: delay before units are returned to AFK players

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Date Editor Before After
7/27/2022 12:57:31 AMunknownrankShaman before revert after revert
7/27/2022 12:54:17 AMunknownrankShaman before revert after revert
Before After
1 Review the common reasons why people go afk during gameplay: 1 Review the common reasons why people go afk during gameplay:
2 - Crash 2 - Crash
3 - Lag (Cannot keep up with sim / network slowdown / etc) 3 - Lag (Cannot keep up with sim / network slowdown / etc)
4 - Low amount of things that need attention (IE: Building big thing in rear): Non-engagement (Common when building large things or having few units) 4 - Low amount of things that need attention (IE: Building big thing in rear): Non-engagement (Common when building large things or having few units)
5 - Life Happening: Door, phone, baby, emergencies, biological needs, etc. 5 - Life Happening: Door, phone, baby, emergencies, biological needs, etc.
6 - Pregame caching / long loads. 6 - Pregame caching / long loads.
7 - Running to get food/drink/bathroom/etc during pre-game, expecting to return before game starts. 7 - Running to get food/drink/bathroom/etc during pre-game, expecting to return before game starts.
8 \n 8 \n
9 Out of all the above, I see [b]zero[/b] reason to punish anyone for these events. A delay before units are given back is just wrong because all that will do is encourage further afk / frustration ( See reason 3) , especially when the suggestion is "a minute or two". This defeats the purpose of the solution by reintroducing the problem. Nobody is going to wait a minute or two to reengage with the game, instead you're going to see more quits, which is even worse than AFK -> returning because it is a permanent reduction in team attention capacity. 9 Out of all the above, I see [b]zero[/b] reason to punish anyone for these events. A delay before units are given back is just wrong because all that will do is encourage further afk / frustration ( See reason 3) , especially when the suggestion is "a minute or two". This defeats the purpose of the solution by reintroducing the problem. Nobody is going to wait a minute or two to reengage with the game, instead you're going to see more quits, which is even worse than AFK -> returning because it is a permanent reduction in team attention capacity and risks collapse of that lobby. Given one room culture, this can lead people to actually quit the game for the day, which is terrible for engagement. I do not see this being remotely healthy for the community or the game in the run long in any form.
10 \n 10 \n
11 I do not see this being remotely healthy for the community or the game in the run long in any form. The only acceptable part of this suggestion is the "track metal input into a unit to determine ownership", but even then this risks perf issues because of the nature of AllowBuildStep. You could, perhaps, track afk nanoframes at ~1-2hz to reduce the perf cost and I'm sure that might get approved since they'll probably be few and far between. 11 The only acceptable part of this suggestion is the "track metal input into a unit to determine ownership", but even then this risks perf issues because of the nature of AllowBuildStep. You could, perhaps, track afk nanoframes at ~1-2hz to reduce the perf cost and I'm sure that might get approved since they'll probably be few and far between.