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Suggestion: delay before units are returned to AFK players

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Date Editor Before After
7/28/2022 2:00:38 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 I am not sure how the suggestion solves the stated problem. If you don't notice the player return then the unexpected loss of your units is still sudden, the suggestion has just delayed it. Something that makes the receiving player aware that the AFK player has returned (such as a giant popup) sounds even more annoying than the units being shared back unexpectedly. Also if there is a one minute warning on returning units, are you likely to retreat for a smooth handover or just fight harder to try to take your objective in time? 1 I am not sure how the suggestion solves the stated problem. If you don't notice the player return then the unexpected loss of your units is still sudden, the suggestion has just delayed it. Something that makes the receiving player aware that the AFK player has returned (such as a giant popup) sounds even more annoying than the units being shared back unexpectedly. Also if there is a one minute warning on returning units, are you likely to retreat for a smooth handover or just fight harder to try to take your objective in time?
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3 Some minimum share time sounds ok as quickly being given units only to have them taken back is annoying, and this quick case is likely to occur for people who are idle rather than crashed. Perhaps something dynamic would be smart, like a timer that is reset per-unit when it is given an order, to deal with units being shared back when they are being actively used. 3 Some minimum share time sounds ok as quickly being given units only to have them taken back is annoying, and this quick case is likely to occur for people who are idle rather than crashed. Perhaps something dynamic would be smart, like a timer that is reset per-unit when it is given an order, to deal with units being shared back when they are being actively used.
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5 Sharing units under construction is a tricky one. I recall making all constructors wait when shared, so that you don't accidentally spend resources on something the other player started. This seems to have resolved a lot of the complaints. If you deliberately finish something then there is the understanding it will share back. The alternative is people complaining about someone else taking their 99% Dante. Something that tracks how much each player contributed could be a better solution, but someone would have to add it. Projects the receiving player starts with shared units are not transferred back to the returning player. 5 Sharing units under construction is a tricky one. I recall making all constructors wait when shared, so that you don't accidentally spend resources on something the other player started. This seems to have resolved a lot of the complaints. If you deliberately finish something then there is the understanding it will share back. The alternative is people complaining about someone else taking their 99% Dante. Something that tracks how much each player contributed could be a better solution, but someone would have to add it. Projects the receiving player starts with shared units are not transferred back to the returning player.
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7 I think this is all fiddling around the edges when the main problems with AFK could be solved. For starters, perhaps the receiving player should be the "closest" player (perhaps by average unit position, weighted by metal?) so that people are unlikely to receive units on a front that they have no context for. There could be some minimum rating, or rating weight, as well. 7 I think this is all fiddling around the edges when the main problems with AFK could be solved. For starters, perhaps the receiving player should be the "closest" player (perhaps by average unit position, weighted by metal?) so that people are unlikely to receive units on a front that they have no context for. There could be some minimum rating, or rating weight, as well.
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9 A quick button to opt-out or send the units to the next eligible player seems good too.