Question about hosting & modkilling lurkers
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  1. ISO #1

    Question about hosting & modkilling lurkers

    After FMXIV having just ended, I have a question.
    As a relatively active participant in day chat, I began to see some chatter toward the end of identifying scum through meta-ish means. Ambient unfortunately had some major lurking and AFK issues that he had to deal with & he dealt with it in the way that I feel I would have if I were in his shoes - he modkilled the lurking townie bitches.
    Now, the problem came in when he didn't modkill scum for being lurkers. We kind of used this as a way to find a couple of the scum. It's kind of metagaming, but town was at a disadvantage because we had so many of our lurking townies modkilled.

    My question to everyone is how this problem could have been handled any differently. I had a similar issue in GGG vs SS where I didn't wanna modkill a lurking scum because it would have been such a big deal and could have broken the game, so I didn't. Luckily he didn't AFK the whole game, but what should I have done if he hadn't come back?

    Any ideas?
    FMX: fm Kevinpowers - Citizen (WIN)
    Quote Originally Posted by Helz View Post
    I will go ahead and fuck this cat
    Quote Originally Posted by S-FM Heavy Handed View Post
    yeah I'm not gonna sit around here analyzing the fucking particle fluctuations in the quantum foam or whatever the fuck trying to find shit on D1

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  8. ISO #8

    Re: Question about hosting & modkilling lurkers

    Quote Originally Posted by creedkingsx View Post
    It's actually not a bad idea until the point where you have to modkill town cause you have too many replaced peoples and scum is still lurky as FUQ
    Situational circumstances call for different measures.
    Quote Originally Posted by Kusco View Post
    Dirty fucking swiss neutral

  9. ISO #9

  10. ISO #10

    Re: Question about hosting & modkilling lurkers

    Quote Originally Posted by creedkingsx View Post
    This thread is situational.
    Well in Ambients case, you just go FU** YOU GUYS! And modkill everyone who lurked and reroll them to an appropriate setting. Ofc it's all covered in the RP
    Quote Originally Posted by Kusco View Post
    Dirty fucking swiss neutral

  11. ISO #11
    Yayap
    Guest

    Re: Question about hosting & modkilling lurkers

    I kinda fixed that problem for FM-X by having multiple graveyards that were allowed to opt back into the game and some people on multiple accounts.
    I have to say though, it was a hard thing to keep up, it limits the graveyard options quite a bit, I didn't have deadlynches in mine so it worked out that the people replacing didn't know much more than those alive.

    However the biggest problem with replacing late game is the replacements have no idea what has transpired over the previous days and usually don't want to spend 12 hours to catch up.

    On average, a Big FM will get about 5-10 modkills if we modkill for lurking. Finding that many extra people isn't easy.

  12. ISO #12

    Re: Question about hosting & modkilling lurkers

    I think the best way to deal with lurking is to create a set of rules that defines exactly how lurkers will be punished and then consistently enforce those rules no matter the circumstances. Players will be a lot less likely to try and lurk if they know for a fact they will get punished for it.
    FMX : Northstar - Citizen (Best mod-kill replacement) FMXI: Shaco - Citizen FMXII: Ser Barristan - Sheriff FMXIII: Law - Actress
    FMXIV: Vorian - Escort

  13. ISO #13

    Re: Question about hosting & modkilling lurkers

    Quote Originally Posted by Dont Shoot Me View Post
    I think the best way to deal with lurking is to create a set of rules that defines exactly how lurkers will be punished and then consistently enforce those rules no matter the circumstances. Players will be a lot less likely to try and lurk if they know for a fact they will get punished for it.
    You mean demerits? Added to yayaps database?
    Quote Originally Posted by Kusco View Post
    Dirty fucking swiss neutral

  14. ISO #14

    Re: Question about hosting & modkilling lurkers

    Quote Originally Posted by Yayap View Post
    I kinda fixed that problem for FM-X by having multiple graveyards that were allowed to opt back into the game and some people on multiple accounts.
    I have to say though, it was a hard thing to keep up, it limits the graveyard options quite a bit, I didn't have deadlynches in mine so it worked out that the people replacing didn't know much more than those alive.

    However the biggest problem with replacing late game is the replacements have no idea what has transpired over the previous days and usually don't want to spend 12 hours to catch up.

    On average, a Big FM will get about 5-10 modkills if we modkill for lurking. Finding that many extra people isn't easy.
    this was just terrible. Suddenly the Escort from the other day was a mafia player. Never do that again please. It fucked the whole scum hunting over.


    Reduce the maximum players of your setup and only pick active people participating in it. Most people who complain afterwards are those who just lurk and apparently get modkilled for it. Seen if often enough.
    Spoiler : fm history :
    FM 6: Commoner/Legionare(roman)/Legionare(Sin) FM8: Stan Investigator FM9:Yakov German(Sapper) FM10: Fm Rumpel Vigilante FM11: Renekton: Serial Killer FM12: Sandor: citizen = scum FM13: Wicket : Devourer FM14: Torynn: Andrew Ryan (GF)

  15. ISO #15

    Re: Question about hosting & modkilling lurkers

    While I think that having any sort of graveyard chat before putting people back in the game is a bad move, I would still have to say that Yayap's anti-afk system is the best. While modkills are fine for cheaters and such, AFKers should just be replaced. FM is hitting a bit of a rough patch, with many veterans no longer taking interest to be replaced by nubs who sign, then cry and rage-quit when they don't like the role they got. In order to avoid modkills for anti-afkers, dead players have to be cycled back in, seeing how there always seems to be uninterested people in games and a lacking reserve.

  16. ISO #16

    Re: Question about hosting & modkilling lurkers

    Quote Originally Posted by Auckmid View Post
    While I think that having any sort of graveyard chat before putting people back in the game is a bad move, I would still have to say that Yayap's anti-afk system is the best. While modkills are fine for cheaters and such, AFKers should just be replaced. FM is hitting a bit of a rough patch, with many veterans no longer taking interest to be replaced by nubs who sign, then cry and rage-quit when they don't like the role they got. In order to avoid modkills for anti-afkers, dead players have to be cycled back in, seeing how there always seems to be uninterested people in games and a lacking reserve.
    Let's see if we can fix that with FM XV. Fred, CHOP CHOP!

    There has to be a solution!
    Quote Originally Posted by Kusco View Post
    Dirty fucking swiss neutral

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