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       #Post#: 1005--------------------------------------------------
       AFK detector
       By: Raw Date: November 28, 2020, 6:26 pm
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       No idea how hard it would be to implement, but it exists in
       Direct Strike.
       edit:
       People who don't realize the game started can screw over their
       teams, be it zerg or terran. Some custom maps, amongst others
       Direct Strike, have implemented a mechanism to get rid of this
       irritating situation.
       Suggestion: For this map, maybe detect they don't do anything
       for a 1/2/3 minutes, then kick them from the game?
       #Post#: 1016--------------------------------------------------
       Re: AFK detector
       By: Speed Date: November 29, 2020, 5:06 am
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       And what would it do when it detects AFK?
       You can tell afking allies by looking at what they do (nothing;
       hence why I like to call macro terrans afk :D), that's pretty
       much what the afk detector in DS does (oh, you are banking 2k
       minerals, are you afk matey?)
       #Post#: 1017--------------------------------------------------
       Re: AFK detector
       By: Raw Date: November 29, 2020, 8:18 am
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       Are we talking about the same thing? AFK = away from keyboard,
       I'm talking about the original meaning, not about the situation
       you talk about.
       Just to make sure: people who join the lobby but then go do
       something else, without realizing the game started.
       Detect afk, kick them from game.
       edit: actually, you made me realize my first post is too vague
       #Post#: 1018--------------------------------------------------
       Re: AFK detector
       By: Speed Date: November 29, 2020, 8:20 am
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       That's exactly what I'm talking about (hence talking about macro
       terrans in brackets, like this).
       #Post#: 1155--------------------------------------------------
       Re: AFK detector
       By: blah Date: December 4, 2020, 7:44 pm
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       yea sounds like a reasonable addition.
       #Post#: 1497--------------------------------------------------
       Re: AFK detector
       By: ZergTriumph Date: January 2, 2021, 1:08 pm
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       Bump.  Zerg needs this desperately for trolling teammates.
       #Post#: 1502--------------------------------------------------
       Re: AFK detector
       By: blah Date: January 3, 2021, 10:44 pm
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       what about detecting really low apm? effectively not
       contributing to the game. could there be an option to keep them
       in the game so they can practice but make them untargetable, and
       they can't attack zerg either, with the idea that zerg has an
       eco nerf to balance the game out. just an idea to help balance
       out new sc2 players while encouraging them to play.
       #Post#: 1505--------------------------------------------------
       Re: AFK detector
       By: Mett Gaming Date: January 4, 2021, 9:30 am
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       If new players want to watch the game happening I'd much rather
       defer them to youtube. A good zerg will keep them around for at
       least 10 mins anyway to not lose any eco. Plus if you want to
       practise the game there is a practise mode already built in.
       Maybe that could be promoted a little better as it's not
       mentioned anywhere.
       But I'm against the idea of destroying zerg eco just because
       somebody doesn't know how to play. Terrans that know how to play
       are already hard to deal with. You basically need your full eco
       as a zerg just to deal with 2 decent terrans on one side. Now
       imagine 2 decent terrans and a noob. Normally quite balance but
       you now give terran an almost free win because of one noob on
       their side. A definitive no. Give a clear hint at the
       possibility of practise mode instead.
       #Post#: 1506--------------------------------------------------
       Re: AFK detector
       By: ZergTriumph Date: January 4, 2021, 12:03 pm
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       A low apm detector is a great idea.  Or if a zerg player banks
       too many minerals early or doesn't spend their supply fast
       enough.  They should lose control of all their units and
       building and income and become an observer, and the other zerg
       player should gain control and income for the entire zerg base.
       This will punish trolls like MrFuzzy who play as zerg and
       literally do nothing the entire game.
       #Post#: 1529--------------------------------------------------
       Re: AFK detector
       By: blah Date: January 5, 2021, 7:27 pm
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       [quote author=Mett Gaming link=topic=106.msg1505#msg1505
       date=1609774245]
       If new players want to watch the game happening I'd much rather
       defer them to youtube. A good zerg will keep them around for at
       least 10 mins anyway to not lose any eco. Plus if you want to
       practise the game there is a practise mode already built in.
       Maybe that could be promoted a little better as it's not
       mentioned anywhere.
       But I'm against the idea of destroying zerg eco just because
       somebody doesn't know how to play. Terrans that know how to play
       are already hard to deal with. You basically need your full eco
       as a zerg just to deal with 2 decent terrans on one side. Now
       imagine 2 decent terrans and a noob. Normally quite balance but
       you now give terran an almost free win because of one noob on
       their side. A definitive no. Give a clear hint at the
       possibility of practise mode instead.
       [/quote]
       yea i agree re destroying eco, i think there has to be a balance
       between a terran leaving and zerg strength. What about an AI? Is
       that a possibility? Make an afk or low apm terran more useful by
       making them an AI?
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