Prevent Toxic Leaving

Idea

Prevent players from toxically leaving (or voiding) adding a mechanism that makes it much more work to prevent a player from getting a final kill.

More information

I’ll be playing Bedwars an be absolutely ON a ROLL, and I may even be on almost a perfect game of 6 beds broken and 6 final kills, but then: I kill a player, break their bed, and they LEAVE. I don’t get the final kill, and just because they rage quit. What do we do to fix this?

The Mechanic

In these scenarios, let’s call the aggressor Player 1 and the defender Player 2.

1.1: No Change

Player 1 goes to Player 2’s base and kills them (at their base). Player 2 leaves the game before Player 1 can break the bed, and thus, Player 1 doesn’t get XP for the bed break or the final kill (29 XP).

1.2 No Change, Exhibit 2

Player 1 goes to Player 2’s base and kills them (at their base), then breaks Player 2’s bed. Player 2 respawns and immediately jumps into the void, not allowing Player 1 to get any hits. Player 1 gets XP for breaking the bed, but not for the final kill.

2.1: My Modification, Perfectly Demonstrated

Player 1 goes to Player 2’s base and kills them (at their base). Player 2 leaves the game before Player 1 can break the bed, but Player 1 still gets 20 XP or so.

2.2: My Modification, Exhibit 2

Player 1 goes to Player 2’s base and kills them (at their base), then breaks Player 2’s bed. Player 2 respawns and immediately jumps into the void, not allowing Player 1 to get any hits. Player 1 gets XP for breaking the bed, and for the final kill.

3: My Modification, How It DOESN’T Work

Player 1 kills Player 2’s at Middle. Player 2 leaves the game, and Player 1 doesn’t get any additional XP.

Any questions? Specifications? Modifications? Commendations? Generalizations? Reverberations? Exploitations? Implementations? Rehabilitations Micropulsations? Compensations? Interpretations? Radicalizations? Nonimportaions? Recollections Popularizations? Monopolizations? Dramatizations? Pulverizations? Abbreviations? Intimidations? Expirations? Ramifications? Exhortations? gah I never know how to end these

This part got me laughing. This is an interesting idea. Voted!

5 Likes

You whipped out the thesaurus at the end. Anyway, I agree with this, voted!

5 Likes

I just have a brain that can remember anything unimportant : D

3 Likes

Perfect idea, voted!

1 Like

1000047686

7 Likes

They Intentionally re-queue when someone gets their bed (causing us to lose the kill) or by jumping in the void to abuse spawn protection. To address this, they should extend the “recently tagged” player

so I have voted :smile:
10th Vote

3 Likes

it should just stop you from voiding during the respawn immunity. :boombox:

1 Like

That would certainly be one solution but how would it work?

Could pull a hunger games where they just bounce you back into the arena?

5 Likes

shravan: if we just extended the tag time, players would probably run for a while, and the aggressor would have to be pretty damn good to get it quick enough before unless the time is absolutely absurd

georgie: the main issue is leaving; voiding is easier to solve so I just made sure my method could fix it too

gyrraa: it would just detect if the player leaves or voids within a certain time between death at their own base/their own bed breaking, and would then give whoever killed them or broke their bed some xp to compensate.

yeah ik its not a perfect system by any means but its something

sometimes i leave because i cant control my anger and i may accidentally h*rm myself, others, objects, or say rude things. i think it would be unfair to prevent you from leaving the game or give you penalties.

1 Like

I think that the suggestion is not to stop your from leaving, it’s to help people out when someone leaves in the middle of a fight

1 Like

it doesnt give the one who leaves a penalty, it just prevents people from leaving/voiding who have the purpose of preventing someone from getting xp

1 Like

yeah i know that, i was just saying in general

2 Likes