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Old 02-07-18, 11:18 AM   #11
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Originally Posted by Ninwes View Post
What i can guess as long as you stay in server and don't get kicked for having 10 Points it Will go down back to zero if no penalty's are done anymore and you stay in server long enough

Example:
You have 4 penalty's Jess takes 2each time

You get another 4 means 4-2+4=6 Jess Will still take each time but you need to stay in server Longer then and don't make anymore penalty's

Matt can correct me if i'm wrong
I have modified the calculation quite a bit lately from different things to keep testing the effectiveness.

At the moment points are not removed until you get over 4 and less than 10.

Basically anything outside that range is not removed. Anything between 4-10 penalty points will be removed at a rate of 2 per ten mins.

However what Wes describes is the official line we will go back to once testing the other options are worse.

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Old 02-07-18, 02:05 PM   #12
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I dont know but for me its motivating to kill another dude just to get more penalties and then be lower than grass til points disappear.

Does the penalties keep transfer to statistics or they burn out as if I stay on server for time that needs to decrease points?
That system is good against players who sabotaging mission but its bad for statistics as doesnt show real numbers of unauthorized kills. Or how does it work now with new features and patches?
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Old 02-07-18, 05:06 PM   #13
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I dont know but for me its motivating to kill another dude just to get more penalties and then be lower than grass til points disappear.

Does the penalties keep transfer to statistics or they burn out as if I stay on server for time that needs to decrease points?
That system is good against players who sabotaging mission but its bad for statistics as doesnt show real numbers of unauthorized kills. Or how does it work now with new features and patches?
Points are still the same as always like it says in this post
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Old 03-07-18, 06:41 PM   #14
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I think it's counting punches to non-compliant civilians. I got 6 points then got kicked when I came back, I had 12 points and a message saying I would be temp banned. I don't rack up penalties that fast...ever. I was not mowing everything down. I took beanbags and used on noncompliant civ and got temp banned.
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Old 03-07-18, 06:46 PM   #15
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I think it's counting punches to non-compliant civilians. I got 6 points then got kicked when I came back, I had 12 points and a message saying I would be temp banned. I don't rack up penalties that fast...ever. I was not mowing everything down. I took beanbags and used on noncompliant civ and got temp banned.
Yes injuring civs are now counted as a penalty. 2 points were issued but I have reduced it to 1 point now. Incapacitated hostages now cost 3 points instead of 4 to ensure only 4 are issued if a hostage goes down.
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Old 03-07-18, 10:09 PM   #16
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I don't equip less lethal in general, but even bean bags will trigger penalty, so SOG is essentially requiring that I carry a pepper ball gun, a taser or a pepper spray at all times on their servers. I strongly disagree with the philosophy, but if that's the way SOG wants to go--it's your team. Just know that there are lots of regular players that use the melee to gain compliance from stubborn civilians. These players will get kicked and banned, and I don't think these are the players you want to leave your servers and go elsewhere.

I really see no need for the injuring penalties at all. Bad players will incapacitate or neutralize civilians and officers and be penalized that way. Penalties for neutralizing or incapacitating suspects, against the rules, should of course be penalized and follow the system that's been working well enough.
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Old 03-07-18, 11:00 PM   #17
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how can you hurt civillian with beanbags and punch?

Last edited by Skully; 03-07-18 at 11:02 PM.
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Old 03-07-18, 11:09 PM   #18
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Originally Posted by SAS_Random View Post
I don't equip less lethal in general, but even bean bags will trigger penalty, so SOG is essentially requiring that I carry a pepper ball gun, a taser or a pepper spray at all times on their servers. I strongly disagree with the philosophy, but if that's the way SOG wants to go--it's your team. Just know that there are lots of regular players that use the melee to gain compliance from stubborn civilians. These players will get kicked and banned, and I don't think these are the players you want to leave your servers and go elsewhere.

I really see no need for the injuring penalties at all. Bad players will incapacitate or neutralize civilians and officers and be penalized that way. Penalties for neutralizing or incapacitating suspects, against the rules, should of course be penalized and follow the system that's been working well enough.

Then it is not working... of course we do not want to do what you describe. We are trying to make it better for everyone.

This check is offline while we investigate the issue

May I remind everyone this is the reason for a BETA
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Old 04-07-18, 12:27 AM   #19
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I appreciate your efforts with the beta and your willingness to accept feedback and make course corrections. I felt we were very close to an acceptable situation and the latest change would be imperceptible to less lethal players, but have a dramatic effect on lethal players...especially when I wasn't aware of the change.

I do really like not seeing the comments each time something was done properly. It makes a big difference and the mistakes stand out more.
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Old 04-07-18, 04:09 AM   #20
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Punching a civi is still seen as hurting a civilian so it still will stay penalised, beanbag and launcher can hurt civi too so that shouldn't be penalised, especially if it is a acciden.

But you deciding to punch a civi is against the rules.
  • Do not injure or kill compliant or cuffed suspects or civilians on purpose.
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