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   Forums-->Ideas and suggestions-->

AFK becomes AI controlled + anticheats measures



AuthorAFK becomes AI controlled + anticheats measures
Hi, my suggestion is adding "no afk" in options for any battle where several players are likely to join and/or in players preferences.
These battles are visualy tagged as "no afk" and players with bad karma levels cant join those fights (see below).
Players with weak connection/crashy computer are recommended not to join those fights for their safety.

In those no-afk-battles, as soon a player lets her/his turn timer go down to 0, a Damocles sword appears above the head of her/his hero
When same player turn timer reaches 0 second another time,
the player's hero is struck by the sword of Damocles and the curse of foolisness : her/his army is then controlled by basic random "Artificial Intelligence" (rather Artificial Stupidity here).

Optionnaly it would be better than when it happens in copperative fight (hunt assist) the behaviour this AI is not too stupid to not penalize the other player.
But When the afk player was alone versus other players her/his troops could become really stupid.

The once afk player has a button that can stop AI and resumes player's control at this player next unit's turn, but the Damocles swords stays above hero's head during whole fight and strikes again as soon as that player goes afk again (when turn timer reaches 0 again, it switches to AI).

If the player didnt click Cancel AFK AI button for each time player went afk, that player doesnt get any reward for winning and "gains" 1 bad karma level.

The button to cancel AFK AI could appear at random places to prevent auto-ing.

Bad karma levels are cumulative and carry over, fight after fight.
Penalties could be cumulative example :

with 2 bad karma levels, AI is trigered at 1st afk for all next fights,

with 3 bad karma levels the turn timer of that player is halved for next fights,

going afk with 4 bad karma levels will let Artificial intelligence cast bond of suffering to affect any own troops randomly (more often in non pvp fights so that no one could rely on this as a tactics in pvp): all damages taken by a random stack of his allies (when any) are taken by afk player troops instead so that the afk player always is first loser in any game.

with 5 bad karma levels gets only half rewards etc

The only way to reset bad karma level to 0 (no bad karma) would be not being afk during many fights (according to bad karma score).ie:
afk once (bad karma 1 point) 1*1*10=10 fights to reset
bad karma 2 points 2*2*10=40 fights to reset
bad karma 3 points 3*3*10= 90 fights to reset
bad karma 4 points 4*4*10= 160 fights to reset
bad karma 5 points 5*5*10= 250 fights to reset
So a player with bad karma level 5 has 250 bad karma points and "loses" 1 bad karma point for each fight without afk-ing
the bad karma point systems could be used to penalize other minor abuses.
There should be a cap though for bad karma levels, else abusers would prefer making dozens of characters.
oh sorry i forgot to add, the reason you have several bad karma levels is that even when you have bad karma you can start an no-afk battle yourself, if you go afk yourself you are penalized. Maybe when a player with bad karma starts that battle it could be also indicated. Also an option to accept people with bad karma could be added in no-afk-battles (unticked by default).
Its because there is a error margin to separate real abusers from unlucky disconnected people or with crashy computers. real abuser will attain high bad karma level and trap themselves way longer with multikarma levels system.
Actually i know that a system preventing them to start a no-afk-battle it would be way easier to implement, but as i said in other suggestions there should be some checks and penalties proportional to abuses and we get this with this multilevel system.
also in the bad karma levels example please read
bad karma 2 levels not points
bad karma 3 levels not points etc
thank you for reading
but would these be for ALL fights, or just those no afk ones? my computer's connection has gone off few a minute or two a lot lately.
These would be only for fights started by people who have "no afk" checked in their preference if that option implemented, or in the fights people start ticking the "no afk" option. other people would still be able to start fights with old system when they dont mind afkers. Kind of battles would appear clearly so that people know where they go.

I should add like in any proposals, why that system :
1 removes any reward for afkers (no reward when they win and they lose too)and discourages them for doing so
2 removes some of the time other players have to wait for them
3 checks if someone is just unlucky once, a couple of times or systematically goes afk
4 lets some freedom for players to accept or not afk-ing

There could be others solution like regular checks between clients and server to be sure connection is still up (like soliciting very light data data or sending pings) would it use much more bandwith than when players send lots of commands? Also it could be used to pause a fight when disconnected in solo fight.

When you have a connection that works between client and server and that player doesnt do anything for more time than needed to reboot a crashed computer, you are almost sure its afk on purpose.
My proposal was something similar to you in thread http://www.heroeswm.com/forum_messages.php?tid=1839192

I was flushed, that AFK are because MOM tells me to go for a dinner. nice ... but when you bought Arts for these type of battle for a lot of golds and you have 5 afks in you team in row? OMG for that.

One argument : in higher level it is not common. Nice..but these people, who stop playing never reaches lvl 5+. Cause they are very upset with AFKs.

Definitely THERE SHOULD be some way how to remove a lot of AFK. for first programmers can do a log, when somebody is AFK to write it down. It will be great number...to push them to do that. This game is great..but it can by for people in begging very annoying to get rid of AFK and it can lost a lot of people.

I was proposing some kind of BAN list..yes..it has a lot of bad parts...but i like your proposal of new type of game. because...in short time AFKs will be marked. But..i has to be set very patient. I have very good connection ( Backbone net, 10Gbit /s - but for last 14 days i have 2 afks..its normal for playing in work, but i have played one day in 3v3 3 times with same guy joined everytime...and after few moves he realized he couldn't survive so he and his "mate" went AFK. 3 TIMES a DAY! ).

NOW days with this strong net..i don't get , these huge number of AFKs is because of connection. Sometimes is nice..when they write...ok, i am going to be afk and gone out.
well people getting on purpose afk can be seen like letting their timer coundown to 0 during their turns and staying online. By example I've seen that lately with jaxelsen1 (who didnt apologize and didnt even bother reply to my mails by the way. Jaxelsen if you read this its still time to explain why and why you did same thing to Rasha according to combat log).
The fact is its very annoying but not against the rules, so basically if you need to ban them you have to hope admins change the rules.
Thats the difference with my idea where the no afk battles is a facultative players options and your idea where is an automatic punishment.
Note that even if my proposal looks as an option, afkers are marked at first afk like with the -2 luck and other players know that automatically and can prevent them entering their battles, and better, they have nothing to do for them not joining, actually they have to accept them if they want allow them to join.
Its a battle setting preference like 30 sec turn timers or 3vs3, this other new "no afk option" would ensure that turns are not slow because of afk.
Other point is it will allow evryone to play the way they want, if some players want to play afk between them they still can but they wont annoy the other ones that dont want afk.
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