At the start of this month, I made a reply to a post about making it harder for newer players to join the guard team. The OP's idea was to have a quiz before being allowed to join, but I explained how that leads to a multitude of problems. Since that thread has pretty much died off since then, I thought I'd revive my suggestions to reducing the matter. My suggestions were simple:
1. Automatically mute reds for 30 seconds when each round begins
2. Impose a minimum number of Jailbreak alive time before being allowed to join the guard team for the first time
Here's my explanation from the thread (made some tweaks for 3rd person):
Reds muted for 30 seconds:
I don't have any doubts that there's been numerous situations where a warden attempts to give their first order but 3 reds overtalk them making it more difficult to tune in. A simple solution would be for the warden to have the ability to mute all reds, but wardens could easily exploit it nor is it really fun in the long run. Once the first order is established, then it's much easier to establish order with reds in the cells or on a line (at least) instead of having to deal with reds already scattered across the map some with ammo. While they can kill people for overtalking the warden including guards, it does not solve the problem of the reds already being scattered with no direction or sense of what to do besides run. If it's the case where the warden must say "overtalking makes you kos" then that's a paradox.
If the plugin is broken, then it will need to be fixed or at least explain what's causing the bug (of course don't share the full code). Open communication (to an extent) allows for more feedback thus correcting issues more efficiently.
Minimum alive hours before joining guard:
I can see this for reducing 2 problems: alt mfkers and new players taken by surprise.
Let's be real, players, especially younger players, join blw jailbreak servers without any idea that they are any different than that of wonderland or panda community. It's not an instinct that they generally have after joining the game mode for the first time. I certainly didn't get that instantly many years ago. It's like moving to a new country where the laws and systems conflict with where you previously lived. Combined with how guards get crits, it will take time to learn the nuts and bolts of the blw jb servers. And during that time, they should be on red as that player can "only hurt themselves" from their lack of knowledge of the system (quoted from Cappie in that same thread).
That's why I propose a minimum number of alive hours before being allowed to join the guard team. As for the actual number that would be fair, I'm not 100% sure. But my idea for a starter is at least 30 minutes of time being alive before being allowed to join the guard team. The reason for time being alive is that they are actively tuning in rather than just suiciding at the start of each round and watching a 30 minute video essay while the timer expires. Those who are actually committed to playing on guard with a thorough understanding of the blw jb system would invest in the time to at least have some degree of familiarity with it. It can also help reduce mfk alts that were just created solely to join the server to mass freekill on guard. [EDIT: as discussed on this thread, 30 mins is too short. Now there's talk below about 2 hours (120 minutes). It would be about as long as 1-2 map rotations. There should also be a counter that tells the player that the number of minutes left (120 at the start) before being able to join the guard team.]
The issue of mfkers and naive new players joining guard will never be 100% solved. But if they can be reduced and get as close as we can, then I'm all for it. Feedback is important. So if you have feedback for my 2 suggestions, then I'd like to hear it.
Lastly, in that same thread, I mentioned how the outdated conservative response of "read the rules" is heavily flawed not just because of how new players don't have that instinct, but also because the actual page itself fails at a basic step in website design. That full discussion will be for another thread coming out later.
1. Automatically mute reds for 30 seconds when each round begins
2. Impose a minimum number of Jailbreak alive time before being allowed to join the guard team for the first time
Here's my explanation from the thread (made some tweaks for 3rd person):
Reds muted for 30 seconds:
I don't have any doubts that there's been numerous situations where a warden attempts to give their first order but 3 reds overtalk them making it more difficult to tune in. A simple solution would be for the warden to have the ability to mute all reds, but wardens could easily exploit it nor is it really fun in the long run. Once the first order is established, then it's much easier to establish order with reds in the cells or on a line (at least) instead of having to deal with reds already scattered across the map some with ammo. While they can kill people for overtalking the warden including guards, it does not solve the problem of the reds already being scattered with no direction or sense of what to do besides run. If it's the case where the warden must say "overtalking makes you kos" then that's a paradox.
If the plugin is broken, then it will need to be fixed or at least explain what's causing the bug (of course don't share the full code). Open communication (to an extent) allows for more feedback thus correcting issues more efficiently.
Minimum alive hours before joining guard:
I can see this for reducing 2 problems: alt mfkers and new players taken by surprise.
Let's be real, players, especially younger players, join blw jailbreak servers without any idea that they are any different than that of wonderland or panda community. It's not an instinct that they generally have after joining the game mode for the first time. I certainly didn't get that instantly many years ago. It's like moving to a new country where the laws and systems conflict with where you previously lived. Combined with how guards get crits, it will take time to learn the nuts and bolts of the blw jb servers. And during that time, they should be on red as that player can "only hurt themselves" from their lack of knowledge of the system (quoted from Cappie in that same thread).
That's why I propose a minimum number of alive hours before being allowed to join the guard team. As for the actual number that would be fair, I'm not 100% sure. But my idea for a starter is at least 30 minutes of time being alive before being allowed to join the guard team. The reason for time being alive is that they are actively tuning in rather than just suiciding at the start of each round and watching a 30 minute video essay while the timer expires. Those who are actually committed to playing on guard with a thorough understanding of the blw jb system would invest in the time to at least have some degree of familiarity with it. It can also help reduce mfk alts that were just created solely to join the server to mass freekill on guard. [EDIT: as discussed on this thread, 30 mins is too short. Now there's talk below about 2 hours (120 minutes). It would be about as long as 1-2 map rotations. There should also be a counter that tells the player that the number of minutes left (120 at the start) before being able to join the guard team.]
The issue of mfkers and naive new players joining guard will never be 100% solved. But if they can be reduced and get as close as we can, then I'm all for it. Feedback is important. So if you have feedback for my 2 suggestions, then I'd like to hear it.
Lastly, in that same thread, I mentioned how the outdated conservative response of "read the rules" is heavily flawed not just because of how new players don't have that instinct, but also because the actual page itself fails at a basic step in website design. That full discussion will be for another thread coming out later.
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