Automated Warning System

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Desolane900
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Automated Warning System

Post by Desolane900 » 10 Sep 2016, 23:06

Summary (a quick, 2-3 sentence summary): Set up an automated warning system that deals with minor issues.

Benefits (How this will benefit the server and game as a whole): Reduce the load on the moderating staff.

Details (Description of how you think this would work, the benefits, etc): Staff already receive a notification when certain rules are broken on the server. I suggest instead of the warning going to the staff, the player setting off the warning gets a popup stating they have broken a certain rule and are being warned for breaking said rule, if they continue they will be spoken to directly. A note is added along with staff getting a notification that a player was warned. If the player continues then the moderating staff will receive another notification stating that during the same round the player was warned, given a note, and needs spoken to directly, calling for intervention on the human side.

Implementation (Optional, if you have an idea how to implement it):
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Biolock
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Re: Automated Warning System

Post by Biolock » 10 Sep 2016, 23:10

A large amount of rulebreaks are determined by the concept of "intent", which no verb on byond can analyze. This might work on some of the more fundamental rules, such as a player crossing the river before 45 minutes has passed, but even that rule is subject to modification based on the way the round is going.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: Automated Warning System

Post by Desolane900 » 10 Sep 2016, 23:14

Biolock wrote:A large amount of rulebreaks are determined by the concept of "intent", which no verb on byond can analyze. This might work on some of the more fundamental rules, such as a player crossing the river before 45 minutes has passed, but even that rule is subject to modification based on the way the round is going.
Hence why it would only appear for certain actions. Like a marine shooting another marine on the planet wouldn't spark it but on the Sulaco it would.
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NoahKirchner
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Re: Automated Warning System

Post by NoahKirchner » 10 Sep 2016, 23:15

Desolane900 wrote: Hence why it would only appear for certain actions. Like a marine shooting another marine on the planet wouldn't spark it but on the Sulaco it would.
What about firing squads shipside?
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IAMMagikarp
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Re: Automated Warning System

Post by IAMMagikarp » 10 Sep 2016, 23:20

yeah sounds like there would be a lot of false flags and unwarranted notes would be give out by this system


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Re: Automated Warning System

Post by Kerek » 10 Sep 2016, 23:29

IAMMagikarp wrote:yeah sounds like there would be a lot of false flags and unwarranted notes would be give out by this system


-1

What he said, -1. Like shooting on sully there could be a mutiny.
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Re: Automated Warning System

Post by Karmac » 11 Sep 2016, 00:47

>mfw robots aren't allowed to rule the videogame world

:C

Edit: There would also be no point in playing Shit-curity anymore, due to the number of flags it'd raise. So I'm not sure why this was suggested.
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Re: Automated Warning System

Post by Snypehunter007 » 14 Feb 2017, 11:44

Seems impossible to do.

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forwardslashN
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Re: Automated Warning System

Post by forwardslashN » 14 Feb 2017, 11:45

This is impossible. We have rules for things we can't enforce mechanically, or can't enforce mechanically yet. Denied.
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