Jail evasion - Never again - Solution by Mason [ACCEPTED]

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CXdur

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Post by CXdur » October 6, 2016, 1:45 am
Indognito wrote:
Indognito wrote:
-1 because of timeouts

Still sticking with this. Because timeouts happen a lot.
I'm not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything.

I have put quite a lot of thought into this suggestion and personally I don't see it as a bad idea at all, there's just a few things I want community input on:

- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
- What about newer players who still don't have full understanding of the gamemode?

Maybe this will only trigger for players who have tazed, cuffed, shot etc, I really do need your opinions guys as I'm at a dead end myself.
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Zoroark

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Post by Zoroark » October 6, 2016, 2:11 am
CXdur wrote:
Indognito wrote:
Indognito wrote:
-1 because of timeouts

Still sticking with this. Because timeouts happen a lot.
I'm not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything.

I have put quite a lot of thought into this suggestion and personally I don't see it as a bad idea at all, there's just a few things I want community input on:

- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
- What about newer players who still don't have full understanding of the gamemode?

Maybe this will only trigger for players who have tazed, cuffed, shot etc, I really do need your opinions guys as I'm at a dead end myself.

If there is a 30min leave/come back thing implemented than it'd be fine.
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Indognito

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Post by Indognito » October 6, 2016, 4:14 am
CXdur wrote:
Indognito wrote:
Indognito wrote:
-1 because of timeouts

Still sticking with this. Because timeouts happen a lot.
I'm not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything.

I have put quite a lot of thought into this suggestion and personally I don't see it as a bad idea at all, there's just a few things I want community input on:

- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
- What about newer players who still don't have full understanding of the gamemode?

Maybe this will only trigger for players who have tazed, cuffed, shot etc, I really do need your opinions guys as I'm at a dead end myself.

i wish I could be of assistance because I thought of ways but they'll all end up screwing over the innocent people with crappy wifi. The only thing I could think think of that might work is add a system that could detect a pattern of timeouts but that might be too complecated or impossable to add to the server.

Mastro

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Post by Mastro » October 6, 2016, 5:08 am
CXdur wrote:
Indognito wrote:
Indognito wrote:
-1 because of timeouts

Still sticking with this. Because timeouts happen a lot.
I'm not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything.

I have put quite a lot of thought into this suggestion and personally I don't see it as a bad idea at all, there's just a few things I want community input on:

- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
- What about newer players who still don't have full understanding of the gamemode?

Maybe this will only trigger for players who have tazed, cuffed, shot etc, I really do need your opinions guys as I'm at a dead end myself.
First of all, I truly support this suggestion. I am always playing as cop, I have chased thousands of criminals and I can say, that happens too often. Most criminals (especially oldies) nowadays will either stay inside & die in their car (nothing wrong with it, but you get nothing when they do that, unless you have shot them) or just simply /q. If you have to chase 100 criminals, 1/5 of them will quit which isn't a small number at all.

I, myself can also confirm that time outs happen once in a while (for real I rarely see a guy timing out while being chased, and honestly, when that happens, most of the times it is a 'fake timeout'). It's really unfair when you have been chasing someone for like 10 minutes, and then they leave when you manage to blow up their car etc. We all have a busy life (most of us) so even 10 minutes are important. And because that's LSRCR isn't it a bit too weird criminals to disappear out of nowhere just like that?


CXdur wrote:
I am not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything
I can tell you, it happens once in a while.
CXdur wrote:
- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
Well, they can leave the area and then quit. The range mustn't be too long honestly. It must the the same as Black Market's one, or slightly longer.

A better (maybe) idea than just having to run away so you can /q in peace is to implement something like, "you have to ask the nearest cop in order to leave". The command could be something like /askleave <ID> (nearest cop's ID) and then the cop must accept it (/accept <ID> (criminal's ID). I don't know if that can get implemented but if it is scriptable, I think it will work and it will be very, very useful when role-playing / chilling.

CXdur wrote:
- What about newer players who still don't have full understanding of the gamemode?
That system might not affect newbies (<100scored players). After reaching that number you aren't considered as a newbie anymore. You know most of the server rules (the most important ones at least) so it is not going to be an issue at all.

Another idea but not that good, players will get their wanted level back when they leave the server and then join again. Players will start realising that it is pointless to leave when being chased because they won't lose their wanted level at all. However the reason of why I am not supporting it, is because the main reason of why they quit isn't because they want to respawn with 0 committed crimes, but because they don't want to get arrested. So spawning in a peaceful place with no cops around yet with a wanted level isn't a big issue for them at all.



That's my thoughts about it, feel free to give me a feedback.
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Indognito

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Post by Indognito » October 6, 2016, 5:26 am
Mastro wrote:
CXdur wrote:
Indognito wrote:


Still sticking with this. Because timeouts happen a lot.
I'm not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything.

I have put quite a lot of thought into this suggestion and personally I don't see it as a bad idea at all, there's just a few things I want community input on:

- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
- What about newer players who still don't have full understanding of the gamemode?

Maybe this will only trigger for players who have tazed, cuffed, shot etc, I really do need your opinions guys as I'm at a dead end myself.
First of all, I truly support this suggestion. I am always playing as cop, I have chased thousands of criminals and I can say, that happens too often. Most criminals (especially oldies) nowadays will either stay inside & die in their car (nothing wrong with it, but you get nothing when they do that, unless you have shot them) or just simply /q. If you have to chase 100 criminals, 1/5 of them will quit which isn't a small number at all.

I, myself can also confirm that time outs happen once in a while (for real I rarely see a guy timing out while being chased, and honestly, when that happens, most of the times it is a 'fake timeout'). It's really unfair when you have been chasing someone for like 10 minutes, and then they leave when you manage to blow up their car etc. We all have a busy life (most of us) so even 10 minutes are important. And because that's LSRCR isn't it a bit too weird criminals to disappear out of nowhere just like that?


CXdur wrote:
I am not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything
I can tell you, it happens once in a while.
CXdur wrote:
- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
Well, they can leave the area and then quit. The range mustn't be too long honestly. It must the the same as Black Market's one, or slightly longer.

A better (maybe) idea than just having to run away so you can /q in peace is to implement something like, "you have to ask the nearest cop in order to leave". The command could be something like /askleave <ID> (nearest cop's ID) and then the cop must accept it (/accept <ID> (criminal's ID). I don't know if that can get implemented but if it is scriptable, I think it will work and it will be very, very useful when role-playing / chilling.

CXdur wrote:
- What about newer players who still don't have full understanding of the gamemode?
That system might not affect newbies (<100scored players). After reaching that number you aren't considered as a newbie anymore. You know most of the server rules (the most important ones at least) so it is not going to be an issue at all.

Another idea but not that good, players will get their wanted level back when they leave the server and then join again. Players will start realising that it is pointless to leave when being chased because they won't lose their wanted level at all. However the reason of why I am not supporting it, is because the main reason of why they quit isn't because they want to respawn with 0 committed crimes, but because they don't want to get arrested. So spawning in a peaceful place with no cops around yet with a wanted level isn't a big issue for them at all.



That's my thoughts about it, feel free to give me a feedback.


The only issue with the /askleave is if the guy who timedout (ether cause of Internet screwing up or other issues) then they cannot send that message due to the fact that they cannot plan the timeout, that means a lot of people who innocently timedout will get penalized over something that was beyond the players control.

Mastro

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Post by Mastro » October 6, 2016, 5:45 am
Indognito wrote:
Mastro wrote:
CXdur wrote:
I'm not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything.

I have put quite a lot of thought into this suggestion and personally I don't see it as a bad idea at all, there's just a few things I want community input on:

- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
- What about newer players who still don't have full understanding of the gamemode?

Maybe this will only trigger for players who have tazed, cuffed, shot etc, I really do need your opinions guys as I'm at a dead end myself.
First of all, I truly support this suggestion. I am always playing as cop, I have chased thousands of criminals and I can say, that happens too often. Most criminals (especially oldies) nowadays will either stay inside & die in their car (nothing wrong with it, but you get nothing when they do that, unless you have shot them) or just simply /q. If you have to chase 100 criminals, 1/5 of them will quit which isn't a small number at all.

I, myself can also confirm that time outs happen once in a while (for real I rarely see a guy timing out while being chased, and honestly, when that happens, most of the times it is a 'fake timeout'). It's really unfair when you have been chasing someone for like 10 minutes, and then they leave when you manage to blow up their car etc. We all have a busy life (most of us) so even 10 minutes are important. And because that's LSRCR isn't it a bit too weird criminals to disappear out of nowhere just like that?


CXdur wrote:
I am not sure how often timeouts occur, I personally haven't seen them in quite a bit but this doesn't mean that I am sure about anything
I can tell you, it happens once in a while.
CXdur wrote:
- What about players who leave the game around cops they've been chilling with? (Wanted that has been hanging with a cop and leaves near him - would get auto-jailed? Any way you guys can think about to circumvent this?)
Well, they can leave the area and then quit. The range mustn't be too long honestly. It must the the same as Black Market's one, or slightly longer.

A better (maybe) idea than just having to run away so you can /q in peace is to implement something like, "you have to ask the nearest cop in order to leave". The command could be something like /askleave <ID> (nearest cop's ID) and then the cop must accept it (/accept <ID> (criminal's ID). I don't know if that can get implemented but if it is scriptable, I think it will work and it will be very, very useful when role-playing / chilling.

CXdur wrote:
- What about newer players who still don't have full understanding of the gamemode?
That system might not affect newbies (<100scored players). After reaching that number you aren't considered as a newbie anymore. You know most of the server rules (the most important ones at least) so it is not going to be an issue at all.

Another idea but not that good, players will get their wanted level back when they leave the server and then join again. Players will start realising that it is pointless to leave when being chased because they won't lose their wanted level at all. However the reason of why I am not supporting it, is because the main reason of why they quit isn't because they want to respawn with 0 committed crimes, but because they don't want to get arrested. So spawning in a peaceful place with no cops around yet with a wanted level isn't a big issue for them at all.



That's my thoughts about it, feel free to give me a feedback.


The only issue with the /askleave is if the guy who timedout (ether cause of Internet screwing up or other issues) then they cannot send that message due to the fact that they cannot plan the timeout, that means a lot of people who innocently timedout will get penalized over something that was beyond the players control.
That makes sense. What about detecting a time out vs a regular leave (/q)? I don't know if that's possible to get implemented though / scriptable. Also, fake time outs won't be a huge problem, because most players quit when they are on foot. And because when you time out (either a fake or not one) you remain to the server for a couple of seconds untill you get kicked (5-15s), cops will manage to cuff & arrest the criminal in most cases.
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Indognito

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Post by Indognito » October 6, 2016, 6:02 am
The /q detection system would be a better alternative honestly, in my opinion. But I am not sure if it even could be implemented cause as far as I remember /q is a client side command. (At least I think it is.)

CXdur

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Post by CXdur » October 6, 2016, 6:11 am
Indognito wrote:
The /q detection system would be a better alternative honestly, in my opinion. But I am not sure if it even could be implemented cause as far as I remember /q is a client side command. (At least I think it is.)
/q is indeed a client sided command, but this can be put in the OnPlayerDisconnect callback. This also tells us if the player manually left the server, timed out or got banned. A time out can be faked as Mastro stated but this will in a lot of scenarios allow the cop to arrest you, I still however feel that the idea I had on solving it will make it so that this system could safely apply to players who time out.

An idea I came up with to solve it (give me your feedback)

The only issue with the /askleave is if the guy who timedout (ether cause of Internet screwing up or other issues) then they cannot send that message due to the fact that they cannot plan the timeout, that means a lot of people who innocently timedout will get penalized over something that was beyond the players control.[/quote]
When I was talking about timeouts in my earlier post I thought we were talking about mass server timeouts, sorry, I understand now.

I have put some more thought into it and I came up with this:

If a wanted player leaves within the specified range of a law enforcement officer or multiple, one of the law enforcement officers (pick closest player, maybe prioritize tagged members?) will be given a message, maybe something saying

"Mastro(42) possibly jail evaded, use /jailevade judge if you believe this player left in order to evade you."
"You have 30 seconds to respond, if you confirm the player will be auto-jailed if he/she joins within 30 minutes"

/jailevade judge

Would open a dialog with the player's name and some information regarding his disconnection, this is meant for you to judge whether the player actually jail evaded or not. You would have 30 seconds to respond, this would mean that if you do not respond within 30 seconds the player would not be flagged for jail evasion. You could also reject the dialog, but this wouldn't be necessary as not responding would be the same thing. If you do respond and click confirm, the player will be auto-jailed when he connects (assuming 30 minutes have not passed, after 30 minutes this is no longer considered jail evade).

I am just drafting ideas still, I am really just curious about your guys opinion on solving it this way. I mean, making it so the LEO has to confirm that the player did this to jail evade (rather than having the /askleave, /accept command as these could be confusing).

I am not quite sure if this is abuseable in any way, only way I can think of is if certain cops try to get the closest to a friend before the wanted friend leaves, assuming the wanted friend has multiple LEOs on him and this player gets the closest so he can leave the server and then decline that it's jail evade. I guess it would be a good idea to strip administrators with the ability to prevent specific players from judging jail evades (for players who abuse repeatedly etc), but I actually doubt that it would ever get to this. I think this would mostly apply to rare scenarios. Also by prioritizing tagged members over non-tagged member ones we reduce the chance of this even further.

The dialog would have some information and guidelines, for example: if player timed out or left, warning regarding judging (saying that access is lost with abuse), and perhaps some guidelines on what to confirm and what to decline.

Keep in mind that these are just ideas that I have come up with, there might be (and there probably are) better ways to solve it, so let me know if you come up with anything. Also me putting so much effort into this doesn't necessarily mean that you will see this on the server, but if the feedback from the community and the admins is positive, and we come up with a smart way to solve this, I don't see any reasons as to why we should not add it
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Indognito

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Post by Indognito » October 6, 2016, 6:33 am
CXdur wrote:
Indognito wrote:
The /q detection system would be a better alternative honestly, in my opinion. But I am not sure if it even could be implemented cause as far as I remember /q is a client side command. (At least I think it is.)
/q is indeed a client sided command, but this can be put in the OnPlayerDisconnect callback. This also tells us if the player manually left the server, timed out or got banned.
Indognito wrote:
Mastro wrote:

First of all, I truly support this suggestion. I am always playing as cop, I have chased thousands of criminals and I can say, that happens too often. Most criminals (especially oldies) nowadays will either stay inside & die in their car (nothing wrong with it, but you get nothing when they do that, unless you have shot them) or just simply /q. If you have to chase 100 criminals, 1/5 of them will quit which isn't a small number at all.

I, myself can also confirm that time outs happen once in a while (for real I rarely see a guy timing out while being chased, and honestly, when that happens, most of the times it is a 'fake timeout'). It's really unfair when you have been chasing someone for like 10 minutes, and then they leave when you manage to blow up their car etc. We all have a busy life (most of us) so even 10 minutes are important. And because that's LSRCR isn't it a bit too weird criminals to disappear out of nowhere just like that?





I can tell you, it happens once in a while.



Well, they can leave the area and then quit. The range mustn't be too long honestly. It must the the same as Black Market's one, or slightly longer.

A better (maybe) idea than just having to run away so you can /q in peace is to implement something like, "you have to ask the nearest cop in order to leave". The command could be something like /askleave <ID> (nearest cop's ID) and then the cop must accept it (/accept <ID> (criminal's ID). I don't know if that can get implemented but if it is scriptable, I think it will work and it will be very, very useful when role-playing / chilling.




That system might not affect newbies (<100scored players). After reaching that number you aren't considered as a newbie anymore. You know most of the server rules (the most important ones at least) so it is not going to be an issue at all.

Another idea but not that good, players will get their wanted level back when they leave the server and then join again. Players will start realising that it is pointless to leave when being chased because they won't lose their wanted level at all. However the reason of why I am not supporting it, is because the main reason of why they quit isn't because they want to respawn with 0 committed crimes, but because they don't want to get arrested. So spawning in a peaceful place with no cops around yet with a wanted level isn't a big issue for them at all.



That's my thoughts about it, feel free to give me a feedback.


The only issue with the /askleave is if the guy who timedout (ether cause of Internet screwing up or other issues) then they cannot send that message due to the fact that they cannot plan the timeout, that means a lot of people who innocently timedout will get penalized over something that was beyond the players control.
When I was talking about timeouts in my earlier post I thought we were talking about mass server timeouts, sorry, I understand now.

I have put some more thought into it and I came up with this:

If a wanted player leaves within the specified range of a law enforcement officer or multiple, one of the law enforcement officers (pick closest player, maybe prioritize tagged members?) will be given a message, maybe something saying

"Mastro(42) possibly jail evaded, use /jailevade judge if you believe this player left in order to evade you."
"You have 30 seconds to respond, if you confirm the player will be auto-jailed if he/she joins within 30 minutes"

/jailevade judge

Would open a dialog with the player's name and some information regarding his disconnection, this is meant for you to judge whether the player actually jail evaded or not. You would have 30 seconds to respond, this would mean that if you do not respond within 30 seconds the player would not be flagged for jail evasion. You could also reject the dialog, but this wouldn't be necessary as not responding would be the same thing. If you do respond and click confirm, the player will be auto-jailed when he connects (assuming 30 minutes have not passed, after 30 minutes this is no longer considered jail evade).

I am just drafting ideas still, I am really just curious about your guys opinion on solving it this way. I mean, making it so the LEO has to confirm that the player did this to jail evade (rather than having the /askleave, /accept command as these could be confusing).

I am not quite sure if this is abuseable in any way, only way I can think of is if certain cops try to get the closest to a friend before the wanted friend leaves, assuming the wanted friend has multiple LEOs on him and this player gets the closest so he can leave the server and then decline that it's jail evade. I guess it would be a good idea to strip administrators with the ability to prevent specific players from judging jail evades (for players who abuse repeatedly etc), but I actually doubt that it would ever get to this. I think this would mostly apply to rare scenarios. Also by prioritizing tagged members over non-tagged member ones we reduce the chance of this even further.

Keep in mind that these are just ideas that I have come up with, it doesn't necessarily mean that you will see this on the server, but if the feedback from the community and the admins is positive, and we come up with a smart way to solve this, I don't see any reasons as to why we should not add it

Oh lol I forgot about those, also that does sound a bit more fair, the only way I can see it being abusible is if a bug happens to appear that can be exploited from it. I doubt it but anythings possible. Also if like you said the two are friends situation.

Mastro

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Post by Mastro » October 6, 2016, 6:53 am
CXdur wrote:
/q is indeed a client sided command, but this can be put in the OnPlayerDisconnect callback. This also tells us if the player manually left the server, timed out or got banned. A time out can be faked as Mastro stated but this will in a lot of scenarios allow the cop to arrest you, I still however feel that the idea I had on solving it will make it so that this system could safely apply to players who time out.

An idea I came up with to solve it (give me your feedback)

The only issue with the /askleave is if the guy who timedout (ether cause of Internet screwing up or other issues) then they cannot send that message due to the fact that they cannot plan the timeout, that means a lot of people who innocently timedout will get penalized over something that was beyond the players control.
When I was talking about timeouts in my earlier post I thought we were talking about mass server timeouts, sorry, I understand now.

I have put some more thought into it and I came up with this:

If a wanted player leaves within the specified range of a law enforcement officer or multiple, one of the law enforcement officers (pick closest player, maybe prioritize tagged members?) will be given a message, maybe something saying

"Mastro(42) possibly jail evaded, use /jailevade judge if you believe this player left in order to evade you."
"You have 30 seconds to respond, if you confirm the player will be auto-jailed if he/she joins within 30 minutes"

/jailevade judge

Would open a dialog with the player's name and some information regarding his disconnection, this is meant for you to judge whether the player actually jail evaded or not. You would have 30 seconds to respond, this would mean that if you do not respond within 30 seconds the player would not be flagged for jail evasion. You could also reject the dialog, but this wouldn't be necessary as not responding would be the same thing. If you do respond and click confirm, the player will be auto-jailed when he connects (assuming 30 minutes have not passed, after 30 minutes this is no longer considered jail evade).

I am just drafting ideas still, I am really just curious about your guys opinion on solving it this way. I mean, making it so the LEO has to confirm that the player did this to jail evade (rather than having the /askleave, /accept command as these could be confusing).

I am not quite sure if this is abuseable in any way, only way I can think of is if certain cops try to get the closest to a friend before the wanted friend leaves, assuming the wanted friend has multiple LEOs on him and this player gets the closest so he can leave the server and then decline that it's jail evade. I guess it would be a good idea to strip administrators with the ability to prevent specific players from judging jail evades (for players who abuse repeatedly etc), but I actually doubt that it would ever get to this. I think this would mostly apply to rare scenarios. Also by prioritizing tagged members over non-tagged member ones we reduce the chance of this even further.

The dialog would have some information and guidelines, for example: if player timed out or left, warning regarding judging (saying that access is lost with abuse), and perhaps some guidelines on what to confirm and what to decline.

Keep in mind that these are just ideas that I have come up with, there might be (and there probably are) better ways to solve it, so let me know if you come up with anything. Also me putting so much effort into this doesn't necessarily mean that you will see this on the server, but if the feedback from the community and the admins is positive, and we come up with a smart way to solve this, I don't see any reasons as to why we should not add it


It's not a bad idea at all, but I am not supporting it either. I feel that players shouldn't be able to vote/judge, simply because they don't really care and their votes/opinions are based on their personal interests. For example, you are chasing your friend and then when he is about to get arrested, he leaves. You were chasing him for fun and you don't really care if he left the server, he's your friend. Then you ignore the /jailevade message and you actually 'assist' a rule breaker. You know, players are constantly rulebreaking and most don't really care. That can get even worse when multiple cops are chasing a criminal. Imagine 3 cops chasing 1 criminal, the criminal leaves and because one of those 3 cops is criminal's friend, he votes 'no' and the player who left gets away with it. And if you feel that a cop made an intended wrong decision how can you actually report him/her? I mean, no proofs.

Too many immature and careless people to do that. Plus each person has a different perspective, that means you may think that a X player left the server because he was lagging (so it would be better not to jail him) but I may think that this players wasn't lagging at all and that he left on purpose. It would be better everything to be controlled by the System. It will be able to detect a time out vs a regular leave. The range must not be too long nor too short. The /askleave might be used only when cops/criminals are chilling together // role-playing someting that will be useful in such cases imo. Otherwise that cmd is useless, and I suggested that because of the question 'what if a criminal is chilling with a cop and then wants to leave?'.
Last edited by Mastro on October 6, 2016, 10:26 am, edited 2 times in total.
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