AFK/C players have become something of a plague in Halo Reach when it comes to farming credits. So how does 343i fix AFK/Cing? It’s easy. You boot players from the game who have either been AFK, or performing little to no action for 5 full minutes (little to no action includes walking in a single direction, nudging/jumping/shooting/grenading every once in a while, then returning to an AFK/C state etc).
Then of course, if they don’t get the hint, when they aren’t getting credits/spartan points/whatever, and just a message saying “booted from the game”, the quit ban will give them a blatant “DONT DO THIS” to the face.
5 minutes is too long I reckon 45 secs to 1 min should suffice.
> 5 minutes is too long I reckon 45 secs to 1 min should suffice.
I don’t know. I think getting up to take a phone call, and coming back to a kick screen would be frustrating. The way I see it so long as they are kicked before the end of the game, it doesn’t matter much how long it took, cause they still don’t get credits lol.
Simple way to avoid this, move around in the spawn.
The only way they can provide an efficient AFK ban system is to use the technology in ATLAS to detect if said player is moving or not and if they are aiming to get kills or not, instead of just kicking a player or banning them for zero kills (which is flawed).
> 5 minutes is too long I reckon <mark>45 secs to 1 min</mark> should suffice.
Thats too short, you may need to do something during a game that is more important. Like answer the door.
> Simple way to avoid this, move around in the spawn.
>
> The only way they can provide an efficient AFK ban system is to use the technology in ATLAS to detect if said player is moving or not and if they are aiming to get kills or not, instead of just kicking a player or banning them for zero kills (which is flawed).
The whole point of AFK/Cing is getting up and doing other things while the game gets credits for you. If you are there, running around the spawn so you don’t get kicked, you’re sitting there bored as hell doing nothing in the game, while being incapable of going off to do whatever better thing you would otherwise have been doing.
So it’s a win-win. Even if someone is just running around the spawn, at least they are stuck on their Xbox and not off doing something else.
> > Simple way to avoid this, move around in the spawn.
> >
> > The only way they can provide an efficient AFK ban system is to use the technology in ATLAS to detect if said player is moving or not and if they are aiming to get kills or not, instead of just kicking a player or banning them for zero kills (which is flawed).
>
> The whole point of AFK/Cing is getting up and doing other things while the game gets credits for you. If you are there, running around the spawn so you don’t get kicked, you’re sitting there bored as hell doing nothing in the game, while being incapable of going off to do whatever better thing you would otherwise have been doing.
>
> So it’s a win-win. Even if someone is just running around the spawn, at least they are stuck on their Xbox and not off doing something else.
It isn’t exactly hard to get a rubber band and wrap it around your controller to have the player walk off and constantly do so if they die.
Your idea is flawed.
> > > Simple way to avoid this, move around in the spawn.
> > >
> > > The only way they can provide an efficient AFK ban system is to use the technology in ATLAS to detect if said player is moving or not and if they are aiming to get kills or not, instead of just kicking a player or banning them for zero kills (which is flawed).
> >
> > The whole point of AFK/Cing is getting up and doing other things while the game gets credits for you. If you are there, running around the spawn so you don’t get kicked, you’re sitting there bored as hell doing nothing in the game, while being incapable of going off to do whatever better thing you would otherwise have been doing.
> >
> > So it’s a win-win. Even if someone is just running around the spawn, at least they are stuck on their Xbox and not off doing something else.
>
> It isn’t exactly hard to get a rubber band and wrap it around your controller to have the player walk off and constantly do so if they die.
>
> Your idea is flawed.
If you read my idea, I mentioned it would also take into account minimal movement, including constantly walking in a single direction, or occasionally walking around for a few seconds, jumping, or shooting, then returning to an AFK/C state. It’s not hard to detect when a player is AFK/C for 240 seconds/300, or when they are moving in the same unending direction.
Honestly they should just have a kicking system like in Left 4 Dead, where a unanimous amount of players wanting to kick one player will win. Instead of some turd who killed you for the sniper boots you after you get some revenge. This would work especially well if you play with friends and can help strengthen a team but getting rid of the nuisances and AFK people.
People should only be considered AFK after 5 mins. imo
> > > > Simple way to avoid this, move around in the spawn.
> > > >
> > > > The only way they can provide an efficient AFK ban system is to use the technology in ATLAS to detect if said player is moving or not and if they are aiming to get kills or not, instead of just kicking a player or banning them for zero kills (which is flawed).
> > >
> > > The whole point of AFK/Cing is getting up and doing other things while the game gets credits for you. If you are there, running around the spawn so you don’t get kicked, you’re sitting there bored as hell doing nothing in the game, while being incapable of going off to do whatever better thing you would otherwise have been doing.
> > >
> > > So it’s a win-win. Even if someone is just running around the spawn, at least they are stuck on their Xbox and not off doing something else.
> >
> > It isn’t exactly hard to get a rubber band and wrap it around your controller to have the player walk off and constantly do so if they die.
> >
> > Your idea is flawed.
>
> If you read my idea, I mentioned it would also take into account minimal movement, including constantly walking in a single direction, or occasionally walking around for a few seconds, jumping, or shooting, then returning to an AFK/C state. It’s not hard to detect when a player is AFK/C for 240 seconds/300, or when they are moving in the same unending direction.
It still going to ban those who sit in the spawn and barely move, it is going to ban campers.
It is a bad idea as a whole and won’t work.
Have a SERIOUS ban which deranks your skill, a kick for being inactive for around 3 minutes, and then join in progress.
And then not have a ban for leaving the game, because you aren’t sitting around doing nothing; but rather there’s something in real life that just happened that you have to do.