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Posted

Is there a possibility that in the future we could get a mute function for toxic players? I don't mind playing with these kinds of people but I really would rather not see their chat. Even just the option to disable ALL chat would be great. I understand if others like that sort of banter between GDI and NOD, but I could really go without it. :D

Posted

I agree, especially those people who spam Q to defend the refinery or airstrip without any real danger. They just like to spam to defend a building thus teamhampering (can we afford to ignore them?)

Posted

I also agree, the ability to mute a player who is being "toxic" as you put it, would be ideal, and as Truxa said especially those people who spam Q to defend a structure without any real danger. Nothing i hate more than seeing someone spam the same message over and over and over, then everyone else follows suit. So a mute option would be beneficial, but could have it's downfall, saying that you depending on the spam, mods can always !warn NAME REASON where they get 3 warnings before there auto-kicked from the server.

Posted

If they run the same style bot we do lol.

Mute as an admin command used to work in beta 1 but not in 2 or 3? maybe it could be fixed for beta4?

  • 2 weeks later...
Posted
Usually, if you do steal their vehicles, their count will eventually go minus. This needs fix, but I'm sure the dev is already aware of this

Yes this will be fixed with Beta 4.

About mute function: Dont know. Maybe sometime. But not a priority right now.

  • 2 weeks later...
Posted

Update it does work sorta. You have to login as a moderator via the console ingame, then you can do adminforcetextmute name but doesnt work via rcon. Im pretty sure that could be fixed quite easily!

Posted
Update it does work sorta. You have to login as a moderator via the console ingame, then you can do adminforcetextmute name but doesnt work via rcon. Im pretty sure that could be fixed quite easily!

Yeah it's in the next build.

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