Posted by Steve
Monday, November 9, 2020 2:55 PM
TL:DR Add variable to check player rotation for extra AFK prevention.
Take a minute and imagine this scenario.
Its round one and you've loaded up onto Haven. You're defending first. The round plays through and you hear "last player standing." Its not you, you died already. Its your Jett, sitting in base, running a script.
She moves left. Fires a bullet. She moves right. Fires a bullet. And the cycle repeats as your team signals "AFK" in the chat.
This continues to happen, round after round. She's AFK... but she's not gone. Your team can't even use the extra ult orb, or those few extra credits. Those are only handed out when you're a man down.
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Let me preface this. I have only seen this once, and it was in an unrated. I'm in a silver/gold economy and XP farmers are rare. I've got a friend, however, who is bronze at best and out of 7 games, 4 of them had at least one XP farmer. And its very frustrating for low meta players.
A couple people may be thinking along the lines of my first thought. Just get good. But for some people its not that easy and just turns them away from the game. Some more people would just suggest not playing unrated. But then again some people don't want to deal with the competitive Valorant community.
Riot's current anti-AFK response looks at whether a player is moving. Its not hard to tell and usually works pretty good. But it obviously doesn't catch these types of people since they aren't actually standing still.
I would like to propose two alternative solutions to catch these XP farmers.
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Method 1: Minimum Distance
Let's imagine the XP farmers. They don't move very far from spawn, if at all. Try adding a variable system that tracks a player's distance from spawn. Distance tracking already exists. By placing pings you can see your distance from a location. But by implementing this system Riot can set a minimum threshold value that a player will have to pass. And if they haven't reached it by the end of the round can be determined AFK.
This could cause issues depending on the threshold. For example let's say a play is sitting in spawn on Icebox to catch rotates. It is possible they won't reach the threshold depending on the speed of the round.
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Method 2: Player Rotation
Let's assume Method 1 won't work. Its too unreliable and keeps catching players that are actually playing. That or a hold-w macro manages to bring an xp farmer out of the threshold. Lets look at the direction a player is facing.
A player's direction is also already tracked in Valorant. It wouldn't be too much of a stretch to include this in the AFK check along with the movement check. This method is my preferred and its relatively simple. Keep a variable for a player's rotation. If their rotation doesn't change, they're AFK.
The only problem I could think of would be if a player manages to die before moving their mouse. (Hard to imagine but bear with me) Imagine you've got a snack on round one, you're using your mouse hand to eat while you make your way over to the rest if the map. You don't need to look where you're going. If the round starts before you finish eating and you die to an early peek, you could die without ever moving your camera.
But that problem is solved by using the rotation check along with the movement check that is already in place now.
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There are probably other methods, but either one of these would increase the accuracy of of the anti-AFK system already set up.
References
- https://www.reddit.com/r/VALORANT/comments/jquiqg/low_meta_xp_farmers_proposed_enchancements_to/
- https://reddit.com/jquiqg
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