Very short and simple fix for the rampant vote scramble abuse people keep doing for trolling. Just implement a cooldown on when a votescramble can be voted on. Either for 30/20/15 minutes.
I proposed two such mechanisms related to vote scrambles already. Did you have any you wanted to contribute or comment on what was already proposed?What might be a better suggestion, in my opinion, and I've been thinking of putting this in, is to suggest a better scramble mechanism. or some kind of mechanism to ensure that people don't intentionally stack teams after a scramble . I don't think the current vote scramble works well in 2fort 64.
The reason the many scrambles are happening is more likely to be because the teams are often extremely unbalanced.
Do you think 15 minutes is a long time for a 64 player 2fort game? Or would you rather to scramble every 5 minutes? Team stacking will always be a thing. There is no way to moderate it at all without ruining how community servers are played. If you read any of the vote abuse reports, its all the same people that just votescramble to troll. Votescramble or not whatever team im on is always referred to the "unbalanced team". Are we so out of touch with a solution where we think that a 15 minute time limit isn't a reasonable amount of time for the next scramble? People can't push or fight for control of Mid/Sewers in 5 minutes.This reads as pub stomper wants to stop scrambles, so they can stomp longer
OkI proposed two such mechanisms related to vote scrambles already. Did you have any you wanted to contribute or comment on what was already proposed?
AgreedVote scramble behaves differently than other votes. Like a mute, it affects more than one person. (To ignore one person, use the ignore command; to punish one person, call a vote mute.) So, going forward with the mindset that it affects everyone on the server, not just the people causing the issue....
You're sure that it's trolling / weaponization? Very rarely do I see votescramble votes go through when the map wasn't deadlocked and one team was being wrecked. I'm sure it happens, but it's a leap to say that it's specifically being used to end a players streak and/or disrupt momentum, you don't have evidence for that.There’s also the issue of it being weaponized. I’ve personally seen it used to end player streaks or disrupt momentum rather than genuinely balance teams. That’s understandable to some extent—some people don’t like getting rolled—but it still means the system is being used for targeted disruption rather than its intended purpose.
Team unbalanced 64 player small maps with tight choke points reduces the number of classes that are able to be effective. One-sided matches often last hours, which can be an entire person's time to play. On the flip side, playing on the winning/overly strong team can be boring.At the same time, one-sided matches don’t last forever by their nature, and some players actually enjoy them. So constantly forcing scrambles can take away from that experience too.
Maps often get unbalanced within 5 minutes of a scramble and return to the same exact state, sometimes with teams flipping as well.I don't think either of these solve the problem, that team scramble algorithm often doesn't work. If team scramble algorithm were fair and balanced, this would be supportable.A cooldown helps address the spam and abuse side of things, but I think it should be implemented with some nuance:
- If a scramble passes, a longer cooldown (around 30 minutes) makes sense.
- If a scramble fails, a shorter cooldown (maybe ~15 minutes) would be more reasonable.
How is scramble calculated? Is it random? I may have been under the wrong impression that scrambles were not 100% random. Increasing to 45% to 40% also seems fine to me.Separately, there are other levers worth considering:
Overall, I don’t think cooldown alone fixes everything, but it’s a necessary step to reduce spam, prevent abuse, and make the system feel more intentional rather than reactive.
- Adjusting scramble to be pseudo-random instead of fully random (more balanced if it account for things like K/D, etc.)
- Increasing the vote percentage required (45% instead of 40%)
Do you think 15 minutes is a long time for a 64 player 2fort game? Or would you rather to scramble every 5 minutes? Team stacking will always be a thing. There is no way to moderate it at all without ruining how community servers are played. If you read any of the vote abuse reports, its all the same people that just votescramble to troll. Votescramble or not whatever team im on is always referred to the "unbalanced team". Are we so out of touch with a solution where we think that a 15 minute time limit isn't a reasonable amount of time for the next scramble? People can't push or fight for control of Mid/Sewers in 5 minutes.
Turbines.I don't think I see people vote scramble on any other maps really ever.
Wtf are you arguing then? A time limit is needed after a passed scramble. Thats itWell your suggestion was a 15 minute long wait after any vote scramble pass or fail. I think having a longer timer after a passed scramble is reasonable.
You should clarify that then in your suggestion, because it's not what you wrote.Wtf are you arguing then? A time limit is needed after a passed scramble. Thats it
You are the only one with my approval, Seren. Im not surprised, knowing you for a long time, smart. But I'd like to add one last thing: I'd say more like 50-55% than 45%. Because we often have to remember that people don't even look at what they're voting for. That's a fact.Vote scramble behaves differently than other votes. Like a mute, it affects more than one person. (To ignore one person, use the ignore command; to punish one person, call a vote mute.) So, going forward with the mindset that it affects everyone on the server, not just the people causing the issue....
In practice, a vote scramble, often doesn’t even fix an imbalance. Sometimes it makes it worse. This often gets called out in chat following such a vote passing. What I see more often is it being called repeatedly, not to solve a real problem, but as spam or frustration. That alone is a strong case for some kind of cooldown.
There’s also the issue of it being weaponized. I’ve personally seen it used to end player streaks or disrupt momentum rather than genuinely balance teams. That’s understandable to some extent—some people don’t like getting rolled—but it still means the system is being used for targeted disruption rather than its intended purpose.
At the same time, one-sided matches don’t last forever by their nature, and some players actually enjoy them. So constantly forcing scrambles can take away from that experience too.
A cooldown helps address the spam and abuse side of things, but I think it should be implemented with some nuance:
Treating those two cases differently would prevent spam while still allowing players to respond if conditions actually change.
- If a scramble passes, a longer cooldown (around 30 minutes) makes sense.
- If a scramble fails, a shorter cooldown (maybe ~15 minutes) would be more reasonable.
Separately, there are other levers worth considering:
Overall, I don’t think cooldown alone fixes everything, but it’s a necessary step to reduce spam, prevent abuse, and make the system feel more intentional rather than reactive.
- Adjusting scramble to be pseudo-random instead of fully random (more balanced if it account for things like K/D, etc.)
- Increasing the vote percentage required (45% instead of 40%)