(11-01-2016, 06:27 PM)Kip link Wrote: I would rather not use barricade damage as an indicator for the same reason friendly fire is not an indicator. It would be far too easy to go AFK next to a barricade, come back and hit it, and go afk again. I would rather look for a more fundamental indicator. Thank you for the suggestion, though.
By this logic, most possible actions are ruled out. Players could simply go AFK while shieding, or while in a corner, come back, and teamhit/attack a cade them go afk. However, I see no difference between that and going afk, simply to come back, even if mid wave, running over to a heal/ammo station, using said station, and then returning to the AFK position.
Could have the use of chat be an "action", but, then again, you'd run into the same issues of people having the ability to go afk, come back and type something random, then going afk again every few minutes.
I see little light at the end of the tunnel - but here is a suggestion: having a reset in the timer anytime a player re-spawns via a tome. This way players who get tomed in on the later waves on the harder difficulty, especially the lower end players who simply cannot afford to go after fimbulwinters for example, can still have a chance to do some sort of action - be it healing the team or finding a throwable - to keep thier loot chances alive.
Other than that, and even now, the system can be abused, which is a shame. Not every loophole can be covered, regardless of what actions are really done. Only thing I can really say is let the playerbase deal with those abusing via the IRC and reports. Such possible abuses of doing some minor action before returning to AFKing is rather apparent by players who have sat in a run the entire time with such behavior.