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Since the Beta already launched, my staff team ceased all actions on Servers not hosted by us.
Why? Because Prisonbreak is a Gamemode with heavy rules that requires regulations. Votekicking is not the best way here since people get falsely votekicked a lot. Instead, this is resolved with a staff team that knows the rules in their sleep.
This is how this Gamemode was always played in previous games (cs:s, tf2 etc) and is how it will always be played. That's just how Gamemodes with heavy rules work.
Though as said Previously, with the new Pavlov Modding features, I'm moving this system to be on a Community-Server basis. So if you don't like the staff team, you can join a different community, or host your own server.
Huh, I'm surprised that was all baked into the map file. Not what I was expecting, but a neat workaround!
Fair enough. I mostly just come from the perspective of Pavlov's lobby system. Let's take TTT for example. There's a clear difference from Pavlov's TTT compared to say the Garry's Mod version when it comes to joining a public server/lobby. In general, Garry's Mod TTT servers have always felt cold to me and unwelcoming, with Pavlov being more open to chaos (that does include RDM). So I guess in the context of what your talking about, it would be more light despite being a heavy gamemode.
I saw that same kind of logic in the first Prisonbreak games I played, where it was mostly just chaos and laughs. If there was an admin around for "problematic events", like when the guards keep killing each other, I think I would have less memorable events playing on Minecart. But ya, I understand the reasoning behind moderation now. I actually think the system you set up now is the best mix for both lobbies and community servers, so thanks!