Specifically, imagine this situation - You are alone with an innocent. Most of the players are dead (but only 3-4 of them have been confirmed as T's). +2 Traitors bought that round There are 7 of you left - (some of these bodies may have not been confirmed). Now imagine this: While you are alone with said innocent, you are being tested in a remote area (traitors would actually have to be searching for you via radar to find you). While you are in the tester, a jihadder barges in a kills your friend - leaving you alone and terrified. This means that there are 5 people alive(or less), one being you. Typically, in a full lobby there are 7 T's. Adding the two traitors that bought that round would give 9. Even if it wasn't a fully lobby (it was probably around 30) would make at least 8T's - Using math, you can see that all of the players remaining would have to be traitors. Is this enough evidence to just KOS anyone who tries to enter the T-test room that you have been in? This exact scenario happened to me, and I was greeted with this lovely message as soon as the round was over: MegatroN [Apollo] will slay You next round.
I don't think so. There are cases where math could used to KOS traitors but its very rare and normally on lower populated matches. I know of cases where players did the math and it ended up being wrong because a traitor left the server before his corpse was identified. His name never showed up in the scoreboard as traitor and the person who did the math didn't keep track of "body identified" notifications that pop up in the top right of screen.
(We were playing on community pool). The thing is, I jumped down there mid-way into the game because traitors were taking over the top side. I literally escaped with 5% HP and was alone with the person down there for about 2 minutes until gunfire had stopped above us. Naturally, the only explanation was that the T's had killed off all of the innos/detectives and we were the last innos left. Nobody would simply be jihadding to kill 2 innos if there were many still alive. Being at 5% HP with waves of T's coming in is a very stressful situation for anyone.
I agree with Tim here. If you correctly do the math you can absolutely know how many Traitors are left in the match. It's as simple as math (as the title suggests). Taking in consideration how many bought Traitor at the beginning of a round and how many people are in the server you can definitely tell how many Traitors there are. Number of calculated Traitors (One traitor for every four players) + Number of those bought = Number of traitors. From there you just need to keep track of how many traitors have died and the players who still alive. In the end you can argue the 'rules are rules and therefore you should obey them' clause and be guilty of multiple, argumentative fallacies all you want, but it doesn't change the fact that engaging those remaining players was an intelligent decision; Not just some tool going off on an RDM spree without thinking. And honestly? This is the only server I have played on that slays players for intelligent moves. This server actively promotes a 'dumb' play style. If you can make connections based off of math, timing and other factors, then it should not be counted as RDM (Otherwise these factors might as well as not even be in the game mode.). As long as you can explain yourself in the end without going full retard. Tim did not go full retard.
Been there, felt that kind of pain. accidentally called a kos on a inno. get slain for it because of the maths part..
You assume someone had to have used a radar to find you and completely rule out them just comming accross you. The only math you can ever use is when there are 3 people left and one of you is proven innocent, the other two can shoot it out.
No, we do allow using math to deduce the remaining traitors. However in this case, he wasn't sure how many people were alive and if he had accounted for traitors that left the server before being identified. He could have just as likely been wrong. Unless you're 100% your math is correct then it is basically killing off suspicion which we don't allow.
That is understandable. You had extreme suspicion that they were traitors. In your case I would take up a defensive position and prepare for a gunfight but let them start it because there was a chance that you weren't the last innocent and just opening fire is a bad idea unless you have a reason besides suspicion to kill them.
Math is not valid in my opinion, because people makes mistakes, and its technically just guess work since you don't know for certain how many Ts are left. I have personally been KOSed on faulty math before and mods haven't done anything about it though.
In any case, I think that any inno should respond both to live check or some other way of conveying your are not trying to hide your status, there really is no reason other than stupidity or trolling to do otherwise as it is against how the game is played. lets take a full server (regardless of buy T or not) 36 players. 9 T's and review this scenario: 4 inno's are confirmed dead. (from here on out assuming you are inno,. we will say there are 35 players to be (identified) 3 of the players remaining are detectives (dead or alive would not matter as they could not possibly be T) makes 8 inno's including you. 3 T's are now dead and confirmed. that's 6 remaining T's and a total player count left including you is 25 players left including you with you being inno and 3 detectives that brings 21 players un proven. if you or detectives or both see 2 players test negative (green) in T tester, (hopefully smart players mark them) that brings un proven count to 19. You or any of the proven / detectives see / confrim the proof of a 2 T's killed that brings T's down to 4 T's out of 17 now un proven players remaining. 4 more players end up dead and confirmed. new total: 13 un confirmed live players. 1 T jihads 4 people leaving 3 T's remaining and 13 un proven players. 7 players (1 detective)v ia what ever means suicide, rdm, suspicion or guilt by association are now dead and confirmed. leaving You (INNO) 3 T's and total of 6 unknowns. Remember 2 detecives are still alive. that now leaves only one inno left that is really unknown. they are not responding, they usually do, maybe it's me, I talk alot. if I stop im either 1) dead, or 2) a T/ assuming no players have any KOS' on them any more. and not seeing an uniD'd body (knowing that it would be the last unknown regardless of ID'ing them. again because the T's remaining count. you and the remaining 2 detectives. that only leaves 1 unproven actual inno and 2 t's now lets say that player is proven via what ever means, T tester. I or D witness a T killing. then that leaves 2 players who HAVE to be the T's Killing them should be allowed.
W It still leaves the problem that when someone leaves the server, they are removed from the player list. So, if a T died and left, they could have been off the list to mark off a traitor. So, you could have an innocent buddy that, because you may not have noticed the traitor leaving, you kill because of flawed math. Like previously stated, the only time process of elimination could occur is if there is only person left unproven; even then, the only trusted proven could be the t tester; especially when traitors can lie to say they are proven because they ID t buddy bodies.
Just vouching more for this. Rather than leaving, my GMod crashes once every two/three times I get traitor. Rather it just a freak thing, or due to an explosion.. It's very irritating. Which just puts the traitor numbers stated at the start of the round even more. Surely this isn't the case for most people (if anyone) else, but it happens. Even if they disconnect, it's a hole in the logic that you can't predict.