Simple Code to Detect AFK Right?

#1 - May 14, 2014, 1:27 p.m.
Blizzard Post

It should be pretty easy to measure inactivity. The game already does this if you don’t move till the start of a match saying you’ll be kicked in 50 seconds etc etc. I’m pretty sure the code for detecting AFK can’t be that complicated. The system can raise flags and maybe someone can verify it before assigning dishonorable points.

Seriously, going deliberately AFK is a betrayal of your team. And I’m not talking about hotjoin, but team q.

#3 - May 15, 2014, 12:48 a.m.
Blizzard Post

How would you suggest expanding AFK detection?

#6 - May 15, 2014, 1:15 a.m.
Blizzard Post

How would you suggest expanding AFK detection?

Initial thought is before starting the countdown timer for a match start force players to manually ready up for the map.

So do your match making, where you try and find 10 players of similar ‘quality’, utilize whatever existing logic there is to expand that quality range over time.

Give players X seconds (60 for example), to ready up prior to joining the map. Give players 2 options when requesting ready up, Ready | Cancel. If not all 10 players have readied up to join the map, boot the ones that haven’t, and search for fillers. Don’t allow players that have already been booted/cancelled to be found for the same match, to prevent potential abuse. To avoid syncing, flag players that cancel / are booted for inactivity, and avoid matching them up together in the same matches.

After 10 players ready up, match up the teams based on whatever ‘quality’ balancing logic y’all have.

Finally send them to the map.

What problems do you forsee with this kind of suggestion?

I assumed the OP was talking about intentional in-game AFK, which is much harder to detect. Not starting matches unless 10 people are actively present is another story. It requires a large overhaul to our PvP infrastructure, but it can be done.