I agree… kinda? I hate getting kicked. To that point, however, I’ve only been kicked from 2 servers. Once was a French server, and I had terrible ping. I deserved that. But the other time was because I joined a small server (the best, in my opinion) and mowed the other team down in a single run. I then proceeded to tell them how to block. Votekick… success.
Thus my mistake was not beating them into the dirt; it was being a dick about it. I’ve found that when you’re polite and friendly, people tend to side with you; even if they are on the other team.
I was top player on a server (and had doubled the score of the other team’s top player) when I had a teammate try to be funny. He ran in while I was juggling 3 guys and killed me. Then he posted a giant “LOL” in chat. I shrugged it off, thinking he was just drunk or stoned, but he decided to do it again. I called him out for a duel and waited at the spawn. After handing him his face, he votekicked me, remarking that I was a “tker.” The vote failed with a whopping 80-something-percent against. Since there was only a total of 8 players… he was the only one to have voted yes.
The only time you really get kicked is when you’re a dick.
However, I have seen others kicked for no reason, entirely undeserving. The system needs a more robust framework.
For example:
Votekick is initiated against Player0000 -> Systems checks team damage, Player0000 has their voting rights revoked until resolution.
Team damage above Threshold A -> Votekick system requires X percentage of the server to kick.
Team damage below Threshold A -> Votekick must be initiated by a second player, as well.
Votekick is initiated against Player0000, system returns team damage as under A, vote has been endorsed by another player -> System requires Y percentage of the server to kick.
Let’s say the Threshold A is 40%. If you’re above that, a single player can initiate the vote. It would require less people to kick (say only 45% of the server), thus any dedicated teamkillers would be easily dispatched by their own team, the other team wouldn’t be able to sour the vote simply because they’re bitter. Since Player0000 cannot vote, either, it saves you from people who switch teams to teamkill (people who have their entire team vote no, just so they can ruin the game).
If the player is below the threshold, it requires 2 players to initiate the vote. This means that when a hacker joins and starts spamming the chat with font size 52, he is not immune simply because his team damage is 0. But this also means that more players must be required to form consensus. Y percentage would probably be something closer to 65-75% of the server.
TL;DR
Any system which can forcibly cause someone to do something can be abused, including the idea I just laid out. But the system itself should realize this, too. Thus it must have something built in to help adapt to this.