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The Dynamic Gamemode


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9 minutes ago, Scheveningen said:

I've enjoyed this, though I have a question. Is there greater weight in favor of something like if mercenary gets voted by 7 people vs. when borer gets 1 vote, or is the vote actually equal? I've seen dominant mercenary votes for dynamic yet did not see mercenaries spawn through when the round started, is there an explanation for that - or is it just really bad luck?

Phrasing is difficult to understand.

Yes, the things that get voted more have a higher chance of being picked. Suppose it's luck, though it requires a bit of monitoring after impl.

In other news, TM currently cancelled due to a major few bugs that I don't have time to fix until the weekend.

In other other news. This is how the intensity votes have been for the test merge. I'm not sure how to feel about this.

image.png.a5b0b4524622348a92d37a48b14c34ca.png

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Intensity level and voted rounds I guess.

This was what I suspected yeah, the reaction to having a possible extended is to focus all other votes on a single intensity, whereas heavy has some really odd choices.

Malf for example could easily be (exclusive to) medium, which oddly enough according to this data would lower its chance to happen.

Modes like mercs + borer or the infamous tower defense are almost impossible within the current implementation, which while not big, still feel like a loss to me.

A suggestion would be to have persistant chance improvements, meaning that after a high intensity vote medium, low and extendo require a smaller majority than the prior rounds result. This would slightly tilt the scale towards more variety while allowing highpop to have back to back votes when a clear majority is present for an option.

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I don't think extended voters are skewing the vote in favor of high intensity. I think this is just a logical representation of the two camps: An extended voter wants extended - and oftentimes if you're voting for an antag round, you're doing that because you want a hectic, chaotic round. Nobody votes secret hoping for a round where a single burglar spawns, or something.

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55 minutes ago, DanseMacabre said:

I don't think extended voters are skewing the vote in favor of high intensity. I think this is just a logical representation of the two camps: An extended voter wants extended - and oftentimes if you're voting for an antag round, you're doing that because you want a hectic, chaotic round. Nobody votes secret hoping for a round where a single burglar spawns, or something.

I agree with this. When I want to get shot at, I want as many moving pieces as possible to keep things fresh. Does this have the potential to turn into pure anarchy? Yes. But it’s still fun regardless.  

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I'm hoping that if the supermajority rule for extended is ever returned, that 'lost' extended votes will fold over into low intensity votes - possibly bringing more players into the round as those who wanted a more quiet experience are potentially swayed by the offer of a less hectic antag round.

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On 26/01/2021 at 17:49, Cnaym said:

Modes like mercs + borer or the infamous tower defense are almost impossible within the current implementation, which while not big, still feel like a loss to me.

Again tho. Mercs and borers are impossible regardless of what gets voted. Cuz the system isn't set up to handle it. ?

Mercs are intensity 3. And maximum intensity per round is 3. So 3 + anything is never possible rnow.

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11 hours ago, Skull132 said:

Again tho. Mercs and borers are impossible regardless of what gets voted. Cuz the system isn't set up to handle it. ?

Mercs are intensity 3. And maximum intensity per round is 3. So 3 + anything is never possible rnow.

I am aware of that. It requires the magic admin touc. Hence my choice of words.

I would be happier with it added to the system, but getting it stable and working is more important ?

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