Skull132 Posted January 26, 2021 Author Share Posted January 26, 2021 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. Link to comment
Zundy Posted January 26, 2021 Share Posted January 26, 2021 What does that data mean skull baby? Link to comment
Cnaym Posted January 26, 2021 Share Posted January 26, 2021 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. Link to comment
Kintsugi Posted January 26, 2021 Share Posted January 26, 2021 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. Link to comment
Butterrobber202 Posted January 26, 2021 Share Posted January 26, 2021 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. Link to comment
Carver Posted January 27, 2021 Share Posted January 27, 2021 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. Link to comment
WickedCybs Posted January 27, 2021 Share Posted January 27, 2021 Malf happening again (with just one vote in its favour at times) was a bit of an unpleasant surprise. I'll hope with the whitelist for AI's the mode will finally become a bit more bearable at least. Link to comment
Skull132 Posted January 27, 2021 Author Share Posted January 27, 2021 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. Link to comment
Cnaym Posted January 28, 2021 Share Posted January 28, 2021 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 ? Link to comment
Zelmana Posted February 1, 2021 Share Posted February 1, 2021 I played on a round that had a test of the dynamic change stuff. I liked it a lot, and from a player perspective kept me guessing what the possibilities were, and if the round was going to get worse/trash/completely different. Link to comment
Lordnesh Posted February 9, 2021 Share Posted February 9, 2021 I really like this. With the current system you essentially only have two choices, extended or secret. But with dynamic I can actually influence the vote, even if only marginally (rip wizwoz). Link to comment
StationCrab Posted February 11, 2021 Share Posted February 11, 2021 I hope this stays. Link to comment
Butterrobber202 Posted February 11, 2021 Share Posted February 11, 2021 @Skull132 Any updates on when/if this is being merged? Link to comment
NerdyVampire Posted February 20, 2022 Share Posted February 20, 2022 Pushing this topic up in the hopes that the dynamic gamemode will be revisited. Link to comment
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