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Why is the 2 hour vote call minimum not hardlocked?


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Title. I'm curious as to why crew transfer votes can't be hardlocked before two hours. How come this wasn't coded?


Not trying to change anything here, just for discussion on the matter.

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There's only one very specific scenario I could see for it, which is one where a round went terribly badly (i.e. wizard fireballed themselves + teleported into the AI core and got shot to death 10 mins in), there are no mods on, people would rather start another round than play 2 hours of extended, and despite that, would rather transfer than simply do a restart vote.


Yeahhhhhhhh. So.


I don't know why it's not hardlocked either. Probably because no one got around to doing it yet.

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Depends Blue, extended rounds go for two hours minimum. Some say if you had three extended rounds in a row, that's six hours of your day, now six hours for that day not much has happened and you might want to spice things up. Sometimes I only have say... enough for one or two rounds a day, I'd rather have something spice up the round. Now don't get me wrong, I'm a big fan of roleplay and I do it often but sometimes you don't have that much of your day to invest in what could be deemed as 'nothing.'

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Depends Blue, extended rounds go for two hours minimum. Some say if you had three extended rounds in a row, that's six hours of your day, now six hours for that day not much has happened and you might want to spice things up. Sometimes I only have say... enough for one or two rounds a day, I'd rather have something spice up the round. Now don't get me wrong, I'm a big fan of roleplay and I do it often but sometimes you don't have that much of your day to invest in what could be deemed as 'nothing.'

I don't think the situation of "two extended rounds in a row, followed by a wizard round where the wizard dies immediately, and no admins are on" is a very common one, however.

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I don't personally see a need to have to hardlock it. Worst case scenarion, someone calls it early and either an admin catches it and stops the vote, or the vote doesn't pass because everyone wants to keep playing and knows better - Or, there's the off chance that 2/3 of the people playing do want to end the round for whatever reason (I.e... The wizard died in 5 minutes and there's no admins on to fix the wizard/make a new one), and the vote does pass.

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It's a minor detail, but it's also not a feature that would be terribly difficult to add, unless I'm wrong. Simply a matter of replacing a [doDisplayVoteOption] by a if(time>2:00) [doDisplayVoteOption].


And it helps a bit. Not having to worry about cancelling votes called too early would be great, plus it gets the message across that you shouldn't start a vote until the 2:00 mark.

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Does it being a rare occurrence preclude installing prevention? If Ffrances is correct in saying that the addition is not difficult, then there really isn't a reason not to install it.

Not only does it negate admin/mod interference completely in terms of votes (Especially now that there is a "Last Vote" counter), it will handle the scads of new players who simply don't know the ruling of not calling a vote before two hours.

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Largely because there is no point to hardcoding something for the rare occurrence. Someone calling the vote early is rare.


Removing the verb for the first two hours is a little more tricky than an if statement.

That would also make people use the restart vote more because they can't see the normal option.


Unless we make it so that players are forced to play for 2 hours and then auto-vote every half an hour, with no option to restart.

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