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Round chances

Posted: Tue May 30, 2017 9:55 pm
by oranges

Bottom post of the previous page:

we should reduce rev and gang and clockcult and cult chances so it's like both only take up one of the previous, as they're basically the same mode types

Re: Round chances

Posted: Sat Jun 03, 2017 3:25 am
by Cheridan
We should just set up round type voting exactly like we do map voting so that instead of being arbitrarily set by a human and needing to get tweaked very few months when people get sick of X or Y mode, we can get the roundtypes that the people currently online actually want to play

Re: Round chances

Posted: Sat Jun 03, 2017 11:05 am
by Grazyn
Cheridan wrote:We should just set up round type voting exactly like we do map voting so that instead of being arbitrarily set by a human and needing to get tweaked very few months when people get sick of X or Y mode, we can get the roundtypes that the people currently online actually want to play
this way there will never be wizard or blob or any "lone antag" mode because most people will obviously vote for the modes that give them better odds to roll antag

Re: Round chances

Posted: Sat Jun 03, 2017 11:21 am
by Nilons
Grazyn wrote:
Cheridan wrote:We should just set up round type voting exactly like we do map voting so that instead of being arbitrarily set by a human and needing to get tweaked very few months when people get sick of X or Y mode, we can get the roundtypes that the people currently online actually want to play
this way there will never be wizard or blob or any "lone antag" mode because most people will obviously vote for the modes that give them better odds to roll antag
This is not true because the lowest chance of antag is also normally the most individually fun. Its a lower chance of antag with a higher reward

Re: Round chances

Posted: Sat Jun 03, 2017 12:44 pm
by CPTANT
Nilons wrote:
Grazyn wrote:
Cheridan wrote:We should just set up round type voting exactly like we do map voting so that instead of being arbitrarily set by a human and needing to get tweaked very few months when people get sick of X or Y mode, we can get the roundtypes that the people currently online actually want to play
this way there will never be wizard or blob or any "lone antag" mode because most people will obviously vote for the modes that give them better odds to roll antag
This is not true because the lowest chance of antag is also normally the most individually fun. Its a lower chance of antag with a higher reward
Can't say I particularly enjoy being a wizard. Afte once or twice you have pretty much seen it all.

The antag I enjoy being the most is the good old traitor.

Unfortunately I rarely seem to roll traitor, instead I get to be nuke ops 1000 times a week.

Re: Round chances

Posted: Sat Jun 03, 2017 2:19 pm
by Oldman Robustin
Cheridan wrote:We should just set up round type voting exactly like we do map voting so that instead of being arbitrarily set by a human and needing to get tweaked very few months when people get sick of X or Y mode, we can get the roundtypes that the people currently online actually want to play
I agree, with the caveat that I really do not trust map voting in its current form.

It should be set up like the current mode weight, everyone ranks their preferences and then someone comes up with a fair way to apportion the rounds based on the rankings.

Re: Round chances

Posted: Sat Jun 03, 2017 4:32 pm
by ShadowDimentio
Have the round chance thing work like a raffle where each person gets to put a mode into a hat and then one gets pulled out, that way the mode the most people voted for is the one most likely to happen but the other modes are very possible too.

Re: Round chances

Posted: Mon Jun 05, 2017 5:00 am
by Screemonster
How hard would it be to tweak the odds into categories and just have odds/voting for that rather than a specific roundtype?
Dump all the conversion modes into one big pot and if that category gets picked, it'll pick out of cult/gang/clockcult/rev.
Traitor/traitorchan/IAA would be another category of nonconversion antags hidden among the crew.
Blob/Wizard/Meteor/ops for "crew band together against some external threat" modes.

And do the raffle thing Shadowdimentio suggested.

Re: Round chances

Posted: Mon Jun 05, 2017 4:31 pm
by Oldman Robustin
ShadowDimentio wrote:Have the round chance thing work like a raffle where each person gets to put a mode into a hat and then one gets pulled out, that way the mode the most people voted for is the one most likely to happen but the other modes are very possible too.
Because that can allow for modes that are noxious for most of the playerbase because a handful of newbies or terrible people want to see a round in action.

The system should accounts not just for what players like but what players DISLIKE. We shouldn't accomodate one person's desire for VERY RAGIN BULLSHIT MAGES if it causes 50% of the server to disconnect.

By allowing for negative votes/ratings to influence the balance we get something thats better for the server. It would need to be finely tuned though so that it doesn't extinguish a mode entirely just because its one of the more unpopular ones. The weighting system would need a fair deal of "reality checks" to see if it truly reflects the player's wishes, example: We switch to the ranking system but for the next month it essentially removed blob from rotation, we should poll the players to see if they truly desire no blob rounds and if they clearly still want SOME blob rounds then we have to change the algorithm to reduce the effect of negative votes.

It will take months of tuning but once it becomes a fair reflection of the player's wishes it will be a far better tool than the current system. If a PR goes through that drastically changes a mode, players can immediately give their reaction and not only mitigate the effects of bad changes by making them appear less, but also give feedback to coders that the change clearly wasn't well-received.