Type: Posts; User: Makaze
I don't see you in that game.
For those of you who like the infinite scrolling nature of other sites, there is now an option for this under General Settings -> Thread Viewing.
Infinite scrolling only works on threads as of right now.
Resolved the issues.
What browser are you using?
It is working for me...
It's under General Settings->Thread Viewing Options. A picture is in the OP.
You can now disable/hide the avatar placeholder boxes using an option under the User CP.
Done. It's a different thing in the top left.
The default has been changed to Enabled and the refresh rate has been changed to 5 seconds since most people will be refreshing near EODs anyway.
You can now see the number of new posts in the current thread by looking at the site icon. To change this option, go to the Show Unread Replies in Site Icon option in your General Settings under User CP.
The count will update every 5 seconds.
This probably still needs tested extensively to make sure GY access is granted at the correct time/not immediately for all types of death.
What kind of conditions?
I'm not clear on the full mechanic you are going for.
Why are you doing this?
Mechanical content is fundamentally different to me because of the impact it has on the game. It is not possible for a town to mistakenly think they read a red check. It is possible to mistakenly think something is a lie. Mechanical claims lock one as a wolf every time.
The words "high" and "low" feel wrong, since they can be misunderstood to correspond to effort or volume. "Heavy" and "light" would be better IYAM.
Overall, the concept is correct, but is is too rigid, to the point that it can lead to some faulty actions in the name of conforming to the mathematical standard.
Premise: Player A gets a red check on Player B.
Scenario 1: Player A posts the red check at the start of the phase and posts medium content throughout the rest of the phase.
Scenario 2: Player A allows the game to progress normally, producing medium content throughout the next phase. Player A withholds revealing the red check until the near the end of the phase.
Conclusion: The absence of heavy content in the first 80% of the phase can have a higher expected value than the presence of the same content for 100% of the phase. Ergo, the weight of heavy content is increased by waiting to contribute as long as possible.
This also seems misleading because of the certitude that mechanical information provides as opposed to someone slipping up. You can produce content that appears to "catch" the mafia, and it is meaningful, but it still relies on a flip. You will only convince some of the players. Because of this, the suspect has some wiggle room to argue their way out of it. They can change minds, including the mind of the one who caught them. But a cop check is mechanically certain. It changes the game. It can produce a certain elimination even if the content is presented close to the end of a phase. It requires little to no processing on the part of the readers. It will not be fought against except with a counter claim.
All other forms of being "caught" are fundamentally different. Do these fit in a different category, or are all non-mechanical catches medium by default?
Added 5 post increments to the options.
You can now reference vote history with a selection in a post using the [VH] tag.
You can generate these tags and copy them to your clipboard by clicking the Copy to clipboard a button when using a filter on the Vote History page.
The tag takes a selection to filter by voter, candidate, and phase [VH]VOTER_NAME;CANDIDATE_NAME;PHASES_NUMBERS_WITH_COMMAS[/VH]:
Grabs all vote by Makaze for Thingyman on Day 1 & Day 4.Code:[VH]Makaze;Thingyman;1,4[/VH]
You can leave some selectors blank, but must leave the semicolons, and must fill in at least one:
Grabs all vote by Makaze on Day 3.Code:[VH]Makaze;;3[/VH]
Grabs all votes for Thingyman on Day 2.Code:[VH];Thingyman;2[/VH]
I've copy+pasted large sections of the history screen before for this reason. It's something that would see some use.
Flake Moderation Updates
For a while, the flake moderation system has been a bit outdated and hard to keep track of. Having people not play the games they sign up for or failing to meet minimum posting requirements repeatedly is detrimental to the quality of our games. We are updating the way these things are logged and attempting to get at the heart of the issues.
Part of the change is involving the game hosts a bit more -- since you guys are the ones with the full context whenever these things occur.
Recent substitution changes
If you have hosted a game recently, you may have noticed that when you sub someone out through Modbot, a form will pop up asking you to submit a reason for the sub. As follows:
Using this information, we will then be able to follow up with the player if needed!
New Postgame surveys
Going forward, a new postgame survey link will pop up for the hosts at the end of the game. They will be asked the following questions:
- Were there any substitutions? If so, who had to be subbed out, and why?
- Did any players fail to meet your posting requirements? If yes, who was it and how did they respond to any prods?
- Were there any other problems / behavioral issues that you feel like we should know about?
Using this information, we should be able to get a better idea of what is happening in our games and how hosts think we can solve them.
You will get at least some feedback thanking you for your survey. We may also follow up on you regarding this information if further details are needed!
@Dawoodle + @Fatmo + @roro__b (Dobby) will be the flake moderators directly in charge of flake moderation, so if you have any queries about it, feel free to hit them up!