[phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Undefined array key 7309556 [phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Trying to access array offset on value of type null Blitz Queue Trial (Closed) - Mafiascum.net
Post
Post #31 (isolation #2) » Sun Oct 18, 2015 10:10 am
Postby Rob14 »
Also I assume most mods will impose shorter activity window requirements, so for many players, total activity over a day may not go down much. Keeping in mind also the least active players are less likely to sign up for these. An activity requirement of one post every 24 hours, replacement after another 12 hours or three prods is not unreasonable.
Post
Post #120 (isolation #6) » Mon Nov 02, 2015 7:56 pm
Postby Rob14 »
In post 118, Equinox wrote:I won't begrudge anyone who wants to use the Blitz Queue for replacements, since we might as well test either method out.
I'm testing this out now. It does seem to be the best way imo. At the very least, we need a separate replacement thread for Blitz, since lumping them in with the normal replacements is not a good idea if we want the quick replacements that seem necessary to make Blitz work.
Might even be a good idea for mods to ask for one or two /in's beyond the amount of players in their game so that they have 1-2 replacements at the ready. This is standard on one other site I played at a long long time ago.
Post
Post #146 (isolation #10) » Wed Nov 04, 2015 2:09 pm
Postby Rob14 »
I like the idea of a mass rename, but I'd prefer it being done a little different:
Road to Rome --> Times Square (for obvious reasons; Times Square is the first place almost anyone visits when they come to NY)
Theme Park --> Broadway (I agree, big productions)
Blitz Games --> Wall Street (already discussed)
Queues --> Grand Central (obvious reasons, and why not have a named queue area!)
Post
Post #170 (isolation #12) » Wed Nov 25, 2015 12:00 pm
Postby Rob14 »
I think everyone who's played in/modded blitz games would agree that an extension is warranted, for what that's worth. In my first blitz game modded, there were some kinks, but the game ran well and I'd like an opportunity to try out some different rules/practices and see if things can run that extra bit more smoothly.
Post
Post #177 (isolation #13) » Mon Nov 30, 2015 3:27 pm
Postby Rob14 »
The biggest problem with running <72 hour games is the activity requirements. If you set a 24 prod timer in your setup, that only guarantees one post each day phase (one after the first 24 hours, then let time expire). I imagine you'd have to go higher on activity requirements (18 hours? 2 posts guaranteed; 12 hours? 3 posts guaranteed). How many players will be able to meet 12 or 18 hour prod timers with regularity?
At that point, it's better to just run a marathon. Which btw is an interesting possible use of this queue.
@Admin/list mod team: Is it allowable to run a game with extremely short phases (<1 hour) in this queue?
Post
Post #182 (isolation #14) » Mon Nov 30, 2015 11:01 pm
Postby Rob14 »
I'm a fan of the idea of 18 hours prod timers, personally, but player response to that idea has been poor when I've brought it up. To me, it makes perfect sense. Post when you wake up and before you go to sleep. Apparently, a good amount of players can't regularly fit that into their schedule (or don't wish to) based on the response I got to the idea.
@Xtoxm: I generally consider it undesirable for players to have to request prods. Moderation should take place in the background and players should be able to focus on playing, not checking the activity overview for which people need prods.
Post
Post #210 (isolation #16) » Fri Dec 11, 2015 6:36 am
Postby Rob14 »
I think we have to consider that the "sign-up time":"average playing time" ratio will be MUCH higher in blitz games by nature of the queue. Once the game starts, it moves quickly, but the queue appears to move no more quickly than any other queue. It could be the case that players are having more down-time between games relative to time spent in games, which means less alive slots across the site.
As an alternative metric, we could perhaps use total player slots in all games started in a month. That's relatively easy; you can just look at the queues. If that were tried and you did not see a similar decrease, then it would indicate the nature of blitz games is causing the "live slots" metric to fall rather than an actual decrease in the amount of games being played/the amount of people signed up for those games.
Post
Post #213 (isolation #17) » Fri Dec 11, 2015 6:55 am
Postby Rob14 »
It depends how you define activity. I would consider playing 3 blitz games vs 3 non-blitz games should be considered the same activity. One is just more condensed.
The way you define activity, we'd have to play substantially more games overall as a site in order to match the previous "activity", given that blitz games finish quickly. I don't think that's reasonable, but the opposite point-of-view is perfectly valid. I guess it depends what our goal is - games played vs players currently playing.
And then there's a third option for activity that can't be captured by any metrics - time spent by our players on-site playing Mafia. In that sense, one blitz is probably more activity than three non-blitz by virtue of the effort you have to put into a blitz to keep up. Difficult to measure that, of course.
Post
Post #218 (isolation #18) » Fri Dec 11, 2015 2:32 pm
Postby Rob14 »
There is a significant and troubling break from trend in the graph Zor posted even before the blitz trial. We normally see increasing activity in summer, but we didn't this year.
Post
Post #221 (isolation #20) » Fri Dec 11, 2015 11:22 pm
Postby Rob14 »
Another question to consider is whether the trial itself has had a permanent effect whether or not a blitz queue remains. I would consider running a game using blitz rules even if a blitz queue did not exist. I would not have done so prior to the trial.
Post
Post #231 (isolation #22) » Thu Jan 21, 2016 11:12 am
Postby Rob14 »
In post 229, SirCakez wrote:I think a barrier to getting new mods is the big wait time to being able to actually mod your first game. There's the three months on site requirement first, then you have to join either the Open or Mini Normal queue to mod your first game and both of those can take months to get through on top of the initial three month wait time. Joining the open queue right now to mod your first game looks pretty depressing because you'll be waiting 3+ months to be able to actually mod.
I agree with this, and I see no reason why we shouldn't allow someone to join the Normal or Open Queue when they're 6 weeks in with a note that says when they're available to mod (which would be at the three months mark).