2026 TWG Rules Thread

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  • thesunfan
    replied
    Re: 2017 TWG Rules Thread

    I agree that that plan is too complicated really
    again, I don't think a single plan is going to really solve this issue

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  • ShadoWolfe
    replied
    Re: 2017 TWG Rules Thread

    Originally posted by YoshL
    too complicated, just don't sign up if you're not going to play simple gg no re
    Lol I wish, but you know as well as I that circumstances change, some people have difficulty honoring their commitments, and that there's a lot of wolves who like to "play" by being inactive.

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  • YoshL
    replied
    Re: 2017 TWG Rules Thread

    too complicated, just don't sign up if you're not going to play simple gg no re

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  • ShadoWolfe
    replied
    Re: 2017 TWG Rules Thread

    Soonfun's saying he'll start killing grandmas if we make him have to deal with each case individually.
    I happen to like my grandma.
    I say we "mod" "kill" sunfan for the safety of grandmas everywhere.
    ------------------------------------

    Speaking of killing mods combating inactivity, modkills need to be exercised more consistently and enforced more strictly. Post reqs should be implemented in tiered subphases, especially for longer dayphases. What I mean by that is, say, for a 72hr D0, you'd have a specific postreq for the first 24 hrs, another postreq for the second 24hrs, and a third postreq for the last 24 hrs.

    The requirements per subphase could differ or stay the same, dependant on mod-choice. For example, postreqs could look like:
    D0(1/3) is 10 posts, any content
    D0(2/3) is 5 content-heavy posts, 10 content-normal, or a combination of the above.
    D0(3/3) is same as 2/3.

    By splitting longer phases into smaller subphases for postcount, mods can more easily enforce activity. If a player fails to meet the postreqs for any three consecutive subphases, or fails to meet the postreqs for a total of five non-consecutive subphases, then that player is immediately subject to a modkill.

    To avoid wolves from taking advantage of this by deliberately waiting until right before a modkill before replacing:
    If a player wishes to replace out, they must notify the mod prior to the start of their final subphase. For example, if a player failed to meet the postreq for 1/3 and wishes to replace out, the mod must be notified before the 48hr mark passes (end of 2/3)
    Alternatively, mods may prefer to simply refuse replacements players with two consecutive subphase postreq failures, or three/four non-consecutive subphase postreq failures.

    This way, postreqs are implemented in a way that allows for consistent activity in the game, with consistent (no-exception) modkills for inactivity. The exact details could use some fine - tuning, but I think it'd be a good system to implement after working them out. Thoughts?


    EDIT:

    To clarify, I think subphases should always be 24hrs in full-sized games to allow for every possible time in a day for someone to be able to meet the subphase requirements.
    In 48hr phases, there would be two enforceable subphases within each day phase, each with their own postreqs (dependent on modchoice).

    Also, when someone fails to meet the postreq for a subphase, they would be notified and given an updated count of their failures/subphase participation.
    Last edited by ShadoWolfe; 01-4-2017, 02:41 PM.

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  • inDheart
    replied
    Re: 2017 TWG Rules Thread

    everyone would be busy finding "legitimate" reasons to sub out that you might notice a lot more deaths in the family because that's a go-to thing

    think the phrase comes from academia

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  • Charu
    replied
    Re: 2017 TWG Rules Thread

    thesunfan, ya got some explainin' to do, bucko!

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  • Charu
    replied
    Re: 2017 TWG Rules Thread

    The hell is a dead grandma in this context?

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  • thesunfan
    replied
    Re: 2017 TWG Rules Thread

    I worry that if we deal with them in a case-by-case basis, we'll start dealing with a lot more dead grandmas, but I hope that I'm wrong about that

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  • YoshL
    replied
    Re: 2017 TWG Rules Thread

    i dislike bans for unforseeable circumstances. replacements aren't always like, "oop this person literally stopped caring about the game, time to replace", and it's also partly due to like "fuck, something happened" or "unforseen business makes me physically incapable of playing twg lest i like, lose my job or something"

    exaggerations ofc but at the same time, I think the main offenders of people who sign up and stop playing are pretty apparent as it happens multiple times, consistently usually. Possibly a more reactive than proactive solution is like the "best" to objectively deal with people going afk

    that being said, a proactive solution, if there's like, a non-intrusive one, would definitely take priority over a reactive solution, simply because stopping the inactivity before it starts works so much better. So i do agree that currently, the best thing is post requirements. Maybe even just, more smaller games potentially if attention spans are getting nuked over the course of longer 13+ player games? idk

    also as an aside - something to the effect of death posts only occuring when you had no ability to mechanically post prior to your death (nightkilled or something) and within like, 12 hours of the death seems reasonable? (2-4 for turbos i guess?)

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  • AragakiAyase
    replied
    Re: 2017 TWG Rules Thread

    we could also do the whole ban if replacement thing, even if it's just the one game penalty

    hasn't been enforced in a while iirc

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  • thesunfan
    replied
    Re: 2017 TWG Rules Thread

    I like the possibility of minimum post requirements being up to the mod.

    because there was a silencer in the FE game, it made sense not to have a minimum post requirement. not something I want to put in my future games, but it made sense at the time.

    I could see it being something that a mod doesn't want to have in their game for one reason or another.

    I like the state that minimum post or activity requirements are at right now. They are in almost all FFR games, and I think mods do a good job for the most part replacing people out quickly and shit. I don't think there is a way to solve inactivity. It plagues literally every TWG forum and subforum on the internet. It sucks. I don't think minimum post requirements being a requirement for games in FFR will ever come close to fixing this. I think it will help, but I want it to be up to the game mod if at all possible.
    Last edited by thesunfan; 01-4-2017, 12:21 AM.

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  • AragakiAyase
    replied
    Re: 2017 TWG Rules Thread

    yeah inactivity sucks a lot

    modkilling inactive players is a solution but it sucks

    I do think minimum contentful post requirements should be instituted if nothing else

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  • inDheart
    replied
    Re: 2017 TWG Rules Thread

    Originally posted by j-rodd123
    Minimum post requirements duhhh
    he just tried it in a game (CLXI), i think he knows
    as did i over on MU

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  • Xiz
    replied
    Re: 2017 TWG Rules Thread

    Originally posted by roundbox
    Inactivity is one of the things pushing me away from playing TWG on here because it really does ruin games.
    This

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  • Xiz
    replied
    Re: 2016 TWG Rules Thread

    Originally posted by thesunfan
    I would like input on this.
    I'm for it.

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