How do we want to present the replacement information? Should replace-ins also be factored into a replacement score?
If so, how? Two raw counts: One for replacing in and one for replacing out? Or something weighted, where some number of replace-ins offsets a replace-out?
How should replacing in and then replacing out of the same game affect a replacement score?
I think part of the issue is also that deadlines donāt set good enough expectations for player activity because the default people go by is āat least 1 post every prod periodā and part of why games can get potentially unfun for some people are when they are expecting different amounts of avg posts or time spent per day.
We could roughly define some some nonbinding terms such as:
āleisurelyā (1 of 2 posts a day OR time t_1 spent per day)
āactiveā (2<n<10 posts a day or time t_2 spent per day)
āvery activeā (>10 posts a day or time time t_3 spent per day)
just so people can get a sense of what activity other people are going to put in. Obviously a game wonāt be 100% filled with people from the same activity bucket but itās just another additional piece of information for people to see if they want to sign up for a game.
A lot of the solutions Iām proposing are just based around encouraging players to spend a little bit more time and think before and when theyāre signing up for games. Itās probably worth making the sign up phase last a little longer and a little more involved if it leads to less replacements and a generally better in-game experience.
LOL, weāre no better at it really, but there are lessons to be learned from my āhomeā site of http://mindromp.org/. Sometimes our sign-up threads go on and on, sometimes even after the game is over, and sometimes turn into something else entirely. Drives OCDs bonkers.
Where are we at on putting trackers on all the game devices, and little electric shock implants on members?
This should have occurred to me much sooner than it did. When I mod a game, Iām going to request that players tell me the best way to get in touch with them for prods and other communications. I think taking the guesswork and delays out of the prod process could make a big difference in replacement needs.
that should be obvious, yeah. tbh i would probably forget a bit if i didnāt leave a lot of tabs open by default. the ajax updates are useful and iām used to checking for tab title changes with sites like SO anyway
I am perfectly happy for PMās to go to my email.
I know PMs are connected to my email on other sites.
Would NOT nesseccarily want a PM everytime I am quoted.
But using my email as a prod, to tell me that a game in signup that I sign up for is now starting, that I have received my role PM. All these kind of things I am happy for the Mods to be Emailing me.
Can it be connected as it seems to be on other boards? I mean I am sure it can, but this site seems to PM for everything, can it be tied to Just the PM function?
Well, if someone signs up to a game, I think they should be prepared to be contacted if they donāt show up. It is a part of the scheduling question you want to ask people.
Are sure you have time for this game?
Can we contact you when the game is starting?
What is the best way to contact you?
I wonder about this. Post activity can be dictated by playerbase, game state, role, and alignment. So far at least in the games Iāve played, activity hasnāt been a problem.
The nice thing about playing games here has been that the amount of posting has been reasonable as oppose to mafiascum where the massive amounts of useless clutter from hyperposting made games unplayable.
Itās been a HUGE problem, game-breaking problem, imo, in most games Iāve played here so far, so I donāt know whatās up with that. I hope it gets āfixedā soon.
Iām afraid I agree with pyx, player inactivity has spoilt the games to the point of game-breaking.
Along with subbing in and out, how can there be any sense of a team win or lose?