New antagonist policy - repealed

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Wyzack
Joined: Fri Apr 18, 2014 11:32 pm
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Re: New antagonist policy - repealed

Post by Wyzack » #51850

Bottom post of the previous page:

Wait frag, did you really just try to argue that greentexting as a traitor is more important than making a fun round? Do you realize how anti fun that is? Obviously the same does not apply for team based antags, but i have literally never seen someone present that argument for traitor/ling objectives so bald-faced before. I will take the gimmick murder traitor over the magboots>kill time/hide>greentext traitor any day.
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paprika
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Re: New antagonist policy - repealed

Post by paprika » #51851

Gimmick murder traitors are literally only fun for security, and while I play security a lot and relish the challenge of a robust traitor, him easily murdering 50 people who weren't even in the way just because he could is totally bogus and you know it
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Re: New antagonist policy - repealed

Post by miggles » #51883

please just leave summon rounds alone thats all i want tbh
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Wild Bill
Joined: Fri Apr 18, 2014 5:14 am

Re: New antagonist policy - repealed

Post by Wild Bill » #51886

Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).

These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt

I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).

Just food for thought.
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fleure
Joined: Tue Apr 15, 2014 2:50 pm
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Re: New antagonist policy - repealed

Post by fleure » #51896

Wild Bill wrote:Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).

These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt

I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).

Just food for thought.
Doesn't goon have some kind of automated implementation of something like this?
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cedarbridge
Joined: Fri May 23, 2014 12:24 am
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Re: New antagonist policy - repealed

Post by cedarbridge » #51897

fleure wrote:
Wild Bill wrote:Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).

These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt

I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).

Just food for thought.
Doesn't goon have some kind of automated implementation of something like this?
Sorta, but its gamey and tied to kills and SA membership status
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DrPillzRedux
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Re: New antagonist policy - repealed

Post by DrPillzRedux » #51909

cedarbridge wrote:
fleure wrote:
Wild Bill wrote:Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).

These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt

I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).

Just food for thought.
Doesn't goon have some kind of automated implementation of something like this?
Sorta, but its gamey and tied to kills and SA membership status
I'm just speaking as a goon mentor but uhh that's not a thing as far as I know in all my years of goon.
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peoplearestrange
Joined: Tue Apr 22, 2014 12:02 pm
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Location: UK

Re: New antagonist policy - repealed

Post by peoplearestrange » #51934

Seeing as this policy has now been repealed and is no longer in effect I'm locking the thread.
If you believe this to be in error please PM.
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