Comments (14)
I think the 2-3 second grace period is nothing more than a hack; in a non-IRC implementation the seer wouldn't be able to speak to anyone after death. The seer needs to see early and, if they're in contact, the harlot should avoid visiting until the seer has relayed their vision, effectively delaying the onset of day. That's the challenge.
After thinking about this problem some more, I'd like to recommend that in the special circumstance that (1) the seer is going to be killed and (2) the night would end as soon as the seer has their vision then night should end immediately, without waiting for the seer to see, which is redundant. In fact, this could apply more generally to other roles.
from lykos.
This could work, though probably a little tricky to implement. The only other roles this rule could apply to would be harlot and GA, but they're supposed to hint before acting. I'm not sure what you mean about a 2-3 second grace period hack.
from lykos.
Ending night immediately would only make sense on seer and possibly GA being targeted (since if they are targeted, the person they're guarding wasn't, so the guard doesn't actually make a difference there). Harlot visiting changes the outcome of wolves attacking them. I'm not sure about it even on the seer - wolves might change their mind. (So that would be a tiny buff to wolves, making it slightly easier to kill the seer. I think it would almost never have any effect, but it's worth noting.)
I do think changing the message for seer if they die as they get their results is worth doing. Bolded text saying they died but also still telling them what they saw would be my preference there.
from lykos.
if wolves could kill seer before seer gets to see, that would be a strong disadvantage in small games. The single wolf could go through the list killing people until they get the seer, at that point night ends. Basically, being wolf is just a rush to go through the list killing everyone as fast as possible, i'm sure seer would die in 4-6p games more than half the time
from lykos.
I didn't even think about small games! jacob1 is right of course, it would be a big change (for the worse) in games with only one wolf.
from lykos.
@jacob1 ah! You're right. Well then, I guess it comes down to whether we want to show the seer the result or not.
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"(e.g. “Sorry, you died before you managed to complete your vision” is likely the best idea, it's not like it is of any importance to know the roles when you are dead... it's also fool-proof.
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Comment by Chiyo-chan from 2014-02-22 17:40:03 UTC
Originally commented at https://github.com/lykoss/lykos-next/issues/1#issuecomment-35808740
I like the idea of the message being sent to the seer if they are killed.
For me, I don't see the message to the seen person as a violation of the sharing info after death rule as long as the message from the seer is with in a second or two (giving some space for lag) from the death being announced. If the message is sent within this time frame, the seer is not intentionally sharing the information after dying but anything longer would be.
from lykos.
I totally agree with Calinou. If the seer dies immediately after seeing, then a message such as "Sorry, but you died before you could complete your vision." should be displayed instead of the vision. It would be much better than spamming seers with PMs and pings.
from lykos.
+1 for Calinou's idea
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I do like knowing things though, It would be boring if you didn't get to see the outcome just because you were killed. Maybe it just append a "but you died before you could tell anyone the results of your vision" to the message?
from lykos.
Accidentally closed again.
"If you have a situation where both a fork and a parent repository are using issues, you should use the full name scoped path to reference an issue.
See #9 for more information about this problem. :)
(Or stop trying to close issues from commit messages in the fork)
from lykos.
is this still an issue? There are so many roles acting at night now, and small games are so rare, that it doesn't seem to happen very often, if at all.
If it is an issue, I recommend adding a check when seer sees, which calls a new function that checks if night ended (everyone acted), and in that case just append a small message to the results of their see. Which is basically what I suggested last time, just more specific now.
from lykos.
I personally don't think we need any technical changes for this, as anything we do won't actually fully "fix" the issue at hand here. Consider that seer sees, gets result, and wolf kills 0.5s after the result comes in. The fix proposed by jacob won't do anything in that case, and the seer can still pm after death. Hell, they can do that even if the wolf kills 30s after they see and they're being lazy/cheaty. Implementing technical solutions for social issues works some of the time, but this is not one of those times. The best solution I can think of is for people to be cognizant of the fact that something might slip in a split second after death, and if so they should avoid reading that message until after the game is over.
I recommend closing this issue out for real.
from lykos.
Related Issues (20)
- Start-of-day message happened even though game ended at night->day transition
- Change "You have not yet acted with all of your roles tonight" message back to 30sec before night ends
- lykos always responds in notices to commands issued in channel if the user isn't joined HOT 2
- Lykos doesn't ping previously-joined players after restart
- Clone wins if unturned and fool wins
- votes required to lynch counter doesn't take narcolepsy into account
- !abstain works d1 HOT 1
- werecrow can't pick a new target if the old one idles out
- Server mode changes not tracked
- Masq: vil lynched, WC turned, game ended in wolf win, WC didn't get the win
- Game doesn't end when fool is lynched HOT 1
- piper win condition seems to be broken HOT 1
- Wild child incorrectly turned into wolf and didn't get a win
- !roles shows internal role names
- Idle timeout message happened twice HOT 4
- VG is not told about swaps resulting from exchange totems, leading to confusion
- Master of Teleportation can act multiple times in one night
- !gstats counts Fool wins and Fool wins separately HOT 1
- Information leak swapping via exchange totem
- GA can end night by passing then guarding HOT 1
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