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 Originally Posted by MadMojoMonkey
Thank you for these questions. They help me organize my ideas.
1) I want a fixed schedule, so people aren't caught with their metaphorical pants down by not knowing when things are happening. That's my primary motivation. The problem is that a week is not an even number of days, so if I want things to be regular, then something has to be off.
2) A 48 hour day is good for giving everyone a chance to post a couple/few times each day. At the same time, I think that a 24 hour night is generally enough, and there shouldn't be any trouble getting the night actions in on a Wed.
3) Activity on FTR goes down dramatically on the weekends. I'm guessing that the long night over the weekend is going to have a minimal impact, given the closed thread and expected low activity.
You're welcome! I'm gonna give my perspective on the points you raised, and then ultimately my thoughts on the schedule.
1) W.r.t. pants being caught down, imo this only happens when nights end prematurely. I think people are otherwise aware of day starts and the need to post/check-in regularly.
2) I personally waffle between 48hr days and 72hr days on FTR. There is no clearly advantageous length, and both have worked in the past. People generally agree that 24 hour nights is best. (Shorter messes with our foreign friends, longer is boring)
3) FTR-ers largely agree that activity is minimal on the weekends. I agree that there is less activity, but I am not convinced that the lull in activity has had a significant impact on our ww games. I'm probably wrong here, and im sure many players would appreciate weekends 'off' (though I know there is a minority who would prefer to have a game going).
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4) I hope what's improved is that the schedule is supremely predictable, allowing people a slightly lower stress game.
5)I may be wholly off base, but I believe that closing the game thread for the weekend is good for everybody.
6) As ever... if people think this mechanic is misguided, I can easily revert to the norm.
4) Rationally, this schedule would be 100% predictable. But in my experience, even the obvious needs to be explained quite a few times. Its new, different, and not the norm, so people will initially find it confusing. For example, I think hoopy had to explain the miller/cursed/toughguy roles several different times last game, even though the first explanation should have sufficed. Admittedly, this example involved roles more complicated than a fixed schedule, but the point stands.
5) It may be the having the game closed for the weekend is preferable and more beneficial than the alternative. I can't say, and there is reason to think this may be the case.
6) Its your game. Modding is an art form, there are many decisions/creations that are solely personal choice. Ultimately, you are the person who is modding it, you are the person who created it, and you are the person responsible for it. Its a commitment, and fuck investing that much time and not being master of the ship. So long as you stick to being fair, and making a game that is enjoyable for the players, nuances like scheduling and day length are up to you.
I question mechanics and give my opinion because I arrogantly believe my questions/opinions to be valuable or insightful. When I see a comment like this though, I worry that I am strongarming others to my viewpoint. This is not what I intend. The mod is the master of the ship. I'm just a crewman who occasionally likes to point out potential, but not insurmountable, icebergs.
 Originally Posted by MadMojoMonkey
7) I'm OK with locking in nights as Wed. and Sat. Making the days {Sun, Mon, Tue} and {Thu, Fri}.
Would that solve the disadvantage in the schedule from your perspective?
8) Would you prefer this, or do you think there is no advantage to a regular schedule?
7) I dont mean to suggest that a 24hr night and a 48hr night are necessarily bad. Just that people hate change, so when change is made it should be to improve.
8) If your goal is to prevent confusion over day/night start/end times, I think the fixed schedule idea is unnecessary to achieve that goal. Just fixing night length to a known duration each night would suffice. But if your goal is to make WW more eventful/enjoyable/something by eliminating potential weekend inactivity, the schedule may be able to accomplish that.
The problem, of course, is that a fixed schedule doesnt mesh well with the typical and random way day phases can end.
If the thread opened monday, and we quicklynch, then we are left with a loooooong night until Thursday. That would suck. Quick lynches arent usually common, but in a wacky crazy game, they could be. In effect, a quicklynch would cause most of the week to be night phase! (tue, wed, sat, sun).
The other way, where lynching doesnt end the day, gives power to the village. Its cliche', but a villager's strength lies with their vote. Lynches are their primary way of killing wolves, and the result of lynches often clears villagers and incriminates wolves. The option to lynch twice allows for the possibility that the second lynch will be led by a 'cleared' villager...who normally would have been nommed at night. (But then, whats to stop a string of several lynches? How many lynches are the village allowed to do before the wolves get to nom? If the lynches are quick, the problem of quick nights still persists. Will you, as the mod, be able to keep up with the lynches and post results promptly?)
But if day doesnt end, and multiple lynches cant happen, then thats identical to a talking night phase, and the problem of nights being far too long resurfaces.
Im unfamiliar with game types involving multiple lynches in a day. Ong or Baudib may know of formats which allow multiple lynches in a day, and they may be able to provide feedback on how mods have previously balanced around the power of a multiple lynches. I vaguely remember a game type were there is no wolf night kill, but i dont think that is popular here.
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