updated ops in endgame

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Post Post #25 (ISO) » Mon Jun 05, 2017 6:40 pm

Post by Frozen Angel »

In post 24, Ranmaru wrote:I think a link to the end game post is enough as that should have any links like that, but it's less of a priority.
all I'm saying is that the info should be SOMEWHERE

how is that a less priority.
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Post Post #26 (ISO) » Mon Jun 05, 2017 9:22 pm

Post by Ginngie »

Update OP or have no one ever play your games again :D
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Post Post #27 (ISO) » Mon Jun 05, 2017 9:24 pm

Post by Ginngie »

Personally I go all out when updating for a day flip or night flip. I'll have like 5 tabs open and each one is to do a task like post VC, update title, update flips in dead/alive, post flip, previous vote counts :P

I like hitting enter in the span of 20 seconds and having it all be ready so quickly :P
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Post Post #28 (ISO) » Mon Jun 05, 2017 9:25 pm

Post by Ginngie »

Also am I the only one that doesn't like it when a mod's vote count is plain text?
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Post Post #29 (ISO) » Mon Jun 05, 2017 9:30 pm

Post by Ranmaru »

In post 28, Ginngie wrote:Also am I the only one that doesn't like it when a mod's vote count is plain text?
How so? I dislike automated vote counts. My favorite mod
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Post Post #30 (ISO) » Mon Jun 05, 2017 9:31 pm

Post by Gamma Emerald »

I like vote counts that look nice
A good establishing piece is using color. You can use many other things to add flair, such as a different font.
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Post Post #31 (ISO) » Mon Jun 05, 2017 9:32 pm

Post by Ranmaru »

Same. Main reason why I enjoy Uite's style and have taken it as my own.
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Post Post #32 (ISO) » Mon Jun 05, 2017 9:33 pm

Post by Gamma Emerald »

In post 29, Ranmaru wrote:
In post 28, Ginngie wrote:Also am I the only one that doesn't like it when a mod's vote count is plain text?
How so? I dislike automated vote counts. My favorite mod
Actually I
love
Thesp's vote counter
I'm probably making it a point to use it in all future games I mod here
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Post Post #33 (ISO) » Mon Jun 05, 2017 9:34 pm

Post by Ranmaru »

Link me?
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Post Post #34 (ISO) » Mon Jun 05, 2017 9:34 pm

Post by Ginngie »

Oh, I mean those that don't use literally any features to enhance it. Like it's just base text and not bolded/italics/colored/area

stuff like that just looks nasty
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Post Post #35 (ISO) » Mon Jun 05, 2017 9:34 pm

Post by Ranmaru »

I agree with you then. Well, in that case it simply looks plain.
Last edited by Ranmaru on Mon Jun 05, 2017 9:35 pm, edited 1 time in total.
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Post Post #36 (ISO) » Mon Jun 05, 2017 9:35 pm

Post by Ginngie »

Like a vote count like this below


Vote Count 2.4
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Ram- Majiffy
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Post Post #37 (ISO) » Mon Jun 05, 2017 9:36 pm

Post by Gamma Emerald »

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Post Post #38 (ISO) » Mon Jun 05, 2017 9:39 pm

Post by Gamma Emerald »

For my first game I modded I tried manual VCs and they were HARD. They NEEDED multiple tabs so I could go through the thread and count each vote. Also doesn't help that I logged all players' wagons rather than ones that existed (basically listing even the people not voted in the segment of the vote count before not voting/no lynching
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Post Post #39 (ISO) » Tue Jun 06, 2017 3:25 am

Post by Ircher »

Manual VCs aren't too bad. Just quote the last one and make changes. I do it all the time.
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Post Post #40 (ISO) » Tue Jun 06, 2017 3:28 am

Post by Ircher »

And updating the op with all that info at endgame @ Frozen can easily take 45 minutes to an hour.
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Post Post #41 (ISO) » Tue Jun 06, 2017 3:41 am

Post by Frozen Angel »

In post 40, Ircher wrote:And updating the op with all that info at endgame @ Frozen can easily take 45 minutes to an hour.
I don't want them to in OP

I just want them outed

Out them during the game in a mod pt if you like

just make sure the info is there somewhere.
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Post Post #42 (ISO) » Tue Jun 06, 2017 3:41 am

Post by Frozen Angel »

and it will take literally less than 5 minutes for me. shrugs
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Post Post #43 (ISO) » Tue Jun 06, 2017 7:02 am

Post by mastina »

In post 27, Ginngie wrote:Personally I go all out when updating for a day flip or night flip. I'll have like 5 tabs open and each one is to do a task like post VC, update title, update flips in dead/alive, post flip, previous vote counts :P
I like hitting enter in the span of 20 seconds and having it all be ready so quickly :P
Believe it or not, for the end of the night phase, I actually do this.
I have at least two tabs for the modding PT, a tab for every PT in the game (any mafia PT, any neighborhood PT, and masonry PT), a tab for the dead PT
and
the spoilered dead PT, at least one if not two tabs for the game thread proper, and at least one if not two tabs for PMs.

It's just that I tend to have adapted a style where while I'm
fast
, I'm not quite as fast as I need to be especially if I'm opening day at a time players are actually online. (This might improve though now that I no longer need a proxy to access the site at home: because I no longer need to manually change urls, that's one less thing for me to type.)

I do have an idea to make my process even faster (it'd be much slower than it is if I didn't already use the back button when sending my PMs), which I intend to implement my next game as an experiment.

...Then again I do a LOT of stuff for my modded games and am quite thorough. Even in a flavorless game it takes me at least half an hour if not a full hour for so much as a MINI in ending the night phase because I have a lot I need to do. The full list is:
  1. Post the flip
    • Post the new day's deadline and how many it takes to lynch
    • Open the thread
  2. PM the players about day having started (also PM players with any relevant night action results)
  3. PM the dead players links to the dead thread and grant them access there to
  4. Announce the results of the night in all PTs (giving summary of mafia night actions to the mafia, letting them know about consequences e.g. with a member dead that said member can no longer post)
  5. Update the OP with the flips, with links to the flips, with the new thread title, with the new deadline, etc.
  6. Update the Game Links section, with links to the flips
  7. Update my signature to reflect the new day (because all games I run are featured in my signature with their current status)
  8. Usually, be ready to provide a votecount reasonably quickly because short of the game being in lylo, if anyone in my game is online, they're going to post and/or vote while I am fulfilling all the post-thread-open tasks.
All of this I have to do while ensuring I made no mistakes. (Something I can make, which terrifies me. For instance, not catching a mistake in results; sending the wrong PM to the wrong person.)
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Post Post #44 (ISO) » Tue Jun 06, 2017 7:10 am

Post by mastina »

In post 38, Gamma Emerald wrote:For my first game I modded I tried manual VCs and they were HARD.
Manual votecounts are not that hard if you use a simple trick:
Use a notepad file.
All my votecounts, I store in a notepad file. I update the notepad file after each and every vote.

This gives me TWO chances at minimum to catch any mistakes.

I probably have the most notoriously complex votecounts of any moderator on the site.
And most mods who try to copy me make the mistake of assuming that I quote the last VC and modify it. Yet quoting the last VC is a good way to introduce errors and makes it hard to fix existing errors. Make an error in a link, and then you have to manually fix that link. But if you use a notepad file, make an error in a link, that link takes less than ten seconds to fix.

Some time I should post on the forums an actual copy of the notepad file I store surrounded by code tags so that I show exactly what tricks I use where. There's a lot less effort involved than you think. Quite literally, the hardest part is getting it started, because once you've got the base, once you've got the foundation, it's taking like ten seconds to update each individual part. (The reason it takes me so long on my VCs is because even at ten seconds per part, there's like twenty parts per switch in vote. :P)
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Post Post #45 (ISO) » Wed Jun 07, 2017 1:18 am

Post by Gamma Emerald »

Is that how you can log the entire voting history?
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Post Post #46 (ISO) » Wed Jun 07, 2017 1:42 am

Post by Bulbazak »

I have a Word document that I use to keep the VC up to date, and I use an Excel sheet to track actions. At the end of the game, I'd do the flip and announce the winners first, go back to change the title and OP (with the flips and results spoilered), and then get to work putting together a post-game post detailing all the extra information, like actions and the like. It's a lot of work, but I think it provides the players the closure they're looking for.
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Post Post #47 (ISO) » Wed Jun 07, 2017 8:59 am

Post by mastina »

In post 45, Gamma Emerald wrote:Is that how you can log the entire voting history?
Yes it is. Voting history is something ridiculously easy to do/fix in a notepad file.
I fucked up tags? No problem, I can fix 'em, and then all consecutive VCs no longer have the issue.
I fucked up links? No problem, it takes me ten seconds to fix the link because post tags (which are what my VCs use) are easier to fix in the abstract than they are after the site actually codes them.
I fucked up by not properly recording a vote? No problem, I just insert the vote at the appropriate point.

One of the hardest parts about my votecounts is per vote, there are five places I have to note the vote: the votecount, the ghosting-style votecount (AKA, "changes from last votecount"), in the player's vote history, in the players being voted history, and the chronological voting history.

...Yet one of the easiest parts about my votecounts is per vote, there are five places I have to note the vote: if I fuck up one, it doesn't take me much to figure out how to fix it, because I've got potentially four other sources to tell me what I did wrong. So it's more painstaking, but also more thorough. (That being said: on average, about one in three of my votecounts still ends up with SOME error SOMEWHERE, just usually so minor as to be almost unnoticeable.)
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Post Post #48 (ISO) » Wed Jun 07, 2017 9:18 am

Post by Gamma Emerald »

I might try that in a future game. Thing is I'd do a basic votecount where there were no links and I'd have the logs contain links. I've had times I had to struggle with VCA because the links were in the main VC.
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Post Post #49 (ISO) » Wed Jun 07, 2017 12:21 pm

Post by mastina »

Btw also helpful for the process: I've begun recording past VCs in a word doc.

As in, I will post a VC.
I will record that VC in my current VC location/game links post.
I then copy the VC (after making sure I've corrected any errors) into the word doc I have, in the appropriate spot. (Note that I trim out the three latter voting extras and leave it as just the basic VC/ghosting VC though because otherwise I run afoul of mafiascum's character limit.)
And I keep this word doc up to date, doing this every single time for every single VC.

Said VCs are then readily available not only to me, but also to players. I'm still playing around with the best way to offer this service TO my players (you'll see me do different things in my next few modded games, some of which will be thanks to me stealing from nancy/Mathblade), but I've begun to do this because it makes documentation SO much simpler.
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