Open Queue is dying Help

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Post Post #75 (ISO) » Mon Jun 24, 2019 1:30 pm

Post by nomnomnom »

if you kill the queue you should allow first time mods to run some games in another queue because the normal queue can get pretty clogged at times.
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Post Post #76 (ISO) » Mon Jun 24, 2019 1:35 pm

Post by TemporalLich »

In post 74, popsofctown wrote:You could put like 8 open setups in the queue at the time and allow players to /in and specify which of those setups they'd be willing to play (are they turned off by mountainousness, multiball, investigatives? Depends on the sensibilities of who happens to be around the queue).
The /ins could be understood to be automatic /outs if a setup they inned for fills. Then that setup is assigned a mod and people play it. That shouldn't fracture or segment the queue it should create consensus.

Killing the open queue isn't a terrible idea tbh.

The open queue is the only queue that is not a disjoint category from all the other queues as far as I know. It's the only one that creates overlap.
would moderators be able to /in to mod with preferences toward setups (with a generic "/in to mod" being no preference or a preference to any setup)?
In post 75, nomnomnom wrote:if you kill the queue you should allow first time mods to run some games in another queue because the normal queue can get pretty clogged at times.
yeah, I wish... mini theme sounds awesome but balance is a thing I don't have a grasp on
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Post Post #77 (ISO) » Mon Jun 24, 2019 1:39 pm

Post by Ircher »

Micro normals should be allowed for new moderators. The balance is imo arguably easier for micro normals than mini normals.
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Post Post #78 (ISO) » Mon Jun 24, 2019 1:47 pm

Post by callforjudgement »

In post 77, Ircher wrote:Micro normals should be allowed for new moderators. The balance is imo arguably easier for micro normals than mini normals.
They are, you just have to run them in the Normal queue rather than the Micro queue.
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Post Post #79 (ISO) » Mon Jun 24, 2019 1:55 pm

Post by Ircher »

I meant in the micro queue.
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Post Post #80 (ISO) » Mon Jun 24, 2019 3:47 pm

Post by popsofctown »

In post 76, TemporalLich wrote:
In post 74, popsofctown wrote:You could put like 8 open setups in the queue at the time and allow players to /in and specify which of those setups they'd be willing to play (are they turned off by mountainousness, multiball, investigatives? Depends on the sensibilities of who happens to be around the queue).
The /ins could be understood to be automatic /outs if a setup they inned for fills. Then that setup is assigned a mod and people play it. That shouldn't fracture or segment the queue it should create consensus.

Killing the open queue isn't a terrible idea tbh.

The open queue is the only queue that is not a disjoint category from all the other queues as far as I know. It's the only one that creates overlap.
would moderators be able to /in to mod with preferences toward setups (with a generic "/in to mod" being no preference or a preference to any setup)?
In post 75, nomnomnom wrote:if you kill the queue you should allow first time mods to run some games in another queue because the normal queue can get pretty clogged at times.
yeah, I wish... mini theme sounds awesome but balance is a thing I don't have a grasp on
For the most part I think the mods should be able to break ties but need to be willing to run any of the set of 8
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Post Post #81 (ISO) » Mon Jun 24, 2019 3:51 pm

Post by the worst »

i'm amazed how long a black flag nightless game takes to fill tbh

why do people opt for non-open games? i think that's more pertinent than considering why people strongly prefer open setups. noted e.g. a la ircher some people miss the opportunity to solve via setup spec.
who's scum? i haven't read up yet but like, it's me
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Post Post #82 (ISO) » Tue Jun 25, 2019 4:47 am

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In post 48, FakeGod wrote:B. Bob is my street contact, a.k.a. Western Aang

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Post Post #83 (ISO) » Tue Jun 25, 2019 4:54 am

Post by popsofctown »

In post 81, the worst wrote:i'm amazed how long a black flag nightless game takes to fill tbh

why do people opt for non-open games? i think that's more pertinent than considering why people strongly prefer open setups. noted e.g. a la ircher some people miss the opportunity to solve via setup spec.
I'm not sure what you're saying, are you saying we should try to figure out why people are preferring he closed queue over the open queue? I don't think that's what's happening. I think people are opening the queue and hoping for the kind of stuff we have fire all the time and seeing stuff that won't ever fire instead.

A nightless game is not something I'm in a hurry to join, too much of the beauty of mafia is in the factional NK.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #84 (ISO) » Tue Jun 25, 2019 4:56 am

Post by popsofctown »

And that's exactly the kind of specific preference that I think fractures the queue and makes games not fire. Otoh I will enjoy very borderline mountainous games some people would almost never join. (Maybe that's not a great example because black flag mountainous is kind of vanilla. I tolerate setups that have one dominant PR, how about that)

In the closed queue the compromise is seamless, nobody knows what they are actually getting into. Open queue is the queue that has to have "not gluten free " plastered on the package. If the fair notice for cult/jester requirement was extended to a couple hundred additional characteristics in the normal queue rules I bet the firing speed would be much more similar
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #85 (ISO) » Tue Jun 25, 2019 4:59 am

Post by RadiantCowbells »

NK makes games take very little skill as scum

It's too easy when you can just kill all the good players
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Post Post #86 (ISO) » Tue Jun 25, 2019 5:19 am

Post by popsofctown »

I find the decisionmaking process in choosing the nightkill really interesting. LLD listed out like five different things you could think about in that other thread. I don't think it's impossible that with that decisionmaking comes a tool that's too powerful for a team that gets to wield it, so that it's a less interesting world overall, like what would happen if you unban Ponder in magic, or like that variant of chess where whenever you capture a piece, you get to convert it to your side and pick anywhere on the board to deploy it, fun to choose but then you snowball even further ahead.

For now I feel plenty bad enough at mafia to not directly experience those balance concerns and I feel like NKA spec is fun and performing NKs is fun
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #87 (ISO) » Sun Jun 30, 2019 5:38 pm

Post by NotAJumbleOfNumbers »

In post 81, the worst wrote:i'm amazed how long a black flag nightless game takes to fill tbh
we ran a grey flag, not a black one
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Post Post #88 (ISO) » Sun Jun 30, 2019 9:47 pm

Post by the worst »

In post 87, NotAJumbleOfNumbers wrote:
In post 81, the worst wrote:i'm amazed how long a black flag nightless game takes to fill tbh
we ran a grey flag, not a black one
my bad.. :lol:
principally the same/very similar
who's scum? i haven't read up yet but like, it's me
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Post Post #89 (ISO) » Mon Jul 01, 2019 5:30 am

Post by NotAJumbleOfNumbers »

In post 88, the worst wrote:
In post 87, NotAJumbleOfNumbers wrote:
In post 81, the worst wrote:i'm amazed how long a black flag nightless game takes to fill tbh
we ran a grey flag, not a black one
my bad.. :lol:
principally the same/very similar
biggest difference here is that scum gets a NK after a scum gets lynched
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Post Post #90 (ISO) » Sun Jul 21, 2019 9:16 pm

Post by Dunnstral »

I play open setups but if I don't like a specific setup I won't play in it, if nobody likes a setup and it sits in queue for 2 weeks with 3/14 players or something then it's no wonder games aren't filling
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Post Post #91 (ISO) » Fri Jul 26, 2019 4:47 am

Post by chennisden »

I think it's coming back to life
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Post Post #92 (ISO) » Mon Jul 29, 2019 10:36 am

Post by chennisden »

EVERY QUEUE IS DYING HELP
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Post Post #93 (ISO) » Mon Jul 29, 2019 10:42 am

Post by MaryJoLisa »

Why?
The Oxford comma is only technically optional.
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Post Post #94 (ISO) » Mon Jul 29, 2019 10:46 am

Post by Ircher »

What evidence do you have?

As tfar as I can tell, the (mini) normal queue and the newbie queue seem to be doing well. I think the time of year is why the newbie queue's SE and mod backlog emptied. That's easily rectified though.
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Post Post #95 (ISO) » Wed Jul 31, 2019 11:16 pm

Post by 0verki11 »

In post 23, Creature wrote:
In post 21, RadiantCowbells wrote:You mean a townsided queue?
Town of Salem
Town of Salem forums actually has a townsided queue as well.
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