Roger Hicks on Fri, 14 Dec 2007 09:35:01 -0700 (MST) |
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Re: [s-d] [s-b] My RP: Set everything. |
On 12/14/07, Daniel Lepage <dplepage@xxxxxxxxx> wrote: > When this arises, you have to take some time no matter what. It's > unreasonable to expect any player to check his/her email more than > once a day, and even that's a stretch sometimes. This means that no > matter how you set it up, formally asserting the validity of an action > will take at least four days: > * The action is taken > * Up to 24 hours later the Minister refutes the action > * Up to 24 hours later the actor CFJs it > * Up to 24 hours later the Oracle assigns the CFJ > * Up to 24 hours later the Judge rules > > And if it's a very serious question, that has to be answered before > the game can go on, then you declare a State of Emergency and speed an > RP through. This is precisely why my version of section 0 has short- > circuiting - In the event that something stupid stops the game, we > should all be able to simultaneously hit our panic buttons and vote > for somebody's Finalized RP, so that the emergency starts and stops > virtually instantaneously. The whole thing could happen in under a day > if enough people are online at the right times. > So resolving a minor ambiguity takes a minimum of 4 days, but resolving a game-stopping state of emergency takes only one? I agree with your comments regarding consultations. Consultations should not be made unless the validity of an action is actually in question. However, the problem here lies with players calling for Consultations when they shouldn't. Neither your system nor mine addresses that. The invalidity system I set up with the last RP really has nothing to do with the nature or duration of consultations. It's purpose was to maintain a defined gamestate during them. Sure, ambiguities need to be solved by consultation, and I agree that it takes time...not only for the judicial system to process it through, but for players to make comments and arguments for and against their positions. However, the problem arises when the gamestate is undetermined during this time window. Spending 4-7 days in a quantum state waiting for an answered consultation to become pondered is problematic. It either paralyzes the game (because everyone is unsure what actions will be valid) or in the most recent case leads to an undeterminable gamestate (because everyone goes ahead and takes actions that may have questionable validity without waiting for the answer). Under the invalidity system implemented in the last emergency (if the bugs are removed) the gamestate can always be determined to within one day of present. Ambiguity can be resolved through consultations & oracularities while still maintaining a definite gamestate through the entire process. When the consultation and corresponding oracularity become pondered, no one has to go back and sort through the mess of actions within the last week to determine which of those actions were legal and which were not. The calling of frivolous consultations is a problem, and I fully agree on this issue. Players should exercise prudence in selecting when to call a consultation. Let's look at each of the consultation categories you mention above as they relate to both the old system (prior to the first emergency) and the new system (put into place by Billy Pilgrim/my refresh proposal): 1) Consultations about mistakes. OLD: As long as everyone agreed that the action was clearly not legal, there wasn't any issue here. The caller of the consultation shouldn't have submitted it because the rules are clear. However, if even one player believed that the action might possibly be legal, then there was no clear way to determine it's validity except through a consultation. NEW: These type of consultations should never arise. If an action is clearly in contradiction with the rules, it will quickly be declared invalid. The actor can then call a consultation only if they truly believe the action is indeed valid. 2) Consultations answered by the rules OLD: These typically didn't pose much of a problem since players usually formed a consensus on this long before the consultation was pondered. NEW: Not much change. Players can still call these types of consultations even though they are unnecessary. This issue really has to do more with the experience level of the playerbase and less with the rules. New Players who don't have a firm grasp of the rules (or of Nomic in general) are typically the ones who submit these consultations. 3) Redundant Consultations OLD: This was a flaw in the old ruleset. On contested topics where opinion was split (such as new player registration) the result of a consultation often corresponded to the personal opinion of the priest. The easiest way to overturn the precedent of a previous consultation was to call a new one with essentially the same subject matter in hopes that a more favorable priest might be assigned. Consider the Primo Corp incident as an example. Primo registered and was declared to be a player in the first round of consultations. However, the players who were opposed to this continued to submit similar consultations until they found a priest who would agree with them and remove Primo's playerhood. NEW: Strengthening Oracularities and removing stare decisis was an attempt at lessening the above problem. The decision of the priest would be written into the rules via Oracularity thereby creating a clear boundry for future consultations. Players seemed to pay little attention to the results of past consultations (which are supposed to guide gameplay), probably because their results are not clearly stated and organized with the rules. With an Oracularity, the results of a consultation are placed directly into the ruleset, making it far more contradictory (in the minds of players) for a future priest of a similar consultation to override them . 4) Stupid Consultations OLD: In all fairness, there weren't many of these. However at that point B had a fairly mature (experience-wise) player base. NEW: This is unchanged. Newer players tend to call these types of consultations because to them it is new. To more experienced players who have seen it done many times before, it is boring. I expect to see a drop in these types of consultations as the flood of new players become more experienced. 5) Genuine Consultations This wasn't on your list, but was implied. These are the types of consultations we want. Consultations that address actions that are clearly ambiguous. OLD: As stated above, these left the gamestate in a state of confusion for about a week (4 days to have it assigned and answered, plus another 3 days before it become pondered). This worked marginally well when activity was low, and the playerbase was experienced enough to wait for the answer before trying further questionable actions. With the influx of new players and the corresponding rise in activity, it quickly fell apart. NEW: I already described this above, but the new system (if the bugs are corrected) maintains a definite gamestate to within a day. BobTHJ _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss