Posts: 24
Threads: 7
Joined: Jul 2014
BYOND Username: Moon Jesus
I feel like I get antag in streaks, and then I don't get it for like a whole month.
Example: Last night I got nuke ops. I could have bet my entire life savings that I would get antag next round. Guess what? Got vamp. I'm about 90% positive that next round I declare ready on I will get antag. Probably 1-2 more times after that, and then not get it for a solid month or two, depending on how many times I play in that timeframe. What gives?
I'm literally avoiding playing right now during low-pop hours because I don't want to be 3 crew changeling.
Posts: 1,323
Threads: 57
Joined: Jul 2016
BYOND Username: Mordent
02-26-2018, 11:14 AM
(This post was last modified: 02-26-2018, 11:15 AM by Mordent. Edited 1 time in total.)
The "streaks" thing is just the
clustering illusion.
Regarding low-pop antag stuff, I would be okay with adjusting the weighting of your antag-ness by something like:
Code:
change in effective rounds played = (num_players + constant) / divisor
e.g. if we set the constant to 10 and the divisor to 30, a round in which there's 20 players would count as (20+10)/30 = 1 round (so as now), but if there were 30 players it would be (30+10)/30 = 4/3, and 10 players would be (10+10)/30 = 2/3.
Not saying those numbers are right, but you get the idea. More players in the round means that the fact that you were picked counts "more", and less players in the round means the fact that you were picked counts "less".
Playing a low-pop round as the antagonist would affect you less.
Posts: 630
Threads: 33
Joined: Sep 2017
BYOND Username: Drago156
Character Name: Drago Kitterson, Frex Lutlie
I've noticed a pattern kinda like this, but not only is this an issue, even antag tokens can get fucked up! I used one a week ago, and didn't end up being antag, so I Ahelped it and was told that I was supposed to be a vampire. I did get rewarded being an antag with admin help but I think the antag selecting system may need to be redone
Posts: 252
Threads: 11
Joined: Jan 2016
BYOND Username: Haprenti
I'd like something along the lines of
Code:
min(1, num_players + constant) / divisor)
So that rounds with a large amount of people (which are more chaotic and where you can die more easily due to a greater amount of antags / miscreant behavior) still count as just 1 "round unit", while lessening the effects of low-pop round.
Posts: 274
Threads: 18
Joined: Nov 2017
BYOND Username: Eibel
Dumb question from the peanut gallery but, would crewmembers who have all antags turned off by default affect that algorithm?