WhiskTech / cywolf

evented, modular wolfgame for node
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Seer accidentally contacting safe after death #4

Open ned opened 10 years ago

ned commented 10 years ago

See same issue on lykos.

The problem

After they see a villager, the seer may choose to PM the villager to tell them that they're safe. However, if night ends immediately and the seer is killed, then it's a common issue that the seer will PM their safe after death.

This is against the rules but happens by accident all the time, simply because the seer may rush to inform their safe, not realising that they have died.

The solution

Players who use clients (such as irssi) that support a split notification window are able to see that they have died without switching back to the main channel—but many players don't have this option.

My suggested solution is to have lykos notify the seer that they have died, so that the seer does not have to switch back to the main channel before contacting their safe.

Furthermore, more often than not, I suspect this situation is due to the seer being the last night role to take action. In this case, lykos knows in advance that the seer is going to die and could customise the message. Indeed, lykos could choose not to inform the seer at all (e.g. “Sorry, you died before you managed to complete your vision”) which, although the safest option, might remove some of the fun as they continue to observe the game.

I've been playing this game off and on for a couple of years, and this has always been a problem. So it would be very nice to at least try to see if we can find a solution.

whiskers75 commented 10 years ago

I now notify all players when they die - as per your suggestion.

whiskers75 commented 10 years ago

It's unlikely I'll implement “Sorry, you died before you managed to complete your vision” as killing works by the wolf having a onDay function which does the kill, not any other way.