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James Benjami joined the community
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Kyphis the Bard reacted to a post in a topic: Popularity Voting - Post Announcement 6231
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Popularity Voting - Post Announcement 6231
Ivorak replied to Kyphis the Bard's topic in General Forum
I like this proposal. It solves the problems of 1) the same votes always going to the same players, and 2) having to decide which player to "dislike" when there are no active players in the list who I actually dislike (I usually end up choosing at random amongst the player names I don't know well, which I'd prefer not to be forced to do, especially since sometimes those might be newer players). I would also like to bring attention to the karmic cantrips proposal I wrote up at https://miscellaneum.wordpress.com/2023/03/19/popular-≠-interesting/ (section at the end, quoted below). Could be a standalone alternative, or the cantrips (and the reasons given) could be included along the player names as context. This could help with creating a more timely reputation system as well (e.g., I could vote based on the ratio of blessings to hexes a player has received in the past month, and whether or not I agree with the reasons given, rather than a long held grudge or rather I think they picked a cool name at the time of account creation, etc.) -
Ivorak reacted to a post in a topic: Popularity Voting - Post Announcement 6231
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nadrolski reacted to a post in a topic: Popularity Voting - Post Announcement 6231
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The recent changes to the popularity poll made in Announcement 6231 have, to my perspective, made the popularity poll even more frustrating to engage with. I've personally never liked the idea of giving a "disliked" vote to someone, and feel like I'm arbitrarily downvoting people because I have no option not to. To combat this, I'd like to propose a change to how the votes are actually carried out - instead of voting one person up and one person down, why don't we use a ranked voting system? Pick three names from the list, and place them in the order of most liked (value of say 3 to the first choice, two to the second, and 1 for the third). I do recognize being able to say you dislike someone is valuable, so we could perhaps also have an optional option to rank upto three people negatively (-3 through -1), with the option to not fill out all three slots (so you might vote -3 for one person, -1 for another, and leave -2 blank but the system still accepts it as complete). Thoughts? Something like that would probably take slightly longer to complete, but only by a few seconds and we'd no longer have to say we don't like people that we in reality just don't have an opinion on (while still having the option to express our selves if there are actual issues in the community). Does anyone have alternative ideas on the popularity voting?
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Kyphis the Bard reacted to an answer to a question: What is a bestiary?
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Oh man, I should have read your reply here before doing anything else, Ledah. I just did the sacrificing traditional way, directly sacrificed a 3,000 days old creature on an altar, and I was like "What the". That process you mentioned still works. Poor me.
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nadrolski reacted to a status update: Love Y'all my Friends ❤️
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Player name: Vahr Player ID: 262342 Browser: Safari Operating System: IPhone Importance: Low/Med Importance Description - After voting on the popularity poll page, I am sent to a page that says something along the lines of: “Action reported. If this is an error, tell admins asap” And then there is no way to leave that page unless you refresh it. And when you refresh it, it brings you back to the popularity poll page. I did this several times and the same thing happened. I had to go on private mode on safari to force my account to log out (signed in again while my account was online on normal(not private) mode) This forced the log out. When I logged in again, I was presented with the popularity poll page again. But this time when I voted, it sent me to the scene I was in. No more bug. Just wanted to let you know this happend. How to reproduce the bug: I don’t know. I’m no longer getting the bug. What you expect to happen: I expect when selecting “continue” on the popularity page, it brings you back to the scene you were in (which it eventually did for me) I hope this helps.
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Really hope we can get the "free credits" list updated. Maybe have a few new more up to date sites added. I vote quite frequently.
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These two free credit links are broken. https://www.www.xtremetop100.com/in.php?site=1132312832 https://ovongames.com/browser-game/magicduel
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Cwtch reacted to a post in a topic: Mapping the Foundations
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Yeah it was supposed to be the same side of tbe same door, sadly some inconsistencies are present ...But do you think they are obvious enough? First of all the ceiling is not inconsistent, its just different as the area the door takes you to gets closer the the bedrock cave style dungeon entrance, while the corridor is built with stone slabs. The floor tiling is indeed inconsistent, but come on, its barely noticeable that the tiles are perfectly aligned in one and shifted in the other..i could fix that. These are both sides of the same room, because on the other sode of the door its something else
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I must maintain that the artwork is inconsistent if these are the same side of the same door. Not only is the ceiling inconsistent, but so is the pattern of tiles in front of the door in question. I think this would be rectified by altering the clickies such that the door is the clicky between the two aforementioned scenes. Alternatively, one could simply accept that there are inconsistencies within scenes which portray the same items, but this is not the case for any scenery not generated in this manner.
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If you ask me, this is simply a matter of... ...perspective.
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On the archway I have marked in red, you can see it is a separate archway than the underlying archway that we see on the door in the top image. This might give the illusion that there is a larger space through the red archway, evident in the green square in the second image at the bottom left of the square, there is tiling that leads to another area, this could be the area that is in green in the first image. However the archway in red itself when taken a close look at has an unconventional form, the bricks holding it up are not placed in a straight manner, it suggests the archway is not flat but curved in a sense as to which direction you go through it is brought into question. Looking at the left side of the red archway it suggests you could walk through to the green square area, but the top of the archway and the right side could suggest more alignment with the underlying door archway. This is done away by the tiles that lead inside to the green square, but how much space is actually available inside that square is to be determined, there could be another room inside that is not visible. The door itself would suggest it is either the same door from the same side, or a different door in the same position (often if facing the same angle the doors might be used in this position) due to how it opens. That would suggest the area in green could be the same area in both pictures. I think the idea that the specific structure surrounding the door is different has some validity if there is no heavy shifting of perspective to see an area that is not contained in the second image or for a more detailed perspective, the bricks and surrounding wall/ceiling are more worn and smooth in the first image.
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It can't be opposite sides of the same door. The clicky works as the arrow shows: I think Mur is saying it's the same side of the same door.
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I must contend that the scenery in question are opposite sides of the door (i.e. as Chewett had initially assumed) as the ceiling structures upon the walls surrounding the door are dissimilar in each scene. If this interpretation is correct, the door clicky needs not be altered; if not, then it logically must do so. In regard to generated scenery such as the above, I would in future avoid scenery which significantly includes other generated scenes within, as the detail is unlikely to be replicated sufficiently.
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Ooooh I think I have misunderstood. The doors are the same door, right? So clicking this doesn't make you go through the door? If not, I suggest adding an arrow and removing the clicking on the door, since I assume clicking means you "go through" the door
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Lazarus reacted to a post in a topic: Mapping the Foundations
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I am not sure i follow.. the exit door is in a room that is not really a room, the door is visible from the corridor, so when you click the left arror in your first screen , you should go to the corridor (screen below). So the door in screen 2, is NOT taking you to the prison guard desk, that room is inside the prison, not outside. Both scenes in the screens you presented are on the same side of the door... makes more sense? Its not very clear if in your map, this is so or you put the prison guard desk scene on the other side of the door.
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🤩Its an escape plan!
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Muratus del Mur reacted to a post in a topic: Mapping the Foundations
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Note: I haven't named the scenes or done the 9x scenes yet. That's planned for this week (regardless of prizes)
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Attached is my first rough draft plus some annotated stuff. I didn't get as much time as I wanted to clean it up, so it's pretty rough! Typically I would then take this and clean up the lines, etc. But I also wanted to know what Mur was looking for... The scale is wrong around the food area but I didn't want to clean that up initially. I also didn't adjust the colour as it's pretty light at the start. Feedback welcome, I think I got all the right locations based on the perspective but the scale is MASSIVELY wrong. There is a clear issue with prisonguarddesk because the perspective makes the door to the new area linked with a wrong older area. I think we can fix that by moving the scene arrow.
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I won't have time to post this until the weekend, I will post without a reward (since I will be late) I'm enjoying this
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Cwtch changed their profile photo