#46572: "Increase the amount of time to call for turn-based games, and auto-pass if the call time expires"
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상세한 설명
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• 만약 오류 메세지가 화면에 나타났다면, 그 오류 메세지를 복사해서 붙여넣어 주시기 바랍니다.
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. -
• 무엇을 하고 싶었고, 무엇을 했고, 무슨 일이 일어났는지를 설명해 주십시오
• 브라우저가 무엇입니까?
Google Chrome v92
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• 현재 설정된 언어가 아니라 영어로 표시되는 문장을 복사 후 붙여넣어 주세요. 만약에 버그에 대한 스크린샷을 가지고 계신다면 Imgur.com 사이트에 업로드 하시고, 여기에 링크를 복사/붙여넣기 하시기 바랍니다.
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. -
• 해당 문장이 번역 본부에서 표시됩니까? 만약 그렇다면, 번역된 지 24시간이 경과했습니까?
• 브라우저가 무엇입니까?
Google Chrome v92
-
• 최대한 쉽게 그 뜻을 이해할 수 있도록 당신의 제안을 정확하고 명료하게 설명해 주십시오.
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. • 브라우저가 무엇입니까?
Google Chrome v92
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• 당신이 막혔을 때 화면에 무엇이 나타났습니까?(검은 화면? 게임 인터페이스? 오류 메시지?)
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. • 브라우저가 무엇입니까?
Google Chrome v92
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• 어느 규칙이 BGA 서비스에서 존중되지 않았습니까?
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. -
• 게임 리플레이에서 룰 위반을 확인할 수 있습니까?만약 그렇다면, 몇번째 수에서 룰 위반이 있나요?
• 브라우저가 무엇입니까?
Google Chrome v92
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• 당신이 하고 싶었던 게임 내 행동이 어느 것입니까?
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. -
• 이 게임 행동을 하기 위해 무엇을 시도했습니까?
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• 당신이 이것을 하려고 했을 때 무슨 일이 일어났습니까?(오류 메시지, 게임 상태창 메시지 등)
• 브라우저가 무엇입니까?
Google Chrome v92
-
• 어떤 부분에서 문제가 발생 하였나요(문제가 발생했을 당시 어떤 지시가 내려졌었나요)?
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. -
• 당신이 게임 행동을 하려 했을 때 무슨 일이 일어났습니까?(오류 메시지, 게임 상태 막대 메시지, ...)
• 브라우저가 무엇입니까?
Google Chrome v92
-
• 디스플레이 문제를 설명해주세요. 만약에 버그에 대한 스크린샷을 가지고 계신다면 Imgur.com 사이트에 업로드 하시고, 여기에 링크를 복사/붙여넣기 하시기 바랍니다.
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. • 브라우저가 무엇입니까?
Google Chrome v92
-
• 현재 설정된 언어가 아니라 영어로 표시되는 문장을 복사 후 붙여넣어 주세요. 만약에 버그에 대한 스크린샷을 가지고 계신다면 Imgur.com 사이트에 업로드 하시고, 여기에 링크를 복사/붙여넣기 하시기 바랍니다.
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. -
• 해당 문장이 번역 본부에서 표시됩니까? 만약 그렇다면, 번역된 지 24시간이 경과했습니까?
• 브라우저가 무엇입니까?
Google Chrome v92
-
• 최대한 쉽게 그 뜻을 이해할 수 있도록 당신의 제안을 정확하고 명료하게 설명해 주십시오.
When players are playing turn-based sessions, which can sometimes have durations of up to 2 days inbetween turns, they're usually not paying attention to the session that much. This, along with the default call time limit being 8s, can result in players missing a chance to make a call, which can be frustrating.
For synchronous/real-time sessions, I can understand the call limit being 8s. For asynchronous/turn-based sessions, this would seem to require more attention than expected.
Additionally, if a player misses a chance to call, it doesn't make sense to make the rest of the game have to wait for that player to explicitly pass, since they'd no longer have the ability to call anyway.
So these are the two suggestions I'm making:
1. If the call time limit passes for a tile, make everyone auto-pass.
2. Offer a longer call time limit for turn-based sessions, and use that as the default call time limit for turn-based sessions. • 브라우저가 무엇입니까?
Google Chrome v92
보고 이력
i.imgur.com/jhgnq30.png
I'm not sure how much strategic impact this would have, but it would vastly improve the play experience for me since it might halve (or more?) the time required for an async game.
@GTSchemer: how exactly would this work? You mean as a settable game option at table creation?
I agree that this speeds up proceedings since the players don't always become active but it creates a different game since call availability will be apparent to all players (i.e., strategic impact is large). Secondly, do you know if the game is played async on any other platform? Mahjong is particular in this regard since there are so many call opportunities throughout the game ...
Anyway, with current setting the game is nearly unplayable in turn-based. It will take literally months to complete even an East round game.
Some games change the available options depending on other settings -- for example, when you create a Kingdomino table, the "Mighty Duel" option list is not even visible unless you choose exactly 2 players. There is no way to detect "this is a turn-based lobby"?
As for the actual setting, I think this has the potential to be the first async Riichi Mahjong implementation, at least that I know of. As such it probably won't be perfect, but I argue that making a playable async implementation AT ALL will be a big improvement given BGA's huge audience.
I can think of a few ways to allow this:
1. Option for a player to autopass if they can't call (this could be a player preference option in the hamburger menu, so people who usually play async can flip the switch).
2. Checkbox/button on the game screen to enable autopass, allowing a player to turn it on and off during the game. It would still have strategic impact, but would allow someone to fake the possibility of a call if they wanted -- some chance of mindgames.
3. (too complex to be worth it?) WIth either options 1 and 2, some additional granularity -- maybe 3 checkboxes for "always call ron", always call pow", "always call chi", which would override the autopass if enabled.
4. (probably too complex to be worth it) Option for a player to press a button which pops up a grid of tiles. The player can then toggle some of these tiles as the ones they would call, if legal. Basically a way to privately set your waits.
i.imgur.com/gavCL3j.png
The discarded tile in question is the 5-pin (which I probably wouldn't want with my hand tbh), and it was discarded at around 10:18am today, which I will admit I did not wake up in time for at all.
At this point, I think my best option is to go for a closed hand and riichi, though now I'm curious about how well that would work in a turn-based session.
At this point I think defaulting to infinite timeout is the easier option, if there is no way on the dev side to say "Did the user configure the room as turn-based?" ala the Kingdomino option I mentioned earlier, and how it changes based on player count.
I am not at my dev system at the moment, so I cannot really do anything until the weekend. I agree changing the default to always click is the more inclusive option. And add some explanatory text with the option.
Additionally, I thought it was obvious to disable timeouts when playing turn-based, my bad.
For the autocall options: I'll have a look.
Thanks for your patience! I do not mean to complain too much and burn you out, but I do think a default of "no limit" would be the best workaround for now.
Once the module enters beta, there might be more realtime players available, but for now the player base is very limited.
1. autocalling tsumo/ron if possible.
2. never asking whether to claim a tile or not even if you can do (to hide hand information when you don't want to call).
this option resets after a hand is finished.
About call limit... For real time, 8s is not bad. Most mahjong implementations give 5~10s to DISCARD and it works well.
However I think turn-based should not introduce such a thing.
I think GTSchemer's 4th idea is the best if it can be worked on, but yeah, it's too complex.
Perhaps turn-based mahjong should stick with autopass?
I am also (very) unsure what an "always call Pon" or "always call Chi" would accomplish since this is strategically misleading to newbies (i.e., generally wrong). I think the standard options mentioned by ufm and GTSchemer 1/3 are what I will go with, with some added granularity for the particularities of the implementation.
Just to clarify again: playing turn-based Mahjong is not something I would do intuitively. I don't think it matters much how it is implemented; it is simply the sheer number of tiles being drawn (which can be 500+ for an East round alone). That said, maybe it offers something if you had 10-20 games running at a time, to mitigate the frustration that will sometimes come into play if you're stuck in a series of bad hands in an individual (usually realtime) game ...
As the developer said it is misleading for new players, and it might destroy your hand in certain condition, like when you have a 1-shanten hand which requires a specific call to tenpai but somehow you call wrong tiles due to the setting.
Heck, you may even implement 1 hand game for turn-based! (possibly as a training mode only option?)
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- 문제가 얼마나 자주 일어났습니까?
- 만약에 버그에 대한 스크린샷을 가지고 계신다면 Imgur.com 사이트에 업로드 하시고, 여기에 링크를 복사/붙여넣기 하시기 바랍니다.
