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Re: Love & Live Discussion Thread

Posted: Tue Aug 09, 2016 10:59 am
by Chibasa
Topaz starting very very soon.

Re: Love & Live Discussion Thread

Posted: Tue Aug 09, 2016 2:31 pm
by Momo
This edition is dead to me

Re: Love & Live Discussion Thread

Posted: Wed Aug 10, 2016 11:07 am
by Kiwigiwi
Whoops. My bad. Turns out Reverend's previous post with a heal on Jibril was just a (+1) he failed to erase after shadowhunter's post.

Regardless, following the bracket will be taken in the event of errors rule, his previous post with an extra heal is invalid. Which would make his latest vote invalid due to consecutive heals on Azusa.

Correct me if I'm wrong on this

Re: Love & Live Discussion Thread

Posted: Wed Aug 10, 2016 11:26 am
by Reverend
Kurogarasu wrote:Whoops. My bad. Turns out Reverend's previous post with a heal on Jibril was just a (+1) he failed to erase after shadowhunter's post.

Regardless, following the bracket will be taken in the event of errors rule, his previous post with an extra heal is invalid. Which would make his latest vote invalid due to consecutive heals on Azusa.

Correct me if I'm wrong on this
Ah yeah I forgot to erase that. I did go for Shiki.
Sorry about that, Crow :(

Re: Love & Live Discussion Thread

Posted: Wed Aug 10, 2016 3:27 pm
by hinakatbklyn
Looks like the invalid post mentioned created a chain link invalid that wasn't mentioned.
The +1 to Jibril created an invalid to Reverend's post on P.3, but the chain invalid was WoodyMC in the following post boost healing Tomoyo, when in reality there was no boost due to the prior invalid. Points may be affected, but I don't think it will affect who is going to be eliminated.

Doesn't look like I'll be much help this time since I may be less active, (I also want to avoid getting in trouble for being too honest). ._.

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 12:58 am
by Reverend
hinakatbklyn wrote:Looks like the invalid post mentioned created a chain link invalid that wasn't mentioned.
The +1 to Jibril created an invalid to Reverend's post on P.3, but the chain invalid was WoodyMC in the following post boost healing Tomoyo, when in reality there was no boost due to the prior invalid. Points may be affected, but I don't think it will affect who is going to be eliminated.

Doesn't look like I'll be much help this time since I may be less active, (I also want to avoid getting in trouble for being too honest). ._.
I just forgot to erase it. It's not like the vote itself is invalid.

Chibasa, where are you?

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 7:48 am
by Chibasa
I'm pretty busy until tonight (in 14H), If maths are correct you can start next round 24h after it should start in first place.
You just have to reset boost and delete loser from list.

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 8:29 am
by Momo
Reverend wrote:
hinakatbklyn wrote:Looks like the invalid post mentioned created a chain link invalid that wasn't mentioned.
The +1 to Jibril created an invalid to Reverend's post on P.3, but the chain invalid was WoodyMC in the following post boost healing Tomoyo, when in reality there was no boost due to the prior invalid. Points may be affected, but I don't think it will affect who is going to be eliminated.

Doesn't look like I'll be much help this time since I may be less active, (I also want to avoid getting in trouble for being too honest). ._.
I just forgot to erase it. It's not like the vote itself is invalid.

Chibasa, where are you?
Votes are invalid if indicated actions exceed AP

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 8:42 am
by Momo
Well this is awkward. We did not anticipate this.

brb figuring out what to do

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 10:17 am
by Momo
Based on Chibaka not replying on Discord and a completely contextless discussion with an uninvolved third party, they're both being eliminated.

Code: Select all

* Tsumiki thinks for a bit then chooses kill!
<Tsumiki> lol
<Numph> !choose kill save
* Tsumiki thinks for a bit then chooses kill!
<Numph> !choose kill save
* Tsumiki thinks for a bit then chooses kill!
<Numph> !choose kill save
* Tsumiki thinks for a bit then chooses kill!
Speak within the next 2.5 hours or forever hold your peace~

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 11:55 am
by instrern2
Toady wrote:Congrats to Nagi-ojou-sama <3

We would be glad to have feedback on LL =)

Did you enjoy it? Do you think it was too complicated? What can we improve?

I love the boost mechanic, but I have a feeling it is not used to its full potential! Please, tell us your ideas :3
Congrats to Nagi.

It was a nice idea. It's a lot slower and less intense so I think it effectively played out without the toxicity of H/H so credit to Chibasa the Gamesmaster (and others..?).

It was complicated at first but once you get the hang of it it's fine. Hardest thing to keep track of is what your last heals were if you're not online 24/7 (eg. posting the night before then voting again in the morning).

Like Homura said, it becomes a battle of who has the biggest army at the end. Theoretically, 10 girls have a chance in the last round to win, but in reality, it was just between Haruhi and Nagi and everyone had to pick a side because no one else had a chance. The rankings from 3-9 were luck out of the 'extra' points that couldn't go to the two leaders. Since it's a one-way race (you can only go forward), there's no chance for anyone else to come close because they're just too far ahead.
Topaz is shaping up to be even worse. In Aquamarine, it wasn't so obvious until the last few rounds, but right from R1 Topaz is clearly going to be between Nagato and Tomoyo, maybe Azusa. The other girls literally don't matter at all. Unlike in H/H there's no way to remove the "Kanades" and "Mikotos" that are expected to dominate to give anyone else a chance so there next 23 rounds are really just a waste of time.

I don't think banning more people is the way to improve it, but I'm not sure what you can do short of implementing a hurt function for the last few rounds (but that runs the risk of bringing up the mess of H/H).

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 1:44 pm
by Homura
Momo wrote:This edition is dead to me
puhpuhpuh

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 1:50 pm
by Momo
Homura wrote:
Momo wrote:This edition is dead to me
puhpuhpuh
It is dead to me. But if Chibaka isn't around, I'm still required to be a mod.

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 2:40 pm
by Homura
Momo wrote:
Homura wrote:
Momo wrote:This edition is dead to me
puhpuhpuh
It is dead to me. But if Chibaka isn't around, I'm still required to be a mod.
Actually I didn't think that way. It was a positive reply on a whim~ Anyway, no importance.

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 3:16 pm
by Grish
instrern2 wrote:Like Homura said, it becomes a battle of who has the biggest army at the end. Theoretically, 10 girls have a chance in the last round to win, but in reality, it was just between Haruhi and Nagi and everyone had to pick a side because no one else had a chance. The rankings from 3-9 were luck out of the 'extra' points that couldn't go to the two leaders. Since it's a one-way race (you can only go forward), there's no chance for anyone else to come close because they're just too far ahead.
Topaz is shaping up to be even worse. In Aquamarine, it wasn't so obvious until the last few rounds, but right from R1 Topaz is clearly going to be between Nagato and Tomoyo, maybe Azusa. The other girls literally don't matter at all. Unlike in H/H there's no way to remove the "Kanades" and "Mikotos" that are expected to dominate to give anyone else a chance so there next 23 rounds are really just a waste of time.

I don't think banning more people is the way to improve it, but I'm not sure what you can do short of implementing a hurt function for the last few rounds (but that runs the risk of bringing up the mess of H/H).
I wonder if it would be possible to implement a hurt function, but limit it like we do with boosts

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 5:56 pm
by Homura
Unlock multi-hurt for players surpassing a certain game post amount :3

Re: Love & Live Discussion Thread

Posted: Thu Aug 11, 2016 9:45 pm
by Chibasa
I'm back home now, so I'll can think about it, and be there more often to help the game going good (end of round, ect...).

I'm thinking to possibilities for next periods, I already have 2-3 in mind. I'll test some soon.
Best one imo is a (big?) hurt possibility which is unlocked for characters with 10+* points than character with the less points.

*I wrote a number without really checking if it's the best one, but it would be a good one to easily notice the possibility to hurt. ~

Re: Love & Live Discussion Thread

Posted: Fri Aug 12, 2016 6:21 pm
by Kiwigiwi
Introducing a hurt function would defeat the purpose of L/L, which was to reduce toxic atmosphere from people hurting characters.

But as pointed out, the system is inherently flawed as players can now spam heal their favorites instead of being forced to hurt everyone else to keep their favorite at the highest HP.

There are several ways this can be countered. One of them is to add more restrictions to who you can heal..but as is, having to track who you last healed after being inactive for a while is troublesome enough.
Another way is to introduce a HP baseline after each round. As rounds progress, the baseline increases. Characters with a HP above that of the baseline will have their HP cut to meet that baseline. Characters with lesser than the baseline, but aren't eliminated stay as they are. This can prevent any characters from having too far a lead from everyone else, at the same time, allowing players to spam heal in order to make sure their support does not get eliminated.

Re: Love & Live Discussion Thread

Posted: Fri Aug 12, 2016 9:43 pm
by Chibasa
Kurogarasu wrote:Introducing a hurt function would defeat the purpose of L/L, which was to reduce toxic atmosphere from people hurting characters.

But as pointed out, the system is inherently flawed as players can now spam heal their favorites instead of being forced to hurt everyone else to keep their favorite at the highest HP.

There are several ways this can be countered. One of them is to add more restrictions to who you can heal..but as is, having to track who you last healed after being inactive for a while is troublesome enough.
Another way is to introduce a HP baseline after each round. As rounds progress, the baseline increases. Characters with a HP above that of the baseline will have their HP cut to meet that baseline. Characters with lesser than the baseline, but aren't eliminated stay as they are. This can prevent any characters from having too far a lead from everyone else, at the same time, allowing players to spam heal in order to make sure their support does not get eliminated.

We can take the idea I suggest but instead players does the hurt Haruhi/Nagi/whoever won last edition do the hurt funtion at the end of each round. Because they does not enjoy to see a race if winner is already decided from the start. It's add a bit RP to the idea and any players hurt characters. So in the end all contestants would have "eliminated characters point"+"X points" max. X could be 5?

Re: Love & Live Discussion Thread

Posted: Fri Aug 12, 2016 10:29 pm
by Reverend
When people complain because you spam heal to your fav while all you do was playing...

Heuh
Do what you guys want.
I'll be off from this game soon enough, anyway.

Just don't end up regretting whatever decision you made, eh?