Observers
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For 1.0, I think proper implementation of Observers in multiplayer is a must. The two most important changes are, in my mind:
1. Allowing Observers to talk
and
2. Allowing players to kick Observers out (in case they abuse that privilige)
1. Allowing Observers to talk
and
2. Allowing players to kick Observers out (in case they abuse that privilige)
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
Because otherwise they have to set labels if they want to say anything.
There have been some cases where an observer joins a two-player game on turn 1. The players don't notice the observer (darn small hat!) and the observer has to set some clumsy labels to say anything, but once he writes "would you mind starting a new game so I can join" the players agree that 3-player is much more more fun.
There have been some cases where an observer joins a two-player game on turn 1. The players don't notice the observer (darn small hat!) and the observer has to set some clumsy labels to say anything, but once he writes "would you mind starting a new game so I can join" the players agree that 3-player is much more more fun.
well...the observer really shouldn't be allowed to set labels either... but yeah, he probably should be allowed to talk. and people should definitely be able to kick him- some people don't like playing with observers.Circon wrote:Because otherwise they have to set labels if they want to say anything.
There have been some cases where an observer joins a two-player game on turn 1. The players don't notice the observer (darn small hat!) and the observer has to set some clumsy labels to say anything, but once he writes "would you mind starting a new game so I can join" the players agree that 3-player is much more more fun.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Observers should be able to talk, though maybe not in fogged or shrouded games where they could reveal things...
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So, perhaps we should switch things around and allow observers to talk but not allow them to set labels? Or perhaps we should allow them to do both?
Allowing them to set labels but not to talk is certainly illogical.
I can understand people wanting to kick observers, but to keep it simple, perhaps the option should be simply to turn off the "Allow Observers" switch in-game. Yes, I know there may be cases where there is one anti-social observers and some 'good' observers etc etc, but if we want to ban specific observers we're going to have to start working out how to ban them by IP so they can't just rejoin etc etc and it's going to start getting messy....
David
Allowing them to set labels but not to talk is certainly illogical.
I can understand people wanting to kick observers, but to keep it simple, perhaps the option should be simply to turn off the "Allow Observers" switch in-game. Yes, I know there may be cases where there is one anti-social observers and some 'good' observers etc etc, but if we want to ban specific observers we're going to have to start working out how to ban them by IP so they can't just rejoin etc etc and it's going to start getting messy....
You can just untick the "Allow Observers" option when you start the game.turin wrote:some people don't like playing with observers.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
How about being able to toggle abilities on a per-observer basis:
Observers
Tom
[x] Can talk
[x] Can set labels
John
[x] Can talk
[ ] Can set labels
This way you can mute annoying observers, have particular observers acting as commanders, or just have normal observers.
Observers
Tom
[x] Can talk
[x] Can set labels
John
[x] Can talk
[ ] Can set labels
This way you can mute annoying observers, have particular observers acting as commanders, or just have normal observers.
Last edited by telex4 on May 1st, 2004, 4:51 pm, edited 2 times in total.
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I think this is a good idea. In most cases you probably won't mind observers, but a simple way to cheat in multi-player with FoW, would be to log in as an observer for the game. I would hope that most Wesnothian warlords would resist such a temptation, but disabling observers in games where you worry about such things would prevent this.Dave wrote:So, perhaps we should switch things around and allow observers to talk but not allow them to set labels? Or perhaps we should allow them to do both?
Allowing them to set labels but not to talk is certainly illogical.
I can understand people wanting to kick observers, but to keep it simple, perhaps the option should be simply to turn off the "Allow Observers" switch in-game. Yes, I know there may be cases where there is one anti-social observers and some 'good' observers etc etc, but if we want to ban specific observers we're going to have to start working out how to ban them by IP so they can't just rejoin etc etc and it's going to start getting messy....
You can just untick the "Allow Observers" option when you start the game.turin wrote:some people don't like playing with observers.
David
How about having the ability to set a password for observers? Then this password could be given to the observers that the players want and unwanted observers will be kept out. Fairly straightforward to implement and could be quite effective I'd think. It would really reduce the need for the ability to kick people.
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Well, the chat forum doesn't actually support private messages right now, so keeping a password secret could prove difficult...
Personally, I rather like Telex's idea. When you click on an observer's eye, you'd get a small menu with three options:
Observer can talk
Observer can set labels
Kick Observer
Of course, there will always be problems with antisocial [censored] (something about anonymity, I believe), but if you combine that with David's idea to turn off all Observers, you'll only have to kick the "nice" Observers when the antisocial ones keep on coming back.
Personally, I rather like Telex's idea. When you click on an observer's eye, you'd get a small menu with three options:
Observer can talk
Observer can set labels
Kick Observer
Of course, there will always be problems with antisocial [censored] (something about anonymity, I believe), but if you combine that with David's idea to turn off all Observers, you'll only have to kick the "nice" Observers when the antisocial ones keep on coming back.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
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- Retired Developer
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Instead of disallowing observers by each individual observer, perhaps allowing each player to enable/disable observers would be better. Thus, If a player thinks he is being harmed by observers kabitzing and revealing top secret info, he could prevent all observers from watching.
Another possibilty is having the observers on turn lag. You could set the lag at the beginning of the game. So for example, observers might only see moves 2 turns after they take effect...
Another possibilty is having the observers on turn lag. You could set the lag at the beginning of the game. So for example, observers might only see moves 2 turns after they take effect...
or you could make it so that only observers who have already joined can stay in, and not let any more join. It would work like this: each observer's status is kept seperate, and there is another status that observers recieve upon joining (each observer that is already in has a higher status than this). The join status could include 'kicked out', which means that no new observers can join.Sangel wrote:Of course, there will always be problems with antisocial [censored] (something about anonymity, I believe), but if you combine that with David's idea to turn off all Observers, you'll only have to kick the "nice" Observers when the antisocial ones keep on coming back.
KISS- keep it simple, stupid
When reading the above quote from TWP, keep in mind the words of Antoine de Saint-Exupéry: "Language is the source of misunderstandings."
When reading the above quote from TWP, keep in mind the words of Antoine de Saint-Exupéry: "Language is the source of misunderstandings."