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Server 6 Voting
Posted: December 29th, 2009, 11:39 pm
by paintlax21
the voting needs to be fixed...i was in a game it was 7-0 and it said vote failed
Re: Server 6 Voting
Posted: December 29th, 2009, 11:59 pm
by Pedsdude
It compares the amount of Yes votes to the number of people in the server, not the number of people who voted... so, assuming the server was full (32 people), and only 7 voted yes, then it won't pass the vote. People in spec count towards the ratio.
Re: Server 6 Voting
Posted: December 30th, 2009, 1:10 am
by Drofder2004
I may add an adjustable weighting so that if not enough people vote, only a certain number of No votes are added.
If more than 'x' people vote, then use ratio on those voted (ignore no-votes)
Code: Select all
y = Yes, n = No, u = undecided, d = weight, r = ratio
if ( (y + n) < d )
n = ( d - y )
if ( (y / n) > r )
// Vote Pass
else
// Vote Fail
So, anyone still following?
Code: Select all
Yes = 9 No = 1 Undecided = 12 Weight = 16 Ratio = 2
(9+1) < 16 ~~~ No = 7 ~~~ (9/7) < 2 ~~~ Vote Fails
Code: Select all
Yes = 9 No = 1 Undecided = 12 Weight = 12 Ratio = 2
(9+1) < 12 ~~~ No = 3 ~~~ (9/3) > 2 ~~~ Vote Passes
If you understand the above, comment on Yes or No (with reasons).
Re: Server 6 Voting
Posted: December 30th, 2009, 10:57 pm
by Drofder2004
KillerSam wrote:
The server host can specify the variable in order to decide the amount required to pass the vote.
Is this flawed?
I see where you are going, but if only one person votes yes, the vote will pass, which is not wanted.
Re: Server 6 Voting
Posted: December 31st, 2009, 9:43 am
by Lancast
Another bug with the vote is that if you are on spectator, you count as a person that's in the server, but your vote doesn't count, so it's just harder for the vote to pass since the % of yes still needs to be higher anyway. That's probably what's he's talking about, 7 people were playing, and lets say 5 were on spectator, 7 people voted yes, but those 5 on spectator caused the vote to fail.
Re: Server 6 Voting
Posted: December 31st, 2009, 6:44 pm
by Soviet
Well you have to do it that way. If you don't, people will call a vote then move to spec so there's a higher chance of the vote counting. It's called spec-voting.
Re: Server 6 Voting
Posted: December 31st, 2009, 8:22 pm
by Lancast
Removed..Sorry for my English didn't understand the first sentence...
Re: Server 6 Voting
Posted: December 31st, 2009, 8:40 pm
by Lancast
removed
Re: Server 6 Voting
Posted: December 31st, 2009, 9:02 pm
by Soviet
Can you really be this stupid? I'm saying the CoDJumper voting system is set up that way so people can't spec-vote.
Re: Server 6 Voting
Posted: December 31st, 2009, 9:14 pm
by Lancast
removed, sorry for my crap english..
Re: Server 6 Voting
Posted: January 1st, 2010, 4:19 pm
by Azabael
@ Drofder's system (just saw it).
After shortly studying your system, I came to the conclusion it would very well work. I know it was just an example, but the weight of 12 seems better than 16 to me. 16 out of 22 seems a bit much. Because it would mean only with 11 yes' it would succeed. With 12 Yes' out of 22 people in the server, you have an auto-yes I assume, and with 10 Yes', you get 10/6 which is < the ratio of 2. But that aside.
Let me try to put your system into words. I'll use your example:
When there are 22 people in the server, it seems logical to me when you get 12 yes', it would pass in a normal vote. When you look at the 2nd example, you see that only 9 people voted Yes and only 1 voted No. This normally wouldn't be enough people to let the vote succeed, even when it's 9 to 1. Now Drofder system says the following: If you assume the people needed to get the weight of 12 would vote No, you get 9 times Yes and 3 times No. In this case the vote would succeed. Because 9/3 > 2/1.
I hope I made some sense. And my compliments to you, Drofder, for making this.
Re: Server 6 Voting
Posted: January 1st, 2010, 9:03 pm
by Drofder2004
Server weighting will be an admin variable.
Expanding on the idea:
An option is to set the variable to the current players:
3/4 Weighting:
10 People on server = 8 Total votes.
Example all versions.
20 people on server
9 Vote Yes
0 Vote No
0.55 Pass Ratio
Current:
Auto No Votes: 11
0.45 Ratio
Vote Fail
Weighted:
3/4 Server Weight: 16
Auto No votes: 7
0.56 Ratio
Vote Pass
Custom Weight:
Weight: 18
Auto No votes: 9
0.5 Ratio
Vote Fail
KS System:
Adjust Ratio (0.55 * 20): 11
Yes - No = 9
9 < 11 = Vote Fail
I think this is going to need a slightly more in depth mix of ideas.
Re: Server 6 Voting
Posted: January 10th, 2010, 11:24 pm
by ConnoR
Why cant spectators vote anyway?
Re: Server 6 Voting
Posted: January 10th, 2010, 11:34 pm
by Soviet
Soviet wrote:Well you have to do it that way. If you don't, people will call a vote then move to spec so there's a higher chance of the vote counting. It's called spec-voting.
Re: Server 6 Voting
Posted: January 11th, 2010, 2:30 am
by Drofder2004
Soviet wrote:Soviet wrote:Well you have to do it that way. If you don't, people will call a vote then move to spec so there's a higher chance of the vote counting. It's called spec-voting.
Spec voting is where you change to spec.
Basically, IW codes says that the people playing can vote and spectators do not count. So when you vote, your vote is counted, but when you then switch to spec you are not counted in the final count up (yet your vote still is)
e.g.
10 Players - 5 Yes/5 No = 0.5 Ratio
9 Players - 5 Yes/5 No = 0.6 [Rounded] Ratio
The more that spec the worse it gets:
i.e
5 Players - 5 Yes/5 No = 1.0 Ratio.
As the CJ Vote takes into account spectators, it should be that spectators can vote. But a whole revamp of the vote system is required, and therefore it is not on priority.