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日本麻將 的案件
#46572: "Increase the amount of time to call for turn-based games, and auto-pass if the call time expires"
implemented: 此建議已獲實施
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建議:依我所見,有些調整將大幅增進遊戲完成度
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• 請簡明精確地解釋你的建議,以便讓人一目了然。
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.• 你的瀏覽器是什麼?
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案件沿革
2021年 8月14日 23:15 •
GTSchemer • 此建議尚未被開發者分析過:
2021年 8月14日 23:41 • In my opinion, the best async solution would be to give the host the option to force-pass anyone who can't call, and default no time limit for calling in case a player can do so.
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.
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.
gilthe • 此建議尚未被開發者分析過:
2021年 8月15日 11:21 • The default setting is the one for the real-time mode. I cannot easily change the offered options in a conditional manner, otherwise the 4/8/12s options wouldn't be offered for turn-based mode at all, and there would only be the no time limit case.
@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 ...
@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 ...
ufm • 此建議尚未被開發者分析過:
2021年 8月15日 16:12 • I've never heard of asynchronous mahjong yet. Does such a thing exist after all?
Anyway, with current setting the game is nearly unplayable in turn-based. It will take literally months to complete even an East round 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.
GTSchemer • 此建議尚未被開發者分析過:
2021年 8月15日 16:50 • @gilthe, thanks for replying with details! I did not realize you have no visibility about the turn-based setting.
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"?
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"?
GTSchemer • 此建議尚未被開發者分析過:
2021年 8月15日 16:58 • @gilthe
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.
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.
CoconutTank • 此建議尚未被開發者分析過:
2021年 8月15日 20:02 • For anyone curious, this is what the UI looks like when the call limit is passed :P
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.
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.
GTSchemer • 此建議尚未被開發者分析過:
2021年 8月16日 19:56 • @gilthe after a little more playtesting, I would say that async play is virtually impossible without the no limit option. I'm in 4 async games, all of which have the 8s default, so no one is able to call. I have never been able to get a live game going to even test it, since there are only a few people willing to play and they're almost all async.
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.
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.
GTSchemer • 此建議尚未被開發者分析過:
2021年 8月16日 20:00 • Basically, anyone willing to give the alpha test a shot probably won't know to avoid the 8s timeout, and then I'm afraid they'll get driven away after they realize the first try is unplayable.
gilthe • 此建議尚未被開發者分析過:
2021年 8月17日 0:46 • I wasn't really anticipating turn-based Mahjong tbh ;-)
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.
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.
GTSchemer • 此建議尚未被開發者分析過:
2021年 8月17日 0:49 • It might be obvious, but I think some people are experimenting with the alpha without fully understanding the consequences (e.g. another player was asking me today about how calls work, since they didn't realize someone across the table could call their tile).
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.
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.
ufm • 此建議尚未被開發者分析過:
2021年 8月17日 4:39 • Almost all mahjong clients/implementations support two QoL features:
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?
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?
gilthe • 此建議尚未被開發者分析過:
2021年 8月22日 1:36 • I am now looking at this. The option #4 of GTSchemer above is pretty far away from real Mahjong play, and I don't think I'll be interested in that. As a caveat, it would also take up time for the players to update this preference constantly for it to actually be useful.
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 ...
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 ...
ufm • 此建議尚未被開發者分析過:
2021年 8月22日 3:13 • 'always call' option is not recommended for a few reasons.
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.
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.
ufm • 此建議尚未被開發者分析過:
2021年 8月22日 3:15 •
2021年 8月22日 6:19 • For example, when you have 23 combination and require 4 to create all simples yaku, if you turn on 'always call chi' then you might call 1 to forfeit all simple (and the entire hand possibly).
ufm • 此建議尚未被開發者分析過:
2021年 8月22日 6:42 • Also, creating turn-based system worths a try. Being first means a lot.
Heck, you may even implement 1 hand game for turn-based! (possibly as a training mode only option?)
Heck, you may even implement 1 hand game for turn-based! (possibly as a training mode only option?)
ufm • 此建議尚未被開發者分析過:
2021年 8月22日 6:52 • Even in realtime 1 round game has own popularity (SEGA MJ supports 1 round mode) and it has different strategy from regular East Wind or a half game..
gilthe • 此建議已獲實施:
2021年 9月25日 1:21 • I have done a large number of changes to make turn-based play more reasonably possible, including the standard automatic call/play options also discussed elsewhere. The one-hand game is a different issue and would have to be reopened as its own suggestion.
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