User:Jedaz/Sandbox/Suggestions experiment

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I'm no longer active. I may come back one day, but who knows what the future holds. - Jedaz - 16:18/30/03/2025 08:56, 19 September 2006 (BST)


Aim

To evaluate the effectiveness of the suggestions system, the users who use it and to have a bit of fun.

There three major things that I am going to investigate:

  1. Is how people vote on a truely spamable suggestion made by a newbie compared to one that if made by a long time contributor.
  2. Is to do with re-suggesting an old suggestion from peer reviewed and seeing how many votes it takes before people dupe it.
  3. Is to see if I can re-write the suggestions process without going through all of the red tape AND avoiding a mis-conduct case.

Method

Currently un-disclosed as not to potentially tamper with the results.

For Aim #1

Not yet done

For Aim #2

Not yet done

For Aim #3

  1. To go in and just start re-writing various rules about the suggestions page.
  2. To avoid a misconduct or vandalism case.
  3. Repeat step 1 until the suggestions system is something completly different without going through any red tape.

Results

Will be posted upon completion of the experiment

For Aim #1

Not yet done

For Aim #2

Not yet done

For Aim #3

I have changed the suggestions system slightly so that the ambiguity of dupe votes is not so ambigious. However I'm leaving a nice rule in there so I can then remove a suggestion and avoid being punished in some way. So far I haven't had a misconduct case brought fourth.

Analysis

Once the results are in an analysis shall be drawn

Discussion

Please leave comments about the experiment here

Hello Jedaz. Do you remember a bit ago when some put up an idea about standardised area effects on the suggestions talk page? Perhaps it wasn't in the right place, but it got me thinking. The Do's and donts guide is pretty good, but I think a section that goes more into the mathematics of suggestions might be useful. It should give a few specific examples, such as perhaps...

  • claws/axe represent the best damage dealing melee weapons for the two groups. Anything that gives more damage on average is likely to be overpowered. Less deadly weapons, like the bite, may have state effects, or be more useful to less experienced characters, such as the knife is now.
  • The fact that the high power of guns is balanced by the need to search for ammo. (Stated elsewhere on the wiki, I suspect, but worth re-uttering here for completeness.)
  • Why auto defences/attacks are a bad idea. (As far as I can see, it's because they could make the game unplayable for low levels faced with more experienced characters they can bearly touch. Especially problematic in a game with such a large number of high levels.)

It might also be a good idea to have a link to the combat calcultor at some point. The Mad Axeman 19:47, 28 August 2006 (BST)

Hi Mad Axeman, yes I do remember when that occurred. Maybe I can write up something about the mathematics when I do the analysis and how people should do them. I think I shoult outline a bit more of what this experiment aims to do. There two major things that I am going to investigate:
  1. Is how people vote on a truely spamable suggestion made by a newbie compared to one that if made by a long time contributor.
  2. Is to do with re-suggesting an old suggestion from peer reviewed and seeing how many votes it takes before people dupe it.
There might be a few other ideas I could try such as seeing how many suggestions dos and don'ts I can break and get away with. However you have given me some good ideas in writing an analysis and it should be interesting with the results I get. - Jedaz 09:11, 30 August 2006 (BST)