This could be one of the most helpful things ever. If we could see which team wins what percent of the time for each theme, that could be used to try and figure out if the teams or balanced or not for a given theme. If a certain team is like 60% while the rest are smaller, we could analyze the team that has the superlarge win% and figure out how to balance it. Take the default balancing; people were starting to get split not on what to change but on which team was winning the most. Also take Mythology; people are argueing over whether the balance changes were necessary due to people claiming different things (some saying mafia was already winning a lot, some saying village always wins) A resource like this would help out a lot.
Beast was supposedly going to implement this at some point, no word on if or when it's actually going to get done.
I remember the old stats page we had which showed what themes were started the most, who was starting the most themes, and what the favorite theme of the people starting themes all on one page. It could be similar to that, I suppose.
Yeah this idea has been mentioned and supported multiple times. No one has coded it yet though! tl;dr I fully support this.
This has been kinda on my list for a while, but ehh, I'm lazy and lack motivation :D Also I'm gonna at least wait until Fuzzy's changes are merged so I don't accidentally change something he's already done.
You could learn to code, I mean we all started somewhere. Also, i don't remember ever saying I would code this to be honest. I have a lot to do already. You all want me to fix detain(which i lost all the changes i had done so I am back to square 1 there), I am trying to help with the android app and real life. This would be a cool feature but I wouldn't say it is a priority in any way. We could just manually count it ourselves.
I'm about ready to merge, just doing some final testing: New features: Detox / Dispel (removes poison/curse) Mode.Susceptible and Mode.Resistant (alters the count of poison/curse on that specific role) Mode.Curseattacker[evenifprotected] (pretty obvious here) Patches: The one vulnerability I told you about My list does extend further, but I'm either stuck on them or haven't really tried yet (and don't expect them in the next pull)... Not sure if all are even possible as well: Broadcast All Day charges Packaged Spawn Border displaying correctly for Game-ending slays Compulsive actions Attempted conversion to RAW links if the regular link is used Haste/Slow (Alters priority) Sharpen/Dull (Alters pierce boolean) /roles and etc. in other channels Fixing "hide" to prevent the need for dummy roles (like in Ocean) Nonpeak enable/disable only showing the final message, or grouping all the themes into 1 line (its pretty spammy) Alternative name being able to start a theme I should have them up tonight if testing goes well now that my computer decided to work.
Oh, I thought you did. Nevermind then. Also manual counting doesn't work, I tried that once. Never again.
This discussion was brought up before, but I guess no one ever started working on that. The main problem here is that if you only save which team won, your data could end being quite misleading (for example, roles like Village Leader wouldn't show as winning as much as they do due to how often they appear). Then you could save too how many players that game had, but that could also be innacurate due to Random Spawns and theme updates. So an alternative would be to register the list of all roles that were in the game when it began, but that could be quite messy, hard to display effectively and to gather data, since there could be lots of variations over the time. The best idea someone suggested so far was to only store data from recent games (like last 30~50 games for each theme), which would still be messy, but would do a better job at pointing to how the theme currently is. Good luck with those, you will need :x