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Broken Calls

edited December 2018 in Feedback
As of right now, Calls seem highly broken. We can't say for sure, because we can't seem to see the vote breakdown (plz make this happen, @Tecton /anyone else capable), but -every- Call has passed. 

Given that, is it possible to put a hold on Calls until you all have a chance to review what's causing the issue and get it fixed? Right now any citizen of Scatterhome can be tossed and lose any collected influence and/or position by default. 

Edit - I also sent a BUG about this and I know at least one person has sent an ISSUE over it, but it seems pretty pressing given the potential consequences. 

Comments

  • I was wondering the same thing. Unless influence isn't very weighted at all, some of them should not have passed considering the amount of influence that was opposing them. It's almost as if influence is having the opposite or no effect.
  • edited December 2018
    No obvious bugs in the code to indicate that they're always succeeding. I made some tweaks a little bit ago to the org log to note a) who made the call, and b) what the support/oppose totals were, so we'll see how things turn out when the next calls resolve themselves.

    One idea I am pondering for the future is maybe having calls need a minimum vote or influence count to pass, regardless of the yay/nay ratio. Makes it a little more about "the will of the people" and a little less "let's try and sneak in to a position so I can rob the faction".

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