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Unstarting a multiplayer? 16/12/2020 at 15:51 #134776 | |
9pN1SEAp
1180 posts |
Hi, Due to fat fingers I accidentally started one of my sessions for next week. It would be nice if the sessions could be set back to Pending, if the start time is (sufficiently) in the future, rather than having to delete and recreate or leave it 'paused' for days! Thanks Jamie Jamie S (JAMS) Log in to reply The following user said thank you: Dionysusnu |
Unstarting a multiplayer? 17/12/2020 at 12:46 #134796 | |
Dionysusnu
577 posts |
from headshot119 on the shout box about a week ago: "No there isn't. Plus doing it that way wouldn't generate notifications for people subscribed to your games" I would hope it gets added in the future though. Great for fat finger people and also recurring games. Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 14:07 #134800 | |
danners430
135 posts |
Dionysusnu in post 134796 said:from headshot119 on the shout box about a week ago:I think these are two separate issues - Headshot was responding to a query regarding a multi-part game, where the OP asked if it were possible to set the game back to pending following the conclusion of the first part, in anticipation of a continuation. In this case, the person who posted the game pressed start in error, well in advance of the advertised start time/date - so the thought is whether it should be possible to set it back to pending if it is sufficiently ahead of the advertised start time. Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 14:12 #134801 | |
Dionysusnu
577 posts |
danners430 in post 134800 said:Headshot was responding to a query regarding a multi-part game, where the OP asked if it were possible to set the game back to pending following the conclusion of the first part, in anticipation of a continuationI was the one asking that question ;) It was a recurring game which I just hosted every evening, so it got tedious to create a new session each time. That's why I asked. Though the two contexts are different, the underlying question is the same, can a game go from the started state to the pending state? Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 14:18 #134802 | |
danners430
135 posts |
Dionysusnu in post 134801 said:I was the one asking that question ;)You speak like I have a memory span long enough to remember that :P Dionysusnu in post 134801 said: Aye. It's the same functionality being introduced, just two different use-cases. I agree with what Headshot said regarding multi-part simulations, it is better to have them be re-created every time. For cases like this, however, where the advertised start time is still in the future, then I don't see it being a huge problem. But that's just me! Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 14:25 #134803 | |
peterb
452 posts |
To add the context, your question was "Is there any way to put a game back to pending after terminating? Would be a lot easier for looping/daily sessions." Jamie is asking about changing the status to pending after starting - accidentally, which I don't think would result in any extra emails. As Dan says - a very separate scenario to deliberately using the same game post for more than one session, which ultimately would just be confusing to all concerned. Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 14:25 #134804 | |
Dionysusnu
577 posts |
danners430 in post 134802 said:[quote=Dionysusnu;post=134801]regarding multi-part simulations, it is better to have them be re-created every time.Why? Headshot said the notification wouldn't get sent, but there is the "multiplayer game status changed" notification for that. I don't see the issue with it. Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 14:28 #134805 | |
peterb
452 posts |
Dionysusnu in post 134804 said:danners430 in post 134802 said:Why not create a separate post for each session?[quote=Dionysusnu;post=134801]regarding multi-part simulations, it is better to have them be re-created every time.Why? Headshot said the notification wouldn't get sent, but there is the "multiplayer game status changed" notification for that. I don't see the issue with it. Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 14:46 #134807 | |
Dionysusnu
577 posts |
peterb in post 134805 said:Dionysusnu in post 134804 said:Because it is tedious and useless. All the sessions are the same. Same time, same description, same IP.danners430 in post 134802 said:Why not create a separate post for each session?[quote=Dionysusnu;post=134801]regarding multi-part simulations, it is better to have them be re-created every time.Why? Headshot said the notification wouldn't get sent, but there is the "multiplayer game status changed" notification for that. I don't see the issue with it. And, for things like accidental starting, creating a new post will discard all the signups. Last edited: 17/12/2020 at 14:47 by Dionysusnu Reason: None given Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 17:22 #134810 | |
9pN1SEAp
1180 posts |
You misunderstand. Each session MUST be separate, else you will have people who subscribed to the old game, marked as joining the new game (and getting email updates about it) even if they can't or aren't on the new session. It's easy to copy & paste the description test. Jamie S (JAMS) Log in to reply The following users said thank you: danners430, andyallen4014 |
Unstarting a multiplayer? 17/12/2020 at 18:02 #134811 | |
Dionysusnu
577 posts |
9pN1SEAp in post 134810 said:You misunderstand. Each session MUST be separate, else you will have people who subscribed to the old game, marked as joining the new game (and getting email updates about it) even if they can't or aren't on the new session.That's exactly the issue when accidentally clicking start. You want that info to stay there, otherwise everyone has to sign up again. A solution for this issue for recurring games, is to add a checkbox along with the "reschedule" button, which indicates whether signups should be cleared or left in place. Last edited: 17/12/2020 at 18:05 by Dionysusnu Reason: None given Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 21:01 #134832 | |
peterb
452 posts |
Dionysusnu in post 134811 said:That's exactly the issue when accidentally clicking start. You want that info to stay there, otherwise everyone has to sign up again.Let's presume, as is currently the case, that you plan to join the second session of my hosting series, but can't/don't want to the third - maybe you don't like the sim or timetable. If I were to be lazy and use the post from the second game for the third, you would still get emails about it by default - even though you weren't interested. How would you feel about that getting irrelevant emails and having to find the post and click 'leave' to stop them? Tedious and useless? Unreasonable? From your host's point of view, it takes us mere seconds to copy and paste into a new game post, ensuring all the information is still correct - which is our duty. The date will have obviously changed, the IP may well have also changed. Also, i'm unlikely to host a game for you unless I know that your intention to join is genuine - which taking the example above, wouldn't necessarily be if I recycled a post. Under the logic, I also wouldn't be able to advertise the third session until after the second, which may well be 24 hours or less - not much time to make people aware or allow you to make plans to join. You're trying to reach a completely different outcome and motive to that of Jamie. Accidental starts is one thing - yes, it's reasonable to retain your signups. Deliberately recycling a post just to save a copy, paste and checking job is entirely different and potentially unhelpful to everyone. Log in to reply |
Unstarting a multiplayer? 17/12/2020 at 21:36 #134835 | |
GeoffM
6376 posts |
Mantis 32535. Unless there are any objections, this will only be to allow you to "unstart" a game whose start time is in the future. SimSig Boss Log in to reply The following users said thank you: andyallen4014, 9pN1SEAp, danners430, StepSig, Trainfan344, Dionysusnu, elltrain3 |