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Spectators do not mute during discussion #28
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Yes, this is a recent change. The bot now ignores spectators entirely. I did that because I was seeing pretty severe rate-limiting issues in full lobbies with spectators. I plan to make this a configurable setting but, for now, spectators need to either be careful or keep themselves muted. |
Ok thanks, sorry I did not realize this was intentional! |
No worries! This is a good chance for user research actually.
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So, of the options listed my personal order of preference would be the following:
However, in an ideal world (if it wasn't an implementation issue because of rate-limiting) spectators would be treated the same as a dead member of the crew (muted during the discussion, but open mike during working and intermission phases). I guess my follow-up would be is the rate limit tight to 10 or could it handle say, 2-5 extra people? Why I ask is maybe you can have a few slots to register "participant spectators" that work as described (as permanent dead), and non-registered spectators go with option 1 or 2 (configurable to admin liking is ideal but, maybe not worth the effort?). Obviously, just my suggestion, and I hope it doesn't come across as demanding a feature or anything. I'm very grateful for the high-quality work done here already! I'm sure there are logistics I don't have knowledge of that could make this not work. I've been running the bot something like 5-6 hours a night over the last couple of days and would be more than happy to answer any other user experience questions you have/ give more feedback if it interests you, just let me know. |
The rate limit is dynamic and can vary. But it's at most 10 requests per couple seconds. And the more requests you make, the longer the reset time is. So we can fairly reliably handle a full lobby, but an 11th person means that someone doesn't get transitioned for several seconds. There's zero wiggle room for an extra. :( Currently, the bot prioritizes preventing cross-talk between living and dead players. So when a meeting starts, all the dead people are muted first. Once those have been processed, all the living players are then undeafened/unmuted. So the problem with spectators-as-dead-people, then, is that it will always be a living player that hits the rate limit at the start of a meeting. This proved to be really unpleasant when the rate limit reset reached 5+ seconds, and is what prompted the code change. After a meeting isn't so bad, since it goes in reverse order and it's a dead/spectating player that is limited. I know different players will have different preferences, so I definitely want to make it configurable. But I think I agree with your order-of-preference. I'll implement it that way in the next version. I'm glad you're enjoying the bot so far! It's really gratifying to see so many people using it, and the feedback (both positive and negative) is really appreciated! |
Rate-limits prevent us from unmuting spectators like dead crew, but they can be unmuted during intermissions. Connected to #28
The beta version now mutes spectators during the entire match, but not during intermission. Feel free to try that version if you like. (Link for the hosted version is in the README.) I need to do a bit more linking about how to set up the configuration options, but that's a near-term goal. |
Thanks, I will have to check that out! As for other feedback/suggestions, this is what comes to mind:
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This is correct at the moment. I'm considering ways of handling this, but there are some data privacy concerns. Essentially, that would require having one user add another user's data into the database. Maybe not a problem, but it's enough of a grey area that I want to be careful about it.
I don't auto-eject because players sometimes want to hop into another channel to talk to friends, or they get disconnected, etc. But I like the idea of a timeout. That's worth considering as well. In any case, I definitely need to set it up so that they're removed if they leave the voice channel and disconnect from the game. (Obviously this only works for automated lobbies.) I've opened an issue to think about this more.
This is absolutely something I want to do! I'm working with the AmongUsCapture guys to get the data needed to make that happen, but I'm pretty excited for the possibilities. No issue yet, but keep an eye on the release notes.
Definitely a bug!
I've found this as well. :( |
Totally understandable, I'm just gonna toss out some ideas that might help with this issue.
This sounds like a really good idea! You may still want to couple this with a timeout (say 1 minute) for when someone's internet disconnects briefly. However, it might be enough of an edge case to say just have them rejoin if they DC.
Awesome, I love stuff like this and think there's a lot of potential here. Would be really awesome if there was an endpoint to call for people to present their server data in whatever way they would like, though I can see you considering that a data privacy issue. A few closing thoughts:
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Ooooh, I like that.
Oh, absolutely! I'm an API-first developer. Primary authentication will be Discord OAuth, but data should be available in an easily-convertible format.
Fffffffffu.... Thanks for the heads up.
If you'd asked me yesterday, I'd have said "no, they are not planning to support the beta client." Update: Nope. No official plans. :'(
<3 |
When playing with spectators in the lobby they do not get muted during the discussion, this causes them to have to be careful about saying anything about the game even during "Working Phase" as they can end up in the discussion on accident.
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