I don’t have glasses on, is that my sulit cat???
Not everything has a super specific type. The subtypes exist when a particular kind of effect is useful to be named and treated separately. It’s usually when it’s needed to make things work somewhat conventionally or there’s enough rules baggage that there needs to be a name to talk about it.
I go back and forth on whether communication its own type. There are effects that people generally associate with the name communication that are just not the same thing under this system (creating, open, and closing private chats are currently considered modification, but access to private chats is status-changing!). Giving another player a message or any other kind of literal communication that’s not in a “channel” (the abstract name of any place players usually communicate) would just be mechanical without anything more specific. The justification there is that it could be accomplished using the same primitive steps as giving feedback. There’s no reason for it to be anything more than that.
Protection has higher priority than blocking to ensure that if protection action A1 and blocking action A2 target the same player P1, that A1 resolves before A2 without needing to interrogate A1 further (under the rules, protection can prevent arbitrary effect types from being applied, not just killing, so we want a protect from blocking to be applied from a block). Under this system, protection is also distinct from blocking in terms of it what it does. A blocked action fails and does not resolve. An action that’s protected against resolves, but some of its effects aren’t applied.
“Bestowing” is likely modification, but it depends on what’s being bestowed. If you’re giving someone an item or ability or whatever, it’s modification because that effect does not naturally expire or make sense to expire (like it doesn’t really make sense to kill someone until the end of the next Day; killing explicitly has to be undone with another effect).
Voting (as an action) is also mechanical. There’s nothing it really does other than make a record that a player chose to vote for another player. Vote weight changes are status-changing. Gladiators are weird. It’s modification for the same reason creating a private chat is modification (it’s the creation of some kind of game object). It’s really similar to creating an event in a way in that it creates this thing that comes with a lot of rules baggage, and plays out on its own once started. Like, you shouldn’t be thinking of a gladiator like having anything to do with voting or deaths or whatever, a gladiator is basically a highly specific event creator. Disallowing someone to be voted would be rule-changing. An effect that says votes for a particular player are doubled or whatever is also rule-changing. It’s not status-changing because voting doesn’t interact directly interact with the player being voted for or care about that player’s characteristics. It cares about if they’re eligible to be voted for the elimination and the conditions for that belong to the game, and to adjust that, you have to change the rules of the game (rule-changing).
No. If a player is already immune to something than no effect supersedes that beyond like a rule-changing effect that says it does which would be silly. I don’t remember why delaying is last, but the implication there is if an action with an effect would make you immune to delaying and they were targeted by a delaying action, it would be delayed. However, if you were to have an action with the effect of making them immune to blocking and they were targeted by a block, they would become immune first. I’ve tweaked the ordering there a lot, and, again, cannot tell you why in this moment that delaying was last. Having this conversation has made me want to move it to the bottom of that tier, but I’ll need to review my notes to see if there’s a reason why.
Something I used to have, but have dropped (at least for now) was weighting actions by their scope as well as heaviest effect. Like an action that is reflexive (only affects the user) is the heaviest, and an action that affects all players in the game is the lightest. There are issues with actually defining a weight function for scope I think which is why I dropped it, but might be worth revisiting.
omg hi gray!!!
hi silviu!
i cleaned my room and applied to an internship :00000
omg hi gummy i am so proud of you
silviu
i have to start and finish the stochastic chapter in my book now :0 but should be good
yoo nice!
i robbed a plane under the alias D.B Cooper on November 24, 1971 and was never caught
I like the implication that you experience all time concurrently.
You’re robbing a plane in 1971 while killing post-apocalyptic vampires in 2031 while talking on this forum right now.
two of the games on my steam wishlist came out today
tiny bookshop and is this seat taken
i should buy both i think
i learnt it from the Tralfamadorians
New Atlas theory: she went up
does anyone want to play Roblox sometime tonight
I would but busyyyyy
robocks
we should play codenames one day