This feature would be great for communication between players and room creator. Players will be able to vote on features they want to be added/changed and the creator will know what their player base wants the most.
I 100% agree with this feature. It’s a bit of a struggle setting up in game polls manually. It could certainly function similarly to the player prompt multiple choice chip except it could be some sort of local data involved. I definitely could see this being added.
I think having Global Room Variables that are synced and save would be a better addition, since it would allow for this, and various other things too.
There’s a feature that lets you share feedback through a text prompt in ^RunTheBlock made by devs and I guess the feedback is sent to RecNet or saved in a global database, so I think they’re already able to make local data transfer and global variables @bucketman
Yes please i hate looking at room comments
There’s actually a really unique way to do this now that we have cloud list variables.
If you have an active enough room where players join eachother alot, there could be a system where when you vote, your vote and @ is dumped in a string variable list and sent out to everyone else in the room to compare if they have any missing indexes, and add them to their list if they do not.
This could propagate to enough players only needing 1 player to sync and catch up players between instances and the rolling days.
I really want to try this in a room with active players and see how quickly you can accumulate votes. You could in-theory collect up to 32,768 unique votes and SEE who voted with only 1 string list variable. Consider this:
- A string list can have up to 4,096 unique indices.
- A string has a 512 character limit.
- RecRoom account names are 32 characters long.
- 30 characters can be used to store voting data (around 37 bytes to play with)
However this is all theoretical, would be much much easier if it’s a built in feature
This is so good