Among Us 0 Cooldown

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Fisseha Aranda

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Aug 5, 2024, 10:21:14 AM8/5/24
to worfecarheatl
Itwould be good to have a per user and a global cooldown option for the channel points.

For example for a reward to "Stay Hydrated" or "Dab", viewers who have saved up a lot of points can spam them in a short time which ruins the idea of the rewards purpose or becomes annoying.


Right now the only setting is to limit the number of times it is redeemed per stream for all viewers. Which is only helpful for something that you would only want redeemed 2 or 3 times and not something you intended to be redeemed many times but not all at once.


The max per stream is a nice thing to have for sure in some cases for specific rewards, but the combination of a 1-5 minute per user, and 10-30 second global cooldown on reward redemption allows for things to not feel too spammy.


The other HUGE reason you want a per user cooldown as well as a global cooldown is that otherwise there is a "race". Global cooldown only naturally incentivizes people to try to be the one to click the button again as soon as it comes available. Yes, everyone could just agree to be cool about it but as we're all streamers here we know that that simply will not be the case.


In the Channel Reward settings there is a "Cooldown & Limits" section which includes:

- Redemption Cooldown Time [Time between redemptions, up to 7 days]

- Limit Redemptions Per Stream [Max total redemptions for viewers]

- Limit Redemptions Per User Per Stream [Max individual redemptions per viewer per stream]


Agreed. A per user AND global cooldown option are absolutely essential to a feature like this. I've got so many ideas to implement but I am waiting entirely on cooldowns or it'll just get out of hand. The only "workaround" is to make stuff stupidly expensive, but that's just bad because long time viewers can still overuse them if they feel like it and newcommers feel left out.


A global timer cooldown is a wonderful idea. There's lots of places this could go: I have a stream reward set up where if four different viewers execute the reward within five minutes, something fun happens on stream. More cooldown options and timers would be great!


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Hi. Can somebody help me with this macro?

/castsequence reset=3 Shadowstrike, Flagellation, Cheap Shot, Eviscerate, Marked for Death, Eviscerate

I just want to make work to jump a skill in cooldown. For example, if Flagellation is in Coldown, just jump to cheap shot.


Hey, like @TimothyLuke and @Cashlifan said, you should set it as a series of regular casts. You can also try and prioritize this by making you normal castsequence first and then these after, kinda like fail safes. You would then order them with priority too or biggest hitters. Here is a quick example using the info you and Cash provided.


Since the web-version shows a countdown for cooldowns, Twitch might be unsure how to best implement this. One simple method is to display the longest timer out of the two (since there's a global and personal countdown).


This does mean that the timer could jump up in time if another user redeems it (5 min personal cooldown, 1 min global cooldown: when the personal timer is down to 30 s, and someone else redeems it, it will jump up to 1 min). But this already happens currently when someone redeems it and the timer shows up (going from 0 s to 1 min in cooldown).


Some redeems have long cooldowns just so a single user can't spam it. But the user can still redeem it whenever it comes available again, making it so other users don't get much of a chance to use it.


In my personal situation. I have it so users can pick my outfits and queue up outfits. One or few users like to queue up a long of outfits on their own. I don't have a cooldown on these redeems, but having a cooldown wouldn't even prevent this from happening. Only a cooldown per user would at least slow these users down.


I need this! Viewers tend to redeem every possible reward without allowing anyone else to choose it before it goes on cooldown, and if this reward has a long cooldown then new viewers coming in will have to wait without a chance to get to redeem it since it was selected by the viewer who likes to bulk redeem things. It also gets a little chaotic because the channel points spawn stuff in my game, so with rewards being back to back to back it sometimes gets overwhelming.


This is something that I still really wish we had. I really dislike having to choose between no timer and EVERYONE waiting the full time to see who can snipe getting to do the thing everyone wants to all do. It's really frustrating and can ruin a bunch of redeems options.


I honestly don't get why this is not a thing already. There should definitely be an option to limit chat users to a redeem for several days. It's currently not possible to do weekly redeems or more rare redeems that doesn't affect every person trying to redeem it. The only option right now is to put the entire redeem on cooldown for several days, but that applies for everyone. I think a per user option should have already been a thing on implementation.


Yes! I don't know why we don't have this yet! Streamlabs has a Global and a User cooldown. So if somebody redeems a reward through Streamlabs, they have a longer cooldown than global so somebody else can enjoy the reward too! This would come in handy for chat games that employ the use of channel point rewards! It would suck to have a 10-second global cool down and it's the same person redeeming it every 10 seconds!


I desperately want channel points to have Per User Timed Cooldowns. Currently, global timed cool downs are available, global and per user limits are available, but not per-user timed cool downs. For instance, if Joe wanted to highlight his message, but you wanted to keep Joe from highlighting 10 messages in a row without stopping Susan from highlighting her message and allowing Joe many highlights in a stream, just spaced out.


I like to use Channel Points for voting in week-long events. Before I switched to channel points, each person could vote once every 5 minutes. It was a great system as it kept spam down and rewarded people for staying active in the stream. There's no way for me to do that presently with Channel Points. I've tried adjusting the cost and limiting how many per stream, but all that does is keep them from accruing channel points to use on other redemptions.


Since you're interfacing with on_message for cooldowns, you would need to create a custom cooldown mapping using commands.CooldownMapping.from_cooldown()(NOTE: THIS IS NOT COVERED IN THE DOCS, THIS IS WHAT WAS GIVEN BY RAPPTZ), get the bucket with the method get_bucket(message) and pass your message object into message, then use update_rate_limit() on the bucket to check if you're rate-limited or not(returns a bool). However, this system is not reliable at all since it will trigger the cooldown for normal messages as well. Using commands is much easier since it is fully documented but with the downside of not being able to use in on_message.


To use step scaling, you create a CloudWatch alarm that monitors a metric for your scalable target. Define the metric, threshold value, and number of evaluation periods that determine an alarm breach. You also create a step scaling policy that defines how to scale capacity when the alarm threshold is breached and associate it with your scalable target.


When the alarm threshold is breached for the specified number of evaluation periods, Application Auto Scaling will apply the step adjustments defined in the policy. The adjustments can continue for additional alarm breaches until the alarm state returns to OK.


When you create a step scaling policy, you specify one or more step adjustments that automatically scale the capacity of the target dynamically based on the size of the alarm breach. Each step adjustment specifies the following:


CloudWatch aggregates metric data points based on the statistic for the metric associated with your CloudWatch alarm. When the alarm is breached, the appropriate scaling policy is invoked. Application Auto Scaling applies your specified aggregation type to the most recent metric data points from CloudWatch (as opposed to the raw metric data). It compares this aggregated metric value against the upper and lower bounds defined by the step adjustments to determine which step adjustment to perform.


You specify the upper and lower bounds relative to the breach threshold. For example, let's say you made a CloudWatch alarm and a scale-out policy for when the metric is above 50 percent. You then made a second alarm and a scale-in policy for when the metric is below 50 percent. You made a set of step adjustments with an adjustment type of PercentChangeInCapacity for each policy:


Now, let's say that you use this scaling configuration on a scalable target that has a capacity of 10. The following points summarize the behavior of the scaling configuration in relation to the capacity of the scalable target:


If the metric value gets to 60, Application Auto Scaling increases the capacity of the scalable target by 1, to 11. That's based on the second step adjustment of the scale-out policy (add 10 percent of 10). After the new capacity is added, Application Auto Scaling increases the current capacity to 11. If the metric value rises to 70 even after this increase in capacity, Application Auto Scaling increases the target capacity by 3, to 14. That's based on the third step adjustment of the scale-out policy (add 30 percent of 11, 3.3, rounded down to 3).

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