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PostPosted: Fri Jun 15, 2007 6:45 am
by anormal
:x

I am really MAD about "missing turns", not only because of the time spent, but because of missing turns on purpose to win the BONUS of missing turns!!!

http://www.conquerclub.com/game.php?game=502454

So, in this game happens two things...

1. there is a newbie that never played any game, and is ready to be kicked by missing is 3rd consecutive turn... but if he started to play now, with the BONUS of *3 he could have lots of good chances to win this game...

2. for other side, there are players that miss turns on purpose... only because of the bonus, so I sugest:
-> to decrease or finish with this bonus
or
-> to make a button on the side of BEGIN TURN that says SKIP TURN
:roll:

Ammendment to Missed Turns Rule?

PostPosted: Wed Aug 15, 2007 7:24 pm
by deathscythe30
I have a suggestion to add to the 3 consecutive turns missed and get booted from the game rule.

I think there should be a limit of turns you can miss in the entire game. I would say that if you miss 6 non-consecutive turns in a single game, you are kicked. I won't say what game it is, but I am currently playing against a guy who has missed 6 turns in 26 rounds and it's annoying. He has missed 2 consecutive turns twice and barely made it in time to make his turn before he is kicked.


What do you all think?

PostPosted: Wed Aug 15, 2007 7:58 pm
by misterman10
I think you need to use the form

PostPosted: Wed Aug 15, 2007 8:15 pm
by lackattack
Don't bother with the form. This has already been rejected :)

Mising 6 turns isn't that bad in a 60 day game.

PostPosted: Wed Aug 15, 2007 8:19 pm
by Night Strike
lackattack wrote:Don't bother with the form. This has already been rejected :)

Mising 6 turns isn't that bad in a 60 day game.


Technically, it's the same as missing 3 (in a row) in a 30 day game (10%). :wink:

Missed Turns

PostPosted: Sat May 02, 2009 6:15 pm
by astronautg117
Concise description:
    Put a max amount of missed turns in a game.

Specifics:
    Right now someone gets kicked from a game only if they miss 3 consecutive turns. I think if someone misses five or so inconsecutive turns they should get kicked also.

This will improve the following aspects of the site:
    Save waiting time for active players.

Re: Missed Turns

PostPosted: Sat May 02, 2009 6:43 pm
by AndyDufresne
This could become problematic for games (the real ones, not build games) that last weeks, months, or in some cases, even years. 5 Missed turns for in a year, and you get kicked out of a game you've been playing? No good. A cap on missed turns couldn't be a hard-static number, because of the problem above.

I think there might be better random ideas out there in regards to user punishment, such a pool of missed turn "get out of <month> jail free cards" that once spent for the month, would deduct a point or two from your score. But your idea, this idea, and any idea, would have to be looked at from a code standpoint and see what is possible and what isn't.


--Andy

Re: Missed Turns

PostPosted: Sat May 02, 2009 6:47 pm
by sailorseal
Maybe it goes per month and resets, maybe you if you miss five turns in one month you are kicked but then the scale starts over

Re: Missed Turns

PostPosted: Sat May 02, 2009 10:02 pm
by Mr_Adams
proportion perhaps? if you build up, say, 1:5 ratio of turns missed:taken, you get kicked.

pluss, of corse, the 3 consecutive, and only after a set # of rounds. say, after 20 rounds, if the above ratio is true, you get the boot.

Re: Missed Turns

PostPosted: Sun May 03, 2009 10:22 am
by Megadeth666
Missed Turn Option, In creating a game would solve this:

1-No Missed turns

2-3 Consecutive Missed

3-5 Random Missed

Just a Thought :?

Missed turns

PostPosted: Wed Nov 25, 2009 1:06 pm
by Ogrecrusher
Concise description:
  • If a player missed more than x turns, they should be kicked, even if they are not missed in one go.

Specifics:
  • I have seen a couple of examples similar, but in a game I'm in right now, a player has missed a total of SEVEN turns, 3 times they've missed 2, then returned in a blaze of glory. I think that if you miss 5 turns in any game, you should be kicked.
    A week of my life has been spent waiting for this guy!! It's also affected the balance of the game, because when he's skipping turns, we're unsure if he's gone for good this time.

Re: Missed turns

PostPosted: Wed Nov 25, 2009 1:20 pm
by max is gr8
Just to summarise here, it's been suggested many times. But you should have eliminated them if they were missing too many turns. 3 turns in a row shows that the person has been gone for half a week but say if a game lasted 4 months. And they missed 5 turns in total it wouldn't be fair for them to be kicked.

If you want people gone from games eliminate them. Or add them to your ignore

Re: Missed turns

PostPosted: Thu Nov 26, 2009 4:51 pm
by Karl_R_Kroenen
Ogrecrusher wrote:Concise description:
  • If a player missed more than x turns, they should be kicked, even if they are not missed in one go.

Specifics:
  • I have seen a couple of examples similar, but in a game I'm in right now, a player has missed a total of SEVEN turns, 3 times they've missed 2, then returned in a blaze of glory. I think that if you miss 5 turns in any game, you should be kicked.
    A week of my life has been spent waiting for this guy!! It's also affected the balance of the game, because when he's skipping turns, we're unsure if he's gone for good this time.


I agree with Ogrecrusher.

It is also disrespectful to the other players to wait 23hr 59mi for "turn-misser" to miss.

Or there perhaps a rating checkbox of turn-misser.
Deadbeat, to me, means that the player missed 3 turns and is rated appropriately.
Quitter, to me, means that the player is still taking turns but isn't aggressively attempting any strategy or gameplay.

I also do favor just eliminating the turn-misser... :)

Re: Missed turns

PostPosted: Fri Nov 27, 2009 7:14 pm
by Baron Von PWN
max is gr8 wrote:Just to summarise here, it's been suggested many times. But you should have eliminated them if they were missing too many turns. 3 turns in a row shows that the person has been gone for half a week but say if a game lasted 4 months. And they missed 5 turns in total it wouldn't be fair for them to be kicked.

If you want people gone from games eliminate them. Or add them to your ignore


A fix for this might be to "forget" missed turns after a certain period of time, say after a month or so.

Re: Missed turns

PostPosted: Sat Nov 28, 2009 10:15 am
by max is gr8

Re: Missed turns

PostPosted: Thu Dec 03, 2009 1:58 pm
by jesusfreak16
max is gr8 wrote:Rejected Thread


that suggestion was probably too radical.


I agree with Ogrecrusher.
(I also suggested this a couple months ago, but the 'radicals' spammed it up. :P :x )

Re: Missed turns

PostPosted: Thu Dec 03, 2009 2:06 pm
by drunkmonkey
max is gr8 wrote:Just to summarise here, it's been suggested many times. But you should have eliminated them if they were missing too many turns. 3 turns in a row shows that the person has been gone for half a week but say if a game lasted 4 months. And they missed 5 turns in total it wouldn't be fair for them to be kicked.

If you want people gone from games eliminate them. Or add them to your ignore


Just because they missed turns doesn't mean they're weak enough to eliminate. Maybe that works in 1v1, but in any other format it's ridiculous to assume 1 (or even 2) missed turns automatically leaves someone vulnerable to elimination.

Re: Missed turns

PostPosted: Thu Dec 03, 2009 2:44 pm
by max is gr8
No it isn't. You can at least weaken them. The people are getting a rough deal anyway. Two turns lacking in reinforcement means 2 turns of being vulnerable. I've seen it before. Someone leaves with the whole of africa in W2.0 in their control and return with no continents. Once they broke through the initial wall they slaughtered him. If you aren't happy with deadbeats either: play more private games or tournaments, they happen but not as frequently. Or stop playing entirely.

Missing turns is still bad for players.

Re: Missed turns

PostPosted: Thu Dec 03, 2009 3:07 pm
by drunkmonkey
max is gr8 wrote:Or stop playing entirely.

Kind of a dickish comment, don't you think?

I was in a flat rate game where a player started deadbeating in round 30 or so, and had 1 card. There were 4 teams left, and we all had at least 60 troops. If any of the 3 active teams would have tried to eliminate this player, they would have surely weakened themselves to the point the other 2 teams could have easily moved in for the kill. Not to mention, had he returned, he'd have hit back at full strength, since he wasn't holding a bonus anyway. It's not always as simple as "he missed two turns, which means he's at a disadvantage, therefore you can eliminate him."

Re: Missed turns

PostPosted: Thu Dec 03, 2009 3:36 pm
by packrat31306
Karl_R_Kroenen wrote:
Ogrecrusher wrote:Concise description:
  • If a player missed more than x turns, they should be kicked, even if they are not missed in one go.

Specifics:
  • I have seen a couple of examples similar, but in a game I'm in right now, a player has missed a total of SEVEN turns, 3 times they've missed 2, then returned in a blaze of glory. I think that if you miss 5 turns in any game, you should be kicked.
    A week of my life has been spent waiting for this guy!! It's also affected the balance of the game, because when he's skipping turns, we're unsure if he's gone for good this time.


I agree with Ogrecrusher.

It is also disrespectful to the other players to wait 23hr 59mi for "turn-misser" to miss.

Or there perhaps a rating checkbox of turn-misser.
Deadbeat, to me, means that the player missed 3 turns and is rated appropriately.
Quitter, to me, means that the player is still taking turns but isn't aggressively attempting any strategy or gameplay.

I also do favor just eliminating the turn-misser... :)


I also agree with Ogrecrusher. I think it's annoying and disrespectful. There are even times when people can deliberatly miss turns so they can get a powerful set at the end for blocking. I'm not saying this happens all the time, but I have seen it.

The only problem with eliminating the turn-misser is that sometimes it's not benificial to the strategy of the game. If player one is a crucial target but player 2 is deadbeating, how is that fair? Especially if it's an assassin game.

Re: Missed turns

PostPosted: Thu Dec 03, 2009 3:58 pm
by max is gr8
I was in a flat rate game where a player started deadbeating in round 30 or so, and had 1 card. There were 4 teams left, and we all had at least 60 troops. If any of the 3 active teams would have tried to eliminate this player, they would have surely weakened themselves to the point the other 2 teams could have easily moved in for the kill. Not to mention, had he returned, he'd have hit back at full strength, since he wasn't holding a bonus anyway. It's not always as simple as "he missed two turns, which means he's at a disadvantage, therefore you can eliminate him."


Right so your telling me that you receiving lets say... 4 units a turn, to defend yourself is not as good as after two turns have passed receiving 8 units in one go AFTER your turn?

The fact is, players know if someone is expected to receive units. You can't gain a tactical advantage like you used to, when you got your troops at the beginning of turns. You miss out on autodeploys. Potential Cards, your possibly necessary defense for the next round.

If you miss turns once a week lets say, every week you are unavailable on a sunday (let us say for example), you are going to have a massive disadvantage every monday, when you return. You cannot fight back against attacks. You cannot utilise your troops immediately. I don't see how your argument is compelling at all.

Or stop playing entirely

Kind of a dickish comment, don't you think?


Not at all, it proves the point that you will never avoid turn missers, if you make games where a player gets kicked after missing one turn it wouldn't work, you could miss a turn by logging in ten minutes too late and get kicked.
Put it this way, a timelimit system wouldn't be fair, sequential is different to freestyle. A round limit wouldn't be fair either. Ridding people of deferred troops wouldn't be fair either. The problem has been one since the beginning of CC people missing turns. The 3 turns in a row has worked for this long, it will work for another 4 years.

Also, to get across another point:
Would you rather lackattack spent his time working on this rather than, advanced fog of war, changing weather systems. New game variations, map coding capabilities, more options for games and general improvement or would you want him to do this? There are lots of things on the To-Do list which are far more deserving of this idea anyway. AND this has already been rejected.

Either way this needs to be merged with the other thread, it is the same in principal.

Re: Missed turns

PostPosted: Thu Dec 03, 2009 11:35 pm
by wolfpack0530
I say 2 missed turns PERIOD!! Not consecutive, PERIOD!!! Kick em out. the log would read like this.

Player 1 missed turn in round 3
Player 1 missed turn in round 11

Player 1 has been kicked out for missing too many turns!

Re: Missed turns

PostPosted: Thu Dec 10, 2009 8:15 pm
by jesusfreak16
jesusfreak16 wrote:
max is gr8 wrote:Rejected Thread


that suggestion was probably too radical.


I agree with Ogrecrusher.
(I also suggested this a couple months ago, but the 'radicals' spammed it up. :P :x )


They already rejected 3 total missed. If you want to suggest that two total be the maximum, put up ur own thread.

Re: Missed turns

PostPosted: Thu Dec 10, 2009 8:34 pm
by Bruceswar
wolfpack0530 wrote:I say 2 missed turns PERIOD!! Not consecutive, PERIOD!!! Kick em out. the log would read like this.

Player 1 missed turn in round 3
Player 1 missed turn in round 11

Player 1 has been kicked out for missing too many turns!



Nah this would totally ruin games. I have some games that have been going over a year 1 player gone would gift away the game to another player.

Re: Missed turns

PostPosted: Thu Dec 10, 2009 11:48 pm
by wolfpack0530
Bruceswar wrote:
wolfpack0530 wrote:I say 2 missed turns PERIOD!! Not consecutive, PERIOD!!! Kick em out. the log would read like this.

Player 1 missed turn in round 3
Player 1 missed turn in round 11

Player 1 has been kicked out for missing too many turns!



Nah this would totally ruin games. I have some games that have been going over a year 1 player gone would gift away the game to another player.



Sure, to each there own, but in my humble opinion, if a game isnt decided in a years time, then someone made some mistakes along the way. Build games usually happen because players are being to timid in the early and middle rounds. Then everyone left has huge stacks and nobody attacks because they do want to weaken themselves too much. These games get soooo stale, and boooooooorrrrriiiiinnnnnggggg, and meaningless, and dreadful, and did i mention boooorrrriiiinnggggg :) An autokick is EXACTLY what these deadlocked buildgames need, to inject some sort of hope for an ending. I would suggest, that once a game hits round 200, a random player is automatically autokicked for no reason whatsoever, other that to just end the game. Some would say that isnt fair, but if it were known to all players that round 200 is the autokick round, and then every 10 rounds after that another is autokicked, then it would make for some exciting auto assaults!!

Some would say that patience is the key, but i would say that if you cant win a game in 200 rounds, then you dont deserve to win. But that is just me, and i am talking in general, so i hope nobody takes what i said personally.

Honestly, this doesnt affect me personally that much at all. I have only missed 2 turns ever (joined feb 09), and i have so many games going that i dont mind waiting at all. This is just my humble opinion :)