- Implement a script that tracks login activity and duration, making a note of players that have been logged in AND are active for a period of time determined by a formula*(see comments). The formula I would put forward is: "90 seconds" x "number of turns waiting to be played."
- When such players as qualify then miss turns in games they are active in and could have taken their turn before the clock ran out on them, the deferred troops they receive on their next turn are reduced by 33% (1 in 3 of the deferred troops they'll claim when they do take their turn is deducted).
- Speed games are exempt, this suggestion is targeted at Casual games only as this is where the majority of players are affected and resentment of purposeful turn missing is greatest.
Specifics:
- The deferred troops afforded for missing turns is fair to those players with infrequent internet access, as they shouldn't be penalised by the game for not being online 24/7 and genuinely miss a turn because they don't have access/time to take their turn in the games they're still active in.
- The problem is the abuse of this feature by players who are online but choose not to play their turn just to get troops for deployment AFTER their assaults have ended. This feature is supposed to help out players that can't access their account in due time to play when they are expected to, not for cheap players to 'play dead'. Then attack recklessly when they do take a turn, knowing full well that they can reinforce whatever position they've managed to achieve.
This will improve the following aspects of the site:
- There will be a serious deterrent against unnecessarily dragging out a game and making other players wait for no good reason. Games will not drag on unnecessarily because chronic turn missing players that employ this cheap tactic will be losing one third of their deferred troop deployment. Rendering a tactic that was an unintended side effect not particularly profitable to use.
- Will keep games honest without penalising genuine non-attendance due to lack of access/time to sign in and take turns.
- Because Speed games will be exempt under this suggestion, players with slow/poor connections will not be unjustly docked troops just because their internet falls over on them.
Comments:
I don't have a problem with the deferred troops feature, that's not the issue here, it's the abuse of this feature that's the issue. I've lost count of the number of games where I've seen it used, it's thoroughly dishonest gameplay that is not in keeping with the spirit of the game. Also it antagonises the honourable majority who take their turns in a timely fashion and utilise superior strategy and planning to win their game, not cheap tactics.
Artimis wrote:For those who think 5 minutes is not long enough:Conquer Club's Home Page wrote:Designed for the casual gamer, playing Conquer Club is not a time consuming process. You can take your turn in 5 minutes
Clearly anyone who takes longer and fails to take their due turn when it's their go is doing so on purpose, if they're involved in more games than they can play in 5 minutes then it can be taken as read that they have sufficient access/time to play all their available turns, at a later time if necessary.
NOTE: A question mark has been justifiably raised over this. So instead of a fixed cut off point, maybe a formula can be used that will take into account the number of games a player has running concurrently. So as not to unfairly catch out players who brought premium. A Freemium account would only ever have a maximum of 4 turns to take at any one time and would only ever have a maximum trigger time of 360 seconds(6 minutes). Plenty of time to consider your moves in each game. Thus players who brought Premium and have many more games running concurrently will not be unjustly tagged by the script as active but unwilling to take their turn.