chemefreak wrote:Okay. Don't you people have anything better to do? Like play some other player's turns?
Nope, fancy a 1v1?
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chemefreak wrote:Okay. Don't you people have anything better to do? Like play some other player's turns?
betiko wrote:
lol, so for you if one of your opponent takes a turn for a clanmate that has disapeared he is gaining an unfair advantage on you? That's funny, because I'd rather say that if an opponent misses a turn I gain an unfair advantage on him, as you know, you haven't eliminated that player yet the gameplay is doing so for 1 round(mostly on an escalating where missing a turn can be game over). Because this guy had something he had to attend to or whatever, means screw his team, and screw his clan. The opponent has just received the magical righ to play 2 back to back turns because they deserved it! then pops up this moron covering for his partner because he knows he's gonna miss, unfair advantage!!!


Funkyterrance wrote:If there were 5 warriors who were completely fit and strong and the rest were just average citizens they would be slaughtered for sure.
uckuki wrote:Funkyterrance wrote:If there were 5 warriors who were completely fit and strong and the rest were just average citizens they would be slaughtered for sure.
Not if they were Samurai. They'd cut 'em up left and right.

macbone wrote:See, here's the issue here. Conquer Club is a casual gaming site. It wasn't created to be a huge time-sink as I understand it. In a regular terminator-standard game, sure, it won't kill you to miss a turn (unless it's the final sweep in an Escalating game, but still, tough).
But with clans, it becomes more competitive, and say what you will, missing a turn costs your team. Yeah, this isn't super serious stuff, but I for one don't want to be the guy that makes my clan lose a game, and clan wars are decided all the time by the margin of one game.
Turn sitting has never been ruled illegal, and in fact guidelines are in place to allow it under certain situations, such as when a player is on vacation or is in danger of missing the turn. This has never been ruled against the rules.
What is a problem is when one player is taking difficult turns for other players, especially in the context of a clan war when caps are in place on the maximum number of games a player is allowed to play in. This is where the casual side of CC conflicts with the competitive side.
For those of you who have never had a turn sitter, I commend you. But personally, I don't want to disadvantage the teams I play on and potentially cause them to lose because I ended up with a bunch of meetings and couldn't take my turns at 1 pm during lunch like I had planned to earlier in the day, or my family decided to spend the day together at the space museum and I didn't want to spend fifteen minutes on my ipod catching up on my games. If Conquer Club wants to be simultaneously casual and competitive, it ought to have room both for the guy who can't always take his turn and doesn't want his team to lose and the guy who can't always take his turn and doesn't mind missing (and hopefully, he's playing on the opposite team from me (= ).

macbone wrote:See, here's the issue here. Conquer Club is a casual gaming site. It wasn't created to be a huge time-sink as I understand it. In a regular terminator-standard game, sure, it won't kill you to miss a turn (unless it's the final sweep in an Escalating game, but still, tough).
But with clans, it becomes more competitive, and say what you will, missing a turn costs your team. Yeah, this isn't super serious stuff, but I for one don't want to be the guy that makes my clan lose a game, and clan wars are decided all the time by the margin of one game.
Turn sitting has never been ruled illegal, and in fact guidelines are in place to allow it under certain situations, such as when a player is on vacation or is in danger of missing the turn. This has never been ruled against the rules.
What is a problem is when one player is taking difficult turns for other players, especially in the context of a clan war when caps are in place on the maximum number of games a player is allowed to play in. This is where the casual side of CC conflicts with the competitive side.
For those of you who have never had a turn sitter, I commend you. But personally, I don't want to disadvantage the teams I play on and potentially cause them to lose because I ended up with a bunch of meetings and couldn't take my turns at 1 pm during lunch like I had planned to earlier in the day, or my family decided to spend the day together at the space museum and I didn't want to spend fifteen minutes on my ipod catching up on my games. If Conquer Club wants to be simultaneously casual and competitive, it ought to have room both for the guy who can't always take his turn and doesn't want his team to lose and the guy who can't always take his turn and doesn't mind missing (and hopefully, he's playing on the opposite team from me (= ).
crispybits wrote:But if a group of players wants to be competitive, then invites a bunch of casuals who only want to play when it's convenient for them to their team, then they should accept the consequences of that, in that turns will occasionally be missed, and should probably think hard about if they want to use those players for the competitive games.



Keefie wrote:I have absolutely no problem with these rules at all. HH have never abused account sitting, we have never logged into other clan mates accounts to check fog games and if there is an odd missed turn then so what.
Personally I'd take this thing one step further and ban account sitting. It would be a darn site easier for everyone.

IronWood wrote:I say whatever.... you guys are making an issue out of something that shouldn't be an issue. If I need somebody to sit for my account (which BTW, I never have)... but if I did, I'm not going to be held to some arbitrary rules.

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