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[GP/UI] Polymorphic Deadbeats[Implemented]

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Re: [GP/UI] Polymorphic Deadbeats

Postby Shannon Apple on Mon Dec 16, 2013 6:07 am

Gweeedo wrote:Please change the rule for habitual deadbeating.
You reach a certain attendance percentage, you only get to miss two turns per game...attendance percentage drops further you are allowed only one turn before you are ejected from the game.

I think this might curb further turn loss from those who use it as a strategy.

Um, I think you're missing the point, Gweedo. In this case, people aren't using it as a strategy. They are using it to get out of a polymorphic game they have already lost because there is no forfeit button. This should not be against the rules, but should in fact be easier to do.

Possibly the worst thing about this is games like USA 2.1. After a few rounds, the game is decided. Say if you are playing Poly quads and it last 10 rounds, that is in fact equal to 40 rounds while it may have been decided at round 4. People tend to deadbeat to get out of it, but it takes what appears like 12 rounds to actually deadbeat.

I would love to see this fixed as well.
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Re: [GP/UI] Polymorphic Deadbeats

Postby blakebowling on Fri Dec 20, 2013 6:21 am

I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)
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Re: [GP/UI] Polymorphic Deadbeats

Postby Dukasaur on Fri Dec 20, 2013 9:20 am

blakebowling wrote:I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)

Good work!
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Re: [GP/UI] Polymorphic Deadbeats

Postby king achilles on Thu Mar 20, 2014 8:09 pm

Returned to Submitted Suggestions forum until further update or notice.
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Re: [GP/UI] Polymorphic Deadbeats

Postby Donelladan on Mon May 12, 2014 10:53 am

Still waiting for it. Really painful when playing speed games. Is there any hope this will be fixed anytime soon?
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Deadbeating in polymorphic games

Postby Kexor on Mon Jun 02, 2014 2:46 pm

Concise description:
  • Make the missed turns counter for deadbeating in polymorphic games player (polymorphic team) based rather than slot based.

Specifics/Details:
  • Right now in polymorphic games each slot of a player deadbeats separately which can mean 12 days to deadbeat in Polymorphic with 4 slots per player.
  • I suggest changing this to 3 consecutive turns by a player (so polymorphic team) to be more along the lines of 3 days in other game types.

How this will benefit the site and/or other comments:
  • It will shorten the amount of time a game drags on if a player doesn't log back in to take turns. Especially in games where cleaning up is slow and tedious (trench, no forts, big maps).
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Re: [GP/UI] Polymorphic Deadbeats

Postby spiesr on Mon Jun 02, 2014 3:21 pm

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Re: [GP/UI] Polymorphic Deadbeats

Postby iAmCaffeine on Mon Aug 04, 2014 9:57 am

Any ideas when this will be implemented? I assume it's one of the most simple yet logical submitted suggestions at the moment.
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Re: [GP/UI] Polymorphic Deadbeats

Postby stahrgazer on Tue Aug 05, 2014 7:15 am

What happened with this:

blakebowling wrote:I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)
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Re: [GP/UI] Polymorphic Deadbeats

Postby kennys777 on Fri Oct 10, 2014 5:28 am

Still a bug then, because...

Game 14849785

Game 14849787

Both of these games should have been over...Guess I will wait the 9 days for it end...But by then my opponents deferred troops will be so great it won't even matter what strategic moves I make if he returns on the 8th day...
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Re: [GP/UI] Polymorphic Deadbeats

Postby kennys777 on Thu Nov 27, 2014 1:14 pm

And yet again...I am in a 3 poly game, opponent has missed 3 turns for each team over the course of a few weeks. Each slot has missed 3 turns, just not consecutive...Such a boring game, not even caring how it turns out.
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Re: [GP/UI] Polymorphic Deadbeats

Postby JamesKer1 on Fri Dec 12, 2014 7:23 pm

kennys777 wrote:And yet again...I am in a 3 poly game, opponent has missed 3 turns for each team over the course of a few weeks. Each slot has missed 3 turns, just not consecutive...Such a boring game, not even caring how it turns out.


Apologies.

Poly is a premium option, so if a player is deadbeating, playing 12 ten second turns of deployment only shouldn't be too awful. The only real issue would exist if the game included freemiums.

However, it is still annoying, and your frustrations are heard and understood.
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Re: [GP/UI] Polymorphic Deadbeats

Postby macbone on Tue Dec 16, 2014 11:51 am

This needs to be changed to align with the normal deadbeating 3 misses in a row and you're out rule. Even though players control multiple armies in poly games, if a player misses 3 turns in a row, they should be out. Is there anyone who's arguing that this should not be implemented?
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Re: [GP/UI] Polymorphic Deadbeats

Postby Donelladan on Tue Dec 16, 2014 12:34 pm

Poly is a premium option, so if a player is deadbeating, playing 12 ten second turns of deployment only shouldn't be too awful. The only real issue would exist if the game included freemiums.


There is a real issue when you are playing speed game and your opponent decide to deadbeat. 99% of the deadbeat I encounter are during speed game.
If I am playing a poly 4 speed 5 min trench game with a deadbeat this is really awful to wait until the guy is dead. Especially knowing that your opponent could decide to come back after 11 miss and then you would lose if you weren't online anymore.
This has to be adressed.
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Re: [GP/UI] Polymorphic Deadbeats

Postby JamesKer1 on Tue Dec 16, 2014 5:17 pm

This is currently being treated as an untreatable bug the last I heard. Lots of coding to make it possible.
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Re: [GP/UI] Polymorphic Deadbeats

Postby Endgame422 on Tue Dec 16, 2014 7:28 pm

Perhaps to work around the issue if recoding everything just implement a rule that if all members of the same team miss their turns(in a given round) that team is eliminated.
I mean that gives a polymorphic player 2-4 turns in the case of someone accidentally being away but ends things more quickly than the current 6 to 12 turns.
Admittedly I know zero about coding so this may not be as simple as it sounds in my head.
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Re: [GP/UI] Polymorphic Deadbeats

Postby owenshooter on Wed Dec 17, 2014 3:38 pm

Endgame422 wrote:Perhaps to work around the issue if recoding everything just implement a rule that if all members of the same team miss their turns(in a given round) that team is eliminated.
I mean that gives a polymorphic player 2-4 turns in the case of someone accidentally being away but ends things more quickly than the current 6 to 12 turns.
Admittedly I know zero about coding so this may not be as simple as it sounds in my head.

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Re: [GP/UI] Polymorphic Deadbeats

Postby Godd on Wed May 04, 2016 6:40 am

I take it this was never resolved. Still a irritating issue out here.
Hope this was not a "ignore it and they will go away" issue
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Re: [GP/UI] Polymorphic Deadbeats

Postby Gilligan on Thu May 05, 2016 11:12 am

2.5 years later...
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Re: [GP/UI] Polymorphic Deadbeats

Postby iAmCaffeine on Thu May 05, 2016 11:59 am

Gilligan wrote:2.5 years later...

It's been that long? f*ck.
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Re: [GP/UI] Polymorphic Deadbeats

Postby riskllama on Thu May 12, 2016 8:56 pm

calm down guys, we have "central command", instead. AND, that sweet new game finder... :lol:
you're all a bunch of ungrateful pricks.
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Re: [GP/UI] Polymorphic Deadbeats

Postby Kaskavel on Sat Jun 18, 2016 12:48 am

This one is still not fixed 3 years later...
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Re: [GP/UI] Polymorphic Deadbeats

Postby betiko on Sat Dec 02, 2017 4:53 am

What about this?
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New elimination policy for Poly games

Postby murphy16 on Sun Feb 04, 2018 10:30 pm

Concise description:
    When a player misses a turn three times in a town, no matter the color, the game should be ended due to missed turns.

Specifics/Details:
    Poly games should be considered like normal games when it comes to missing turns. To many times I’ve seen where players intentionally miss turns with 3 colors with the intention to make a hidden stack of deferred troops.

    The change:
    If I’m player one, and I miss three consecutive turns no matter my color, I’m eliminated. A miss by red, green and blue in one series means elimination. Not deferred troops for each color the next round.

How this will benefit the site and/or other comments:
    This will improve the speed of games, particularly, tournament games and keep from cheap tactics being used. When someone decides to do this and the person playing all turns has horrible dice, the turn of the game can be drastic.
    The below link is a player that constantly does this in every tournament he plays. The player also has many posts on his wall speaking of misses turns in tournaments to include many poly games.
    viewtopic.php?f=239&t=226453&p=5008407#p5008407
    The point of this improvement is to make eliminations due to missed games equal across the board no matter what game play you are in.
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Re: New elimination policy for Poly games

Postby mrswdk on Mon Feb 05, 2018 6:03 am

It would also mean that if someone fully deadbeats, you aren't stuck taking turns for 6/9/12 days before the game finally ends.
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