Conquer Club

Double Turns and Freestyle Turn Holding

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Opinion

Postby Datacup on Mon Jan 30, 2006 7:16 pm

I gave my opinion about this in another topic. I think that the game should not allow simultaneous playing. Or at least it should have an option that you could choose.

For me, it is very frustrating to play nervous because someone may be playing at the same time and taking the country I left weak but plan to fortify when I finish my attacks.

I don't like sequential game (each turn takes a lot of time) but I think that when someone starts his round, no one should play until he ends.

BTW, it would solve the problem of this topic. :)
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Postby lackattack on Mon Jan 30, 2006 9:13 pm

How would loking the game during his turn prevent a player from taking a double turn :?
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Postby LoGiFA on Mon Jan 30, 2006 11:12 pm

I think that the game should not allow simultaneous playing.


What if they decide to start and not play, thus locking you out.
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Postby ZawBanjito on Tue Jan 31, 2006 4:19 am

Okay, I see the problem, Lackattack...

Actually, I thought of another: In a three player game, if it's going fast, two players could move together and effectively keep the third always going last. So how about, if you go last in a turn (not including deadbeats) you can't move again until a) another player finishes their turn, b) 12 hours have passed, or c) two other players have started their turn.

This doesn't completely solve the original worry, but I believe it would considerably alleviate it. I don't want the chaos of simultaneous play to vanish because I enjoy it (sometimes.)

Datacup, perhaps when speed games are put in next month there won't seem such an issue, because you could have a sequential game and not have it take so long.
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Postby Ran Taro on Tue Jan 31, 2006 3:06 pm

What if they decide to start and not play, thus locking you out.


You'd have to have a limit on turn time (1hour?).
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Postby Datacup on Tue Jan 31, 2006 9:32 pm

lackattack, locking the game would prevent fake double turns because the last guy to play would have to wait the first guy of the next round finish his turn... so it wouldnt be a double turn ;)

I dont think simultaneous playing is exciting, but this is a personal opinion. If I am playing while I drink my morning coffee, I want to think about my steps and not rush to be faster than my enemy. :? Well... it seems that Im the minority about this subject hehehe :roll:
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Fortification Timer

Postby Dysmal on Wed Feb 01, 2006 10:52 am

I've noticed now that unfinished turns are becoming rampant.

I am now in 4 games where everyone played in the first hour, but we are forced to wait the full 24 hours since some people don't finish their fortication.

Would it be possible to implement a timer on your turn? Like if you begin your turn, you have 1 hour to finish it or it ends for you? Or if you end your attacks and are at the fortification stage, your turn ends after an hour?
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Postby lackattack on Wed Feb 01, 2006 2:05 pm

Hi Dysmal,
Conquer Club games are meant to be slow paced, and 1 turn a day is normal. But if a deadbeat misses too many turns (currently 4) he will get kicked out and then you won't have to wait for him anymore
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Postby apwessen on Wed Feb 01, 2006 2:08 pm

I think what he means is that people think their turn is over, but they still have to click end fortifications. I see this happening in my games too. Its not speeding anyone up, its just stopping people from not noticing that they still need to fortify. Its not something that should take too much longer after you have taken your turn.
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Postby Dysmal on Wed Feb 01, 2006 2:11 pm

That's exactly what I mean.

Some people are doing their turn...then thinking they're done and not coming back for a day.
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Postby lackattack on Wed Feb 01, 2006 2:12 pm

Oh, I see. sometimes people never end their fortifications. That's annoying.
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Postby rip_tide on Wed Feb 01, 2006 3:50 pm

I definately can't argue with the spirit of how this was designed to play. Being able to take your time and think about stuff is cool, it's only that sometimes I want to get a quick game in and it is almost impossible unless you have some players with the same idea.

As for a premium member package thing that's not a bad idea, however it is nice not having to pay for this site. Don't get me wrong I appreciate the time and effort that went into designing this site and can appreciate it. I myself am a database / web application programmer for a law firm and know how much time goes into something like this. I would not mind making a donation or something like that but depending on how much the premium package will cost we may loose alot of members to the site.

I don't know if the goal was to make money off of this or what future ideas are in store, and don't get me wrong, you can't fault a guy for wanting to make some dollars, I just think that this is such a great idea that I would hate to see it get out of control like other games sites have. Just a thought. :wink:
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time limits for turns

Postby joetalk on Wed Feb 01, 2006 7:02 pm

I am all for the time limit thing, if it is an option that the game creator has, and can put out there for others to see before joining, then the same type of players can find each other and battle it out, I too have days to kill and would love to have the ability to find players who are here to do the same and not waist my limited number of game on the go.
I mean I would probably have 4 games that were 24hr turn limits but then i could make my own game for the day and really battle some brains on the same wave length.
joetalk OUT
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deadbeats not finnishing there turns

Postby joetalk on Wed Feb 01, 2006 7:13 pm

im currently in 3 of these game situations, is there or will there be and end to a persons turn as it stands now, or am i stuck waiting till they decide to make there strat move, cause this is stupid, i can handle waiting for other to make their moves (even if it is 24 hrs per player) but what happens to those who havnt even finnished their turn in the last 10 hrs? will there be a solution, I suggest the same as i see here put a limit to time for fortifications, so that if some one does not notice it will just disqualify there option to do so! and therefore move the game on.
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Postby ZawBanjito on Thu Feb 02, 2006 4:05 am

Tooootally agree. I was up until all hours on Wednesday waiting for SOMEone to end their turn so that I didn't have to go last in the round again. But they never did and I woke up late to find my ass kicked. KILL!!

What do we say, 3 hours? 4 hours? I should be long enough that if a person is playing like at work and they get suddenly called away they can do what they want and come back without penalty.
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Let Lack decide!

Postby joetalk on Fri Feb 03, 2006 2:02 am

I know as an avid player I'd like to take some reall extream measures when it comes to deadbeats, but as some would say let go and let g....
in this case I think we should just sick Da Boss on dem!!! hahaha
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Postby Twill on Fri Feb 03, 2006 8:21 am

Can I request - when you put this in, please also put a time frame in. I.E.

10am-11pm = 20 minute turns
11pm-10am = 8 hour turns
(maybe 3 layers)12-2pm = 5 minute turns

I do want to be able to sleep without missing 24 turns.

Just a thought
Twill
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Forcing Players Who Forgot To End Reenforce To Finish Turns

Postby Asterios on Fri Feb 03, 2006 4:43 pm

Could we enact some sort of voting system? E.g. If there are four players in a game, one of them has forgotten to end his turn - after 60 minutes the three players gain the option to vote to continue play.
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Postby Ran Taro on Fri Feb 03, 2006 7:34 pm

I reckon there should just be a time limit on turns (1 hour?). There are too many potential abuses/problems otherwise.
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Postby joetalk on Fri Feb 03, 2006 8:46 pm

You've got my vote on limiting turn times somewhat as long as its in the game creation stage, not during a game. well thats just my two cents.
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Postby ZawBanjito on Sat Feb 04, 2006 4:42 am

I was thinking the same thing, Twill, but then what about those of us in different time zones who are asleep when you're awake?
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Player getsarmies/attacks/fortifies, and leaves 4 23 hours

Postby Alcibiades on Wed Feb 08, 2006 10:57 am

Ok, I know this has been on the board, but it still sux. I have seeen more then a few playes, who are the last ones to play before the next round, start their play, get armies and attack, fortify, and leave untill 23-24 hours untill the day timer allows others who are waiting around play.

Would to be possiable that once you have started, you have to end deploy/attack/fortfitfication after an hour, or the game will automatically end your turn for you?
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Postby cowmonkey on Wed Feb 08, 2006 12:04 pm

I can't remember which chess site has this (either redhotpawn.com or gameknot.com) but you can specify in your user profile how many moves per day you will make (either 1 move per day, a few moves per day, or many moves per day.) If we had this information on this site, then you could specify the minimum amount of moves per day required to join the game, or allow each player the option to abandon the game before making their first move if there were unsatisfactory players who joined the game.

(Not trying to threadjack here) Another idea is to incorporate a user-feedback system, like eBay. Only people who play a game through to completion (i.e. no deadbeats) can rate others in the game, and they can rate on 1 or more categories such as: (1) turn responsiveness, (2) sociability/cooperation, (3) anything else you could think of.. This might bloat your bandwidth and/or space limits lack so probably won't happen, just a thought.
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Double Turns Option in Team Games

Postby zorba_ca on Thu Feb 09, 2006 11:49 pm

It seems that if the No Double Turns option is selected for a team game, then neither member of a team should be able to move first in a round if they or the other team member(s) moved last in the previous round.

The current format allows for the circumventing of the intention of this rule (especially when a team is a couple of friends or workers in adjacent cubicles).

Can we put this to a vote to gage support?
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Postby molestar on Fri Feb 10, 2006 2:16 am

never
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