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The next big update... [Feedback Desired]

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Poll ended at Fri Sep 18, 2009 1:07 pm

 
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Re: The next big update... [Feedback Desired]

Postby lord voldemort on Thu Aug 20, 2009 2:27 am

oh also 12 player games...
so u can have more trips teams and more quads teams...
just something different...
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Re: The next big update... [Feedback Desired]

Postby Bruceswar on Thu Aug 20, 2009 2:55 am

Blitzaholic wrote:
jpcloet wrote:
Timminz wrote:2-player team games.....


Yes, 1v1 team games should be added!



how is 1 vs 1 a team game jp?


Blitz he means if you make a 1 vs 1 team game. You would basically be playing by yourself vs another player. So if it was triples you would control all 3 colors on your side and the other person would control theirs.
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Re: The next big update... [Feedback Desired]

Postby Bruceswar on Thu Aug 20, 2009 3:00 am

ahunda wrote:1v1 team games, hands down. O:)



YES PLEASE! So Ahunda does this mean I get to play you first in a 1 vs 1 team game. I would love to square off with some top players 1 vs 1 in a team game.


Edited to add

Adding clickable maps in will help stop so much of the complaining also. :)
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Re: The next big update... [Feedback Desired]

Postby angola on Thu Aug 20, 2009 3:36 am

Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.



What exactly do these details show?
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Re: The next big update... [Feedback Desired]

Postby cairnswk on Thu Aug 20, 2009 3:41 am

lackattack, i'd like to see some more features placed into the game engine so that we can continue to create some unique gameplay maps.

I'd like to know if Territory Decay to Neutrals is possible. It would be helpful towards the Gallipoli map for the battleships that weren't used during the whole battle.
It would also be a way to avoid another Das SchloƟ situation so that all terts could be eliminiated.

Apart from that my 3 votes are in the mix above. :)
Thanks.
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Re: The next big update... [Feedback Desired]

Postby demonfork on Thu Aug 20, 2009 4:15 am

Please, for the sake of freestyle, don't ruin the freestyle format by eliminating the double turn.

Before I give my reasons why this would ruin freestyle, let me first start off with on of my favorite rebuttals that I use against the double turn naysayers that written by a wise man of cc...

lackattack wrote:
...And just to clarify, anti-double-turn block is only meant to prevent "surprise" double turns when the round ends before the 24 hours are up. Any other sort of double turn (e.g. when someone didn't play or ran out of time) is allowed because everyone knows when the turn expires and it isn't a surprise.


#1. As you stated, it is no mystery when the clock flips, any player can easily show up when the time expires and take their turn.

#2. (Mostly applies to 1v1) Delay tactics are used quite often in casual freestyle. A player ends his turn early and comes back later at some arbitrary time to clean house when his opponent has long since logged off. The double turn is one of the only means of counter measure when dealing with this tactic. It brings balance to the format. If you take away the double turn casual freestyle will turn into a game of who can end their turn this quickest.

#3 Being double turned is preventable. If you wish to eliminate the possibility of ever being double turned just make sure that you are always the last player to take your turn. I myself have never been double turned* because I either A. Show up at the clock flip or B. prevent it from happening by staying at the bottom of the turn rotation.

*Sometimes I might set my opponent to be in the position to double turn me because once you are double turned you have the option of returning the favor. Therefore you have to execute the double turn at the appropriate time in the game, If you do it at the wrong time it could backfire on you if your opponent delivers it right back at you.

I love to play 1v1 but I avoid sequential 1v1 because whoever goes first has a huge advantage and is usually the one that ends up winning the game. Currently Freestyle 1v1 is a completely balanced and fair format. A player loses the advantage of going first because his opponent has the option to counter this advantage with a double turn. You remove the double turn and you remove the balance form the game and thus ruin freestyle.

Yes a lot of players complain and cry foul when they fall victim to this strategy because of their inexperience or their general lack of freestyle skill, but so what.... In chess when I first fell victim to the Queens Gambit I didn't go cry because I was unaware of this tactic, I was happy because I learned a new skill that I was able to add to my arsenal.

There will always be crying noobs, crying noobs are a part of life. The vast majority of the double turn naysayers also happen to suck at Freestyle and or don't understand the format. Please don't ruin freestyle because some crying noob can't handle that someone else has the necessary skills and knowledge to be good at something and they do not.
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Re: The next big update... [Feedback Desired]

Postby sherkaner on Thu Aug 20, 2009 4:28 am

Demonfork, Lack himself refers to it as a loophole. And his quote isn't entirely correct either, if you take your turn and let it run out in a 24-hr game, you actually change the time the new round starts, and the endtime isn't predictable any more.

And it looks like most people here agree with removing the loophole :D
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Re: The next big update... [Feedback Desired]

Postby demonfork on Thu Aug 20, 2009 4:44 am

sherkaner wrote:Demonfork, Lack himself refers to it as a loophole.


I'm sure he only refers to it as that because that's what it's become known as, clearly he intentionally coded it to work the way that it does, I doubt that he would purposefully code a "loophole".


And his quote isn't entirely correct either, if you take your turn and let it run out in a 24-hr game, you actually change the time the new round starts, and the endtime isn't predictable any more.


Wrong, it does not change the time when the new round starts if you let the clock run out!!! When you let the clock run out the new round starts precisely at the end of the 24 hours. It's completely predictable.


And it looks like most people here agree with removing the loophole :D


So what, like I said most of the people that agree with removing it either suck at freestyle and or don't understand freestyle.
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Re: The next big update... [Feedback Desired]

Postby Artimis on Thu Aug 20, 2009 5:37 am

demonfork wrote:Please, for the sake of freestyle, don't ruin the freestyle format by eliminating the double turn.

Before I give my reasons why this would ruin freestyle, let me first start off with on of my favorite rebuttals that I use against the double turn naysayers that written by a wise man of cc...

lackattack wrote:
...And just to clarify, anti-double-turn block is only meant to prevent "surprise" double turns when the round ends before the 24 hours are up. Any other sort of double turn (e.g. when someone didn't play or ran out of time) is allowed because everyone knows when the turn expires and it isn't a surprise.


#1. As you stated, it is no mystery when the clock flips, any player can easily show up when the time expires and take their turn.

Weak Argument - Because not everyone has the ability to turn up at that precise time to counter a double turn attempt due to school/work/sleeping. This is partly down to differing time zones around the world and partly down to when a new round is triggered by someone ending their turn properly instead of intentionally sidestepping the turn delay. I can hardly turn round to my boss and tell him I've got to stop work and log into CC to stop someone double turning in an internet game..... :roll:


demonfork wrote:#2. (Mostly applies to 1v1) Delay tactics are used quite often in casual freestyle. A player ends his turn early and comes back later at some arbitrary time to clean house when his opponent has long since logged off. The double turn is one of the only means of counter measure when dealing with this tactic. It brings balance to the format. If you take away the double turn casual freestyle will turn into a game of who can end their turn this quickest.

Flawed Argument - Don't overextend yourself then, or make all your moves at once, or any other number of things that would reduce your ability to respond.


demonfork wrote:#3 Being double turned is preventable. If you wish to eliminate the possibility of ever being double turned just make sure that you are always the last player to take your turn. I myself have never been double turned* because I either A. Show up at the clock flip or B. prevent it from happening by staying at the bottom of the turn rotation.

The same as point one, this is useless if you're stuck at work and unable to access CC at the required time, they'll just double turn anyway and you can't prevent it unless your internet access is surgically implanted, or you have an iPhone with internet access(that's still a fairly exclusive club).


demonfork wrote:Yes a lot of players complain and cry foul when they fall victim to this strategy because of their inexperience or their general lack of freestyle skill, but so what.... In chess when I first fell victim to the Queens Gambit I didn't go cry because I was unaware of this tactic, I was happy because I learned a new skill that I was able to add to my arsenal.

There will always be crying noobs, crying noobs are a part of life. The vast majority of the double turn naysayers also happen to suck at Freestyle and or don't understand the format. Please don't ruin freestyle because some crying noob can't handle that someone else has the necessary skills and knowledge to be good at something and they do not.

Weak Argument - A cheap tactic does not good strategy make! The turn delay was implemented for a reason, that you discovered a way to circumvent the turn delay does not mitigate this at all.



Eliminating this loophole would encourage more experienced players to play freestyle and make your games more challenging.

....... I've just realised, this is the opposite of what you'd want, if the experienced players start joining your games you're more likely to lose! #-o Instead of them just avoiding your games altogether they'll start joining and then you'll have to start foeing them to keep them out....... Of course you don't want Freestyle changed, it won't be only newbies or forgetful unskilled players with no scripts joining your games if the loophole was closed. :|
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Re: The next big update... [Feedback Desired]

Postby 4myGod on Thu Aug 20, 2009 5:46 am

where is the option to fix the mods/admins and the previously perma banned members? I want those fixed next.
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Re: The next big update... [Feedback Desired]

Postby 72o on Thu Aug 20, 2009 7:58 am

Initial army placement and attack details.

And maybe ban people that never shut up complaining about the banning.
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Re: The next big update... [Feedback Desired]

Postby notyou2 on Thu Aug 20, 2009 8:34 am

notyou2 wrote:Welcome back Lack. How was Shediac? The place has gone haywire while you were away.

I would like to see moderators that actually show moderation when enforcing the revamped rules, evenly and fairly and with transparency. As well as an examination in minute detail of recent bannings that seem heavy handed and unfair to many in this diverse and divided community.


Lack, can we expect these issues to be addressed or not?
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Re: The next big update... [Feedback Desired]

Postby Wolffystyle on Thu Aug 20, 2009 9:46 am

Don't discount my suggestion because of it's brevity in account. (It's merely an augmented argument.) But I, as I know countless other speed players, would like to see implemented the 2-minute speed round.

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Re: The next big update... [Feedback Desired]

Postby Master Fenrir on Thu Aug 20, 2009 10:34 am

angola wrote:
Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.



What exactly do these details show?


It shows you where they attack and what their dice were. This can be useful in situations such as this:

4 player standard:
-Red has three borders of Green, Blue, and Yellow.
-Players come back and see that he has 4 where he had a 3 previously, so they know he dropped and took a swing and went 0/2, but don't know who he attacked.

Attack details would show which territory he tried to attack.
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Re: The next big update... [Feedback Desired]

Postby The Neon Peon on Thu Aug 20, 2009 10:52 am

=D> =D> =D> =D> =D>
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Re: The next big update... [Feedback Desired]

Postby RjBeals on Thu Aug 20, 2009 11:31 am

allow us to make bigger maps (dimensions).
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Re: The next big update... [Feedback Desired]

Postby captainwalrus on Thu Aug 20, 2009 11:47 am

RjBeals wrote:allow us to make bigger maps (dimensions).

I agree!
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Re: The next big update... [Feedback Desired]

Postby ender516 on Thu Aug 20, 2009 12:04 pm

Master Fenrir wrote:
angola wrote:
Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.



What exactly do these details show?


It shows you where they attack and what their dice were. This can be useful in situations such as this:

4 player standard:
-Red has three borders of Green, Blue, and Yellow.
-Players come back and see that he has 4 where he had a 3 previously, so they know he dropped and took a swing and went 0/2, but don't know who he attacked.

Attack details would show which territory he tried to attack.

Also, this additional information should make it possible to create add-ons or plug-ins to do a lot of post-game analysis :geek: , or even animated replays :ugeek: .
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Re: The next big update... [Feedback Desired]

Postby MeanestBossEver on Thu Aug 20, 2009 1:13 pm

Not on the list but I would prefer to see:

-> Adjustments to 1v1 rules to minimize/eliminate the first mover advantage.
-> Zombie Neutrals (or whatever we're calling them)
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Re: The next big update... [Feedback Desired]

Postby wcaclimbing on Thu Aug 20, 2009 1:15 pm

captainwalrus wrote:
RjBeals wrote:allow us to make bigger maps (dimensions).

I agree!


I agree also!
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Re: The next big update... [Feedback Desired]

Postby the.killing.44 on Thu Aug 20, 2009 1:25 pm

More XML features please. But 1v1 team games too ;)

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Re: The next big update... [Feedback Desired]

Postby Kotaro on Thu Aug 20, 2009 1:29 pm

Designated account sitters - make this bullshit "hacking" C&A threads disappear.
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Re: The next big update... [Feedback Desired]

Postby n00blet on Thu Aug 20, 2009 3:13 pm

I voted attack details, because having a "replay" feature would be extraordinarily awesome.

Also, Adjacent Attacks? (And apparent astonishing alliteration)
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Re: The next big update... [Feedback Desired]

Postby angola on Thu Aug 20, 2009 3:16 pm

Master Fenrir wrote:
angola wrote:
Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.



What exactly do these details show?


It shows you where they attack and what their dice were. This can be useful in situations such as this:

4 player standard:
-Red has three borders of Green, Blue, and Yellow.
-Players come back and see that he has 4 where he had a 3 previously, so they know he dropped and took a swing and went 0/2, but don't know who he attacked.

Attack details would show which territory he tried to attack.



Hmm, that sounds very interesting. I'm glad I voted for it.

I assume in fog of war it would still show how many armies they lost, just not where they attacked?
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Re: The next big update... [Feedback Desired]

Postby angola on Thu Aug 20, 2009 3:17 pm

MeanestBossEver wrote:Not on the list but I would prefer to see:

-> Adjustments to 1v1 rules to minimize/eliminate the first mover advantage.
-> Zombie Neutrals (or whatever we're calling them)


Another question, what are "zombie neutrals"?
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