[GP] 48 Hour Round Length

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Re: Allow 48 hours option for turn limit

Postby TheForgivenOne on Fri May 28, 2010 1:00 pm

This would probably scare many New Recruits away, as they'd have to wait a long time for turns. And imagine an 6 player game with 3 NR's that Deadbeat. That's 18 days....
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Re: Allow 48 hours option for turn limit

Postby cena-rules on Fri May 28, 2010 1:05 pm

Well, then make it so that NR's cannot join the games, or maybe reduce the number of missed turns to kick to 2 in 48h games. Either way, this is a great idea and also would help in team games to increase communication
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Re: Allow 48 hours option for turn limit

Postby AndyDufresne on Wed Jun 02, 2010 7:53 pm

I think a package suggestion of 'variable time limits' might have a better chance of succeeding.


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Re: Allow 48 hours option for turn limit

Postby JoshyBoy on Thu Jun 03, 2010 7:42 am

AndyDufresne wrote:I think a package suggestion of 'variable time limits' might have a better chance of succeeding.


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I agree with out top monkey.

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[GP] 24/48/72h casuals

Postby zimmah on Mon Jan 02, 2012 7:31 am

Concise description: Make longer games available
  • 24 hours (like now)
  • 48 Hours (2 days)
  • 72 hours (3 days)


How this will benefit the site and/or other comments:
  • In clanwars, clans will have more time to discuss the tactics
  • in SoC teachers will have more time to watch the game
  • Players who really don't have much time can even play but they may slow the game down a lot, but if you don't like very slow games, just keep joining the 24h ones.

it's mostly for SoC and clans, but also a bit for the really casual players.

maybe also add some kind of feature that keeps track of the average time it takes for someone to complete the turn and put it on the profile and in the game itself. (and maybe award a medal for fast players or something)
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby Krissan on Mon Jan 02, 2012 6:08 pm

Like the suggestion.

I'd like 12h games as well.
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Postby 2dimes on Sun Jan 15, 2012 12:09 pm

I like this but you need to separate it or something. Can you imagine some new guy accidentally entering one of my 72hour, no round limit, no spoils games and losing a spot for 8 months.
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby Forza AZ on Sun Jan 15, 2012 1:10 pm

Just block the over 24 hours games for new members like team games are blocked for them.
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Re:

Postby Jdsizzleslice on Sun Jan 15, 2012 1:12 pm

2dimes wrote:I like this but you need to separate it or something. Can you imagine some new guy accidentally entering one of my 72hour, no round limit, no spoils games and losing a spot for 8 months.
CC Could allow it to where New Recruits can't play them; because new recruits can't play terminator or assassin games, or manual troops, etc. They can't have complex games. All CC needs to do is just add 72 hours or even 48 hours to the complex list.

Forza AZ wrote:Just block the over 24 hours games for new members like team games are blocked for them.

Lol... didn't see this till just now. But yeas, exactly like this^^
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Re: 12 hours games

Postby chapcrap on Sun Jan 15, 2012 2:51 pm

zimmah wrote:
chapcrap wrote:
barackattack wrote:But what if there is an exodus of players from 24 to 12 it would be like when the colonies all deserted the Empire.

(i.e. I'd still be incredible and awesome, but no one would want to play any more :( )

You would not be forced to play 12 hour games. And I think that most people would not play 12 hour games. I know that I wouldn't.


me neither, but i think 12/24/48/72 hour games would not hurt anyone just like 1/2/3/4/5 minute speed games.

The only 2 arguments I have to that is that people will accidentally join games they don't want to (they're own fault, but still a disadvantage) and that if there are games that are 48/72 hour turns, the games will stay active in the system longer and could take up too much information on servers because of more games being played at once.
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby blakebowling on Tue Jan 17, 2012 11:46 am

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Re: 12 hours games

Postby Woodruff on Tue Jan 17, 2012 12:03 pm

chapcrap wrote:
zimmah wrote:
chapcrap wrote:
barackattack wrote:But what if there is an exodus of players from 24 to 12 it would be like when the colonies all deserted the Empire.

(i.e. I'd still be incredible and awesome, but no one would want to play any more :( )

You would not be forced to play 12 hour games. And I think that most people would not play 12 hour games. I know that I wouldn't.


me neither, but i think 12/24/48/72 hour games would not hurt anyone just like 1/2/3/4/5 minute speed games.

The only 2 arguments I have to that is that people will accidentally join games they don't want to (they're own fault, but still a disadvantage) and that if there are games that are 48/72 hour turns, the games will stay active in the system longer and could take up too much information on servers because of more games being played at once.


I think it's a strong idea, but your second argument there is a very important one to keep in mind, I think.
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Re: 12 hours games

Postby TheForgivenOne on Wed Jan 18, 2012 2:02 am

Woodruff wrote:
chapcrap wrote:
zimmah wrote:
chapcrap wrote:
barackattack wrote:But what if there is an exodus of players from 24 to 12 it would be like when the colonies all deserted the Empire.

(i.e. I'd still be incredible and awesome, but no one would want to play any more :( )

You would not be forced to play 12 hour games. And I think that most people would not play 12 hour games. I know that I wouldn't.


me neither, but i think 12/24/48/72 hour games would not hurt anyone just like 1/2/3/4/5 minute speed games.

The only 2 arguments I have to that is that people will accidentally join games they don't want to (they're own fault, but still a disadvantage) and that if there are games that are 48/72 hour turns, the games will stay active in the system longer and could take up too much information on servers because of more games being played at once.


I think it's a strong idea, but your second argument there is a very important one to keep in mind, I think.


And if people are stupid enough to play 72 hour games with a 1v1 freestyle, well, could could end up waiting 108 hours between turns. And people complain about waiting 3 days to kick out someone for missing turns. Well, this turns into waiting a week and 2 days for that player to finally be kicked.
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Re: 12 hours games

Postby zimmah on Wed Jan 18, 2012 2:02 pm

TheForgivenOne wrote:And if people are stupid enough to play 72 hour games with a 1v1 freestyle, well, could could end up waiting 108 hours between turns. And people complain about waiting 3 days to kick out someone for missing turns. Well, this turns into waiting a week and 2 days for that player to finally be kicked.


noone forces you to join 72h games, it just offers more choice. and it's mainly useful for clans and teaching games because it allows more time to discuss. but even then there's also demand for longer/shorter games and the speed games have various lenghts now too, so why not the casuals?
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Re: 12 hours games

Postby TheForgivenOne on Thu Jan 19, 2012 4:07 am

zimmah wrote:
TheForgivenOne wrote:And if people are stupid enough to play 72 hour games with a 1v1 freestyle, well, could could end up waiting 108 hours between turns. And people complain about waiting 3 days to kick out someone for missing turns. Well, this turns into waiting a week and 2 days for that player to finally be kicked.


noone forces you to join 72h games, it just offers more choice. and it's mainly useful for clans and teaching games because it allows more time to discuss. but even then there's also demand for longer/shorter games and the speed games have various lenghts now too, so why not the casuals?


Think about new players though. I know when I joined, I just joined random games without looking at settings. Lot of new players don't really tend to look at the settings they join.

Actually, I still do it. :oops:
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Re: 12 hours games

Postby chapcrap on Thu Jan 19, 2012 12:05 pm

TheForgivenOne wrote:
zimmah wrote:
TheForgivenOne wrote:And if people are stupid enough to play 72 hour games with a 1v1 freestyle, well, could could end up waiting 108 hours between turns. And people complain about waiting 3 days to kick out someone for missing turns. Well, this turns into waiting a week and 2 days for that player to finally be kicked.


noone forces you to join 72h games, it just offers more choice. and it's mainly useful for clans and teaching games because it allows more time to discuss. but even then there's also demand for longer/shorter games and the speed games have various lenghts now too, so why not the casuals?


Think about new players though. I know when I joined, I just joined random games without looking at settings. Lot of new players don't really tend to look at the settings they join.

Actually, I still do it. :oops:

If only there were a way to restrict new players to a certain type of games....
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby Dukasaur on Thu Jan 19, 2012 2:16 pm

I think it was a mistake to merge the 12-hour game suggestions with the 72-hour game suggestions.

It makes it really difficult for someone to guage how much support the ideas have.

I, for instance, am totally opposed to 12-hour games but I could support 72-games. Should I post "I agree" and inadvertantly end up with an option I think is really bad, or should I post "I disagree" and sabotage what I think is a good idea?
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby chapcrap on Thu Jan 19, 2012 2:39 pm

Dukasaur wrote:I think it was a mistake to merge the 12-hour game suggestions with the 72-hour game suggestions.

It makes it really difficult for someone to guage how much support the ideas have.

I, for instance, am totally opposed to 12-hour games but I could support 72-games. Should I post "I agree" and inadvertantly end up with an option I think is really bad, or should I post "I disagree" and sabotage what I think is a good idea?

While there are time preferences you would have, I think that the change, if implemented, could include all of those options. When there are multiple game options, I don't see a great reason to prohibit them unless they are just super bad, and none of these are. They are just personal preferences.
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby conrwronski on Fri Jan 20, 2012 9:43 pm

Esspecially for private games it would seem resonable to have an option of picking longer rounds.
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby Jippd on Mon Jan 30, 2012 1:42 am

Lots of the objections seem to be about people worried the new players will not notice and get stuck in these long games thus driving them away from the site.

So make the settings a premium only feature problem solved.

Or have an option in the user control panel somewhere with a clicky box. Freemiums can decide if their join a game search results will show the longer games or not.
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Re: After 1/2/3/4/5 minute speed games why not 24/48/72h cas

Postby blakebowling on Mon Jan 30, 2012 3:49 pm

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New Round Length Options: Longer Rounds

Postby agentcom on Sat Apr 14, 2012 9:04 pm

Allow for even more casual games:
  • Allow Round lengths of 2 days, 1 week, 2 weeks, 1 month and maybe even longer
  • [Amended suggestion based on feedback:] Allow round lengths of 48 hours, 72 hours and 1 week



How this will benefit the site and/or other comments:
  • More players: Some players cannot or don't want to be online at least once a day. It would be nice if you could just check into your games every couple of days.
  • More scheduling flexibility: I would love to have a hundred active games and know that I won't have to spend hours a day on this site. For example, I could clear out a bunch of turns on the weekend or on a slow work day, and not have to worry about missing a bunch of turns when things pick up.
  • Consistency: CC has already worked on the other end of this list, allowing speed players to have even shorter rounds. Let's do the same for the more casual gamers.

Although I initially considered it, I DO NOT support the idea of an unlimited round length. Games need to be able to end if a player goes missing, dies (in real life), or actually quits the site. Games should not be able to sit forever just because some player isn't taking his turns. However, I do not see the harm in letting a game sit around for a long period of time, as long as it is actually moving forward.
Last edited by agentcom on Sun Apr 15, 2012 3:24 pm, edited 1 time in total.
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Re: New Round Length Options: Longer Rounds

Postby chapcrap on Sat Apr 14, 2012 9:14 pm

A month?! Even the simplest game could take a year and bog down the server.

I might be ok with 48 or 72 hours, although those probably wouldn't be my preference, a month is a little too long. Way too long.
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Re: New Round Length Options: Longer Rounds

Postby redhawk92 on Sat Apr 14, 2012 9:15 pm

worst idea ive ever heard :lol:
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Re: New Round Length Options: Longer Rounds

Postby TheForgivenOne on Sat Apr 14, 2012 9:55 pm

I doubt a 1 month round turn will EVER be implemented. If someone was to deadbeat, it would take 3 months alone for that person to get kicked out. Also take in the fact of new users accidentally getting stuck in a 1 month game with a deadbeat. I'm pretty sure if they got stuck in 4 games, they'd quit the site on the spot.
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