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Nuclear and Zombie setting update

Postby king achilles on Sun Apr 22, 2018 3:10 pm

Coming from this Suggestion:
viewtopic.php?f=4&t=225696

When you conquer something and you run out of time in a casual Nuclear or Zombie setting, you will now still get a spoil. For now, this only applies to non-speed games. This was released last April 18 and we had to test this on a few games first before announcing this. Sorry for the delay.
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Re: Nuclear and Zombie setting update

Postby 2dimes on Sun Apr 22, 2018 3:18 pm

Kaboom kaboom kaboom.
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Re: Nuclear and Zombie setting update

Postby Dukasaur on Sun Apr 22, 2018 3:27 pm

Thanks, KA.
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Re: Nuclear and Zombie setting update

Postby iAmCaffeine on Sun Apr 22, 2018 3:52 pm

Not a major update but a good one nonetheless! Did being able to resign in trench casual games get implemented at the same time? 'Cause I've noticed that lately which is new as well.
2dimes wrote:Putting the ass in Ascension.
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Re: Nuclear and Zombie setting update

Postby Dukasaur on Sun Apr 22, 2018 3:55 pm

iAmCaffeine wrote:Not a major update but a good one nonetheless! Did being able to resign in trench casual games get implemented at the same time? 'Cause I've noticed that lately which is new as well.

https://www.conquerclub.com/forum/viewtopic.php?f=1&t=227356#p5028720
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Re: Nuclear and Zombie setting update

Postby TX AG 90 on Sun Apr 22, 2018 4:18 pm

'Bout Time - THANK YOU!
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Re: Nuclear and Zombie setting update

Postby Fewnix on Sun Apr 22, 2018 10:48 pm

The original suggestion made a lot of sense ,especially when dealing with the primary concern -cheating possibilities, especially in nuclear/zombie. Curious, why implementation just for nuclear/zombie? with the ancillary benefit dropped:

"ancillary benefit. Sometimes people time out for unintentional reasons -- their Internet goes down, they get a phone call and forget to finish their turn, whatever. So there will be a secondary benefit for these people""

{
quote="Dukasaur"]Concise description:
  • Eliminate the loophole by which players avoid taking a card they should have taken by timing out.

Specifics/Details:
  • When a player times out, the system will do a check to see if he earned a card (which is to say, made a successful attack during his turn) and if he earned it, will award it to him regardless of whether he ended his turn normally.

How this will benefit the site and/or other comments:
  • The benefits are twofold:
    1. Eliminate cheating, especially in nuclear/zombie games. The idea of nuclear is that sometimes you just get the wrong cards and have to nuke yourself. That's part of the risk you take when playing that setting. There are certain players who will cheat the system. When they have four cards they will start timing out to avoid taking a fifth, and thus avoid nuking themselves, thus giving them an advantage over people who play fair. Let's make no mistake. Calling this a "loophole" is really too nice. This is quite simply, a cheat, away to avoid the risk that the setting entails and thereby subvert the spirit of the game.
    2. While eliminating cheating is my primary concern here, there is an ancillary benefit. Sometimes people time out for unintentional reasons -- their Internet goes down, they get a phone call and forget to finish their turn, whatever. So there will be a secondary benefit for these people.
  • The question arises, why this wasn't fixed long ago? In the early days, the site had a tremendous number of speed games going. Running out of time and not getting your card was seen as the price you pay for being too slow. Over time, however, speed games have dwindled. It no longer makes sense the the huge majority of games (24 hour games) to allow a loophole because of speed games. However, in case that is an option you would like to support, I'm okay with an amendment to plug the loophole for 24-hour games only.
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Re: Nuclear and Zombie setting update

Postby Dukasaur on Mon Apr 23, 2018 12:35 am

I believe BW agreed with us on the cheating aspect (in nukes and zombies) but didn't feel it was an issue in other spoil types. Have to take the small victories where we can get them.
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Re: Nuclear and Zombie setting update

Postby .SCuD. on Mon Apr 23, 2018 7:31 am

Surely this is an issue in escalating too? I've definitely seen people take a turn, and obviously time out to avoid a spoil in escalating
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Re: Nuclear and Zombie setting update

Postby fairman on Wed Apr 25, 2018 1:08 am

A realy good thing, thanks to you!
Next step, could be no safe spot because I have the territ/card where I stack (don't really know how to explain it properly in English, sorry)?
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Re: Nuclear and Zombie setting update

Postby DirtyDishSoap on Tue May 01, 2018 3:00 am

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Symmetry wrote:
The ram wrote:
Symmetry wrote:Ok, so some stuff goes over your head?


No not here anyway. He never said they were forced.


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Re: Nuclear and Zombie setting update

Postby Robespierre__ on Tue May 01, 2018 8:26 pm

king achilles wrote:Coming from this Suggestion:
viewtopic.php?f=4&t=225696

When you conquer something and you run out of time in a casual Nuclear or Zombie setting, you will now still get a spoil. For now, this only applies to non-speed games. This was released last April 18 and we had to test this on a few games first before announcing this. Sorry for the delay.


I like these small, sensible modifications.

Nice job BW and KA!

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Re: Nuclear and Zombie setting update

Postby Quirk on Tue May 01, 2018 8:39 pm

Cheers
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Re: Nuclear and Zombie setting update

Postby ooge on Thu May 03, 2018 9:40 pm

and still no zombie medal :cry:
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