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[GP] [Rules] Eliminate Deferred Troops

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Re: Get rid of "deferred" troops after missing a turn

Postby Metsfanmax on Mon Jul 19, 2010 6:18 pm

Lindax wrote:
In my opinion there should simply never be a chance of that advantage for somebody who misses a turn.


Obviously it would be ideal if people could not gain an advantage specifically because of missing a turn. Of course, as was previously pointed out, the majority of the time the advantage occurs because the opponent fails to properly take into account the deferred troops. Nevertheless, that is not the major point. The major point is that you are condemning people to lose when they miss the deferred troops. Perhaps in 20 games out of 100, against a mediocre player, when someone miss a turn in a 1v1 they can turn it into their advantage. But probably in the 80 other games they will be forced into a major disadvantage because of the lost turn. Therefore it's a net benefit to keep the deferred troops, unless you believe that people should lose because they missed a turn.
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Re: Get rid of "deferred" troops after missing a turn

Postby jefjef on Mon Jul 19, 2010 8:25 pm

Metsfanmax wrote:
Lindax wrote:
In my opinion there should simply never be a chance of that advantage for somebody who misses a turn.


Obviously it would be ideal if people could not gain an advantage specifically because of missing a turn. Of course, as was previously pointed out, the majority of the time the advantage occurs because the opponent fails to properly take into account the deferred troops. Nevertheless, that is not the major point. The major point is that you are condemning people to lose when they miss the deferred troops. Perhaps in 20 games out of 100, against a mediocre player, when someone miss a turn in a 1v1 they can turn it into their advantage. But probably in the 80 other games they will be forced into a major disadvantage because of the lost turn. Therefore it's a net benefit to keep the deferred troops, unless you believe that people should lose because they missed a turn.



Well YES. If missing a turn losses you the game than what the hell is wrong with that. Take the turn. Stop delaying it and taking advantage of it.

8 man dubs 2.1 no spoils game. 1 on each of the other teams all missed a turn in a 1 round period.

Pink graces us with his presence just now and 2010-07-19 20:16:43 - jkbodog received 17 deferred troops for missing 1 rounds

My team does not see him at all so ya can't cry "You shoulda broke him" But he's dropping a 34 stack somewhere.

Deferred needs to go and end this crap. Take the turns or find a sitter or lose the troops.

EDIT: He just dropped 34 on a one his partner had on my partners border. His partner goes before my partner. It's a fucking cheap strategy that does get utilized to the deadbeats advantage. Since the other teams all missed turns I even wonder if there is some S/D going on. The other 3 teams are at "peace" with each other...
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Re: Get rid of "deferred" troops after missing a turn

Postby Metsfanmax on Mon Jul 19, 2010 8:52 pm

jefjef wrote:Well YES. If missing a turn losses you the game than what the hell is wrong with that. Take the turn. Stop delaying it and taking advantage of it.


What's wrong with that is that there's a general assumption of innocent until proven guilty on this site; I imagine that in the large majority of cases, people are missing turns for fairly innocuous reasons, i.e. being too busy in real life. I don't think it's fair to cause somebody to lose a game because they missed one turn; strategically, most of the time they'll be at a big disadvantage because of the missed turn as it is, so there's no point in punishing them further.

8 man dubs 2.1 no spoils game. 1 on each of the other teams all missed a turn in a 1 round period.

Pink graces us with his presence just now and 2010-07-19 20:16:43 - jkbodog received 17 deferred troops for missing 1 rounds

My team does not see him at all so ya can't cry "You shoulda broke him" But he's dropping a 34 stack somewhere.

Deferred needs to go and end this crap. Take the turns or find a sitter or lose the troops.

EDIT: He just dropped 34 on a one his partner had on my partners border. His partner goes before my partner. It's a fucking cheap strategy that does get utilized to the deadbeats advantage. Since the other teams all missed turns I even wonder if there is some S/D going on. The other 3 teams are at "peace" with each other...


First of all, when someone misses a turn, you have to be aware of that and plan accordingly. If you're playing in a fog of war game, obviously it's harder to know what they're doing, but that's the whole point of the option. If you know that the deferred troops are coming, you ought to be prepared for whatever placement they have. If you do that correctly, then you have the advantage, because you didn't lose troops during their missed turn, and you got an extra bonus for whatever continents you may have been holding.

I don't think anyone has any right to complain - generally, if you plan accordingly, you won't be in a worse position than if they had taken their turn as regularly scheduled. Generally the problem comes because people discount the effects those deferred troops can have. That being said, it's easier said than done, especially in a team game. Perhaps an argument can be made for why there shouldn't be deferred troops in team games - I don't know. But surely one cannot use that to justify the wholesale elimination of the concept altogether.
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Re: Get rid of "deferred" troops after missing a turn

Postby jefjef on Mon Jul 19, 2010 9:50 pm

Metsfanmax wrote:
jefjef wrote:Well YES. If missing a turn losses you the game than what the hell is wrong with that. Take the turn. Stop delaying it and taking advantage of it.


What's wrong with that is that there's a general assumption of innocent until proven guilty on this site; I imagine that in the large majority of cases, people are missing turns for fairly innocuous reasons, i.e. being too busy in real life. I don't think it's fair to cause somebody to lose a game because they missed one turn; strategically, most of the time they'll be at a big disadvantage because of the missed turn as it is, so there's no point in punishing them further.

8 man dubs 2.1 no spoils game. 1 on each of the other teams all missed a turn in a 1 round period.

Pink graces us with his presence just now and 2010-07-19 20:16:43 - jkbodog received 17 deferred troops for missing 1 rounds

My team does not see him at all so ya can't cry "You shoulda broke him" But he's dropping a 34 stack somewhere.

Deferred needs to go and end this crap. Take the turns or find a sitter or lose the troops.

EDIT: He just dropped 34 on a one his partner had on my partners border. His partner goes before my partner. It's a fucking cheap strategy that does get utilized to the deadbeats advantage. Since the other teams all missed turns I even wonder if there is some S/D going on. The other 3 teams are at "peace" with each other...


First of all, when someone misses a turn, you have to be aware of that and plan accordingly. If you're playing in a fog of war game, obviously it's harder to know what they're doing, but that's the whole point of the option. If you know that the deferred troops are coming, you ought to be prepared for whatever placement they have. If you do that correctly, then you have the advantage, because you didn't lose troops during their missed turn, and you got an extra bonus for whatever continents you may have been holding.

I don't think anyone has any right to complain - generally, if you plan accordingly, you won't be in a worse position than if they had taken their turn as regularly scheduled. Generally the problem comes because people discount the effects those deferred troops can have. That being said, it's easier said than done, especially in a team game. Perhaps an argument can be made for why there shouldn't be deferred troops in team games - I don't know. But surely one cannot use that to justify the wholesale elimination of the concept altogether.


Well with all this said there certainly are strategic game moments that the missed turn abuses the reasons CC has deferred troops. People take advantage of those situations. And NO a missed turn can not always be taken advantage of. Bad random cubes - positions - other conflicts etc...

And of all you said I'm glad you correct recognize the team game issues in re of this. It's what I play.

But no. In this situation there was no way to counter every deferred drop possibility and those of us who strive NOT to miss turns should not deferred abused.

As Lindax stated:
In my opinion there should simply never be a chance of that advantage for somebody who misses a turn.
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Re: Get rid of "deferred" troops after missing a turn

Postby Queen_Herpes on Mon Jul 19, 2010 10:03 pm

jefjef,
You are correct. Wait for someone who has played more than 1000 games and who isn't crying that "Mommy already said we couldn't do that!" to step up and make a comment.

The bottom line is simple: there is a massive benefit to the deferred troops and it is a benefit to the player who missed the turn. The preceding comments from the peanut gallery don't amount to much and your points, jefjef, are spot-on.
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Re: Get rid of "deferred" troops after missing a turn

Postby Metsfanmax on Mon Jul 19, 2010 10:41 pm

Queen_Herpes wrote:jefjef,
You are correct. Wait for someone who has played more than 1000 games and who isn't crying that "Mommy already said we couldn't do that!" to setp up and make a comment.

The bottom line is simple: there is a massive benefit to the deferred troops and it is a benefit to the player who missed the turn. The preceding comments from the peanut gallery don't a moutn to much and your points are spot-on.


This comment seems unnecessarily belittling to me. Simply because we disagree with the point being made, we are the "peanut gallery?"

There is a major flaw in this thread - you are not addressing all the negatives to taking away deferred troops. In vacuo, the potential negatives to deferred troops are enough to warrant the change in code to remove them. But by removing them, you create another set of negatives, which none of the advocates of this suggestion have actually discussed. In order to change the system, you need to not only argue why the current system is flawed, but why the system would be better off if the suggestion was implemented, and you cannot do so without actually addressing the problems that will occur if we remove the deferred troops. I've made some arguments as to why I think this would actually be a net harm for the site, and I think it's unfortunate that you're not addressing them.

For example, it's easy to defend something like the Patriot Act if the only argument made in the discussion is "it will help stop terrorists." Well, that's probably true. But there are civil rights issues if such an act is part of the law, and those ought to be considered in any discussion about it.
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Re: Get rid of "deferred" troops after missing a turn

Postby jefjef on Mon Jul 19, 2010 11:24 pm

Metsfanmax wrote:
Queen_Herpes wrote:jefjef,
You are correct. Wait for someone who has played more than 1000 games and who isn't crying that "Mommy already said we couldn't do that!" to setp up and make a comment.

The bottom line is simple: there is a massive benefit to the deferred troops and it is a benefit to the player who missed the turn. The preceding comments from the peanut gallery don't a moutn to much and your points are spot-on.


This comment seems unnecessarily belittling to me. Simply because we disagree with the point being made, we are the "peanut gallery?"

There is a major flaw in this thread - you are not addressing all the negatives to taking away deferred troops. In vacuo, the potential negatives to deferred troops are enough to warrant the change in code to remove them. But by removing them, you create another set of negatives, which none of the advocates of this suggestion have actually discussed. In order to change the system, you need to not only argue why the current system is flawed, but why the system would be better off if the suggestion was implemented, and you cannot do so without actually addressing the problems that will occur if we remove the deferred troops. I've made some arguments as to why I think this would actually be a net harm for the site, and I think it's unfortunate that you're not addressing them.

For example, it's easy to defend something like the Patriot Act if the only argument made in the discussion is "it will help stop terrorists." Well, that's probably true. But there are civil rights issues if such an act is part of the law, and those ought to be considered in any discussion about it.


Yeah well it's our RIGHT to expect as balanced a game many of us pay for and make the effort to take our turns and not take advantage of policies.

Deferred tactics definitely can benefit those who abuse the intended purpose of it at the detriment of those of us that only consider it a cheat.

If deferred goes away you can bet there would be a lot fewer missed turns.

Another tactic I see is the miss turn player drops - successfully attack (like an auto deploy tert) then drops his deferred on it then reinforces it. That makes for a nice stack... A "reward" for missing a freaking turn. Tough to combat that on a map like Egypt Nubia Well of Ramses II if your not near it due to the drop and Neutrals.
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Re: Get rid of "deferred" troops after missing a turn

Postby lord voldemort on Mon Jul 19, 2010 11:34 pm

im telling you they will not go for a solution that punishes people who miss turns. ie getting rid of deferred all together
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Re: Get rid of "deferred" troops after missing a turn

Postby jefjef on Mon Jul 19, 2010 11:37 pm

lord voldemort wrote:im telling you they will not go for a solution that punishes people who miss turns. ie getting rid of deferred all together


Funny how they prefer to "reward" those that miss than those that try to play the game fairly and expeditiously.

Just one of several negatives this site supports.
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Re: Get rid of "deferred" troops after missing a turn

Postby Metsfanmax on Tue Jul 20, 2010 7:13 am

jefjef, I still think you're looking at this too narrowly. I have no idea whether my statistics are correct, but if I had to guess, 98% of missed turns on the site occur because people legitimately forgot to take their turn, or something else came up and they didn't have internet access. It's true that this can be taken advantage of, if they're playing against a weaker opponent, or if they're very clever and have figured out a strategy where this could somehow be a benefit (I still can't agree that, if played correctly against, this is an advantage to those people). But by taking it away you're punishing the innocent 98% who aren't abusing the system, and that's why there's major opposition to this. Of course everyone agrees that those sorts of tactics are cheap. But the way to address that is to start a discussion on whether there should be more severe punishments for those who consistently abuse the feature - not by taking it away altogether.
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Re: Get rid of "deferred" troops after missing a turn

Postby Woodruff on Tue Jul 20, 2010 8:02 am

Queen_Herpes wrote:jefjef,
You are correct. Wait for someone who has played more than 1000 games and who isn't crying that "Mommy already said we couldn't do that!" to step up and make a comment.


I have played well over 1000 games and I've not "cried" that once. You've certainly turned oddly insulting in this thread.

Queen_Herpes wrote:The bottom line is simple: there is a massive benefit to the deferred troops and it is a benefit to the player who missed the turn.


Massive benefit? I can't even believe you just said that because it's not even remotely true. Can there be some benefit in certain situations (the team play situations that jefjef mentions)? Certainly. But it is in no way a generally massive benefit. The fact is that typically, outside of the team game situation, it's an anti-benefit.

It is also occasionally a benefit for a player to suicide against another player (i.e. their dice are with them). But that doesn't in any way make it a winning strategy nor a benefit in doing so.

Queen_Herpes wrote:The preceding comments from the peanut gallery don't amount to much and your points, jefjef, are spot-on.


That's some prime evidence right there.
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Re: Get rid of "deferred" troops after missing a turn

Postby MegasWoman on Tue Jul 20, 2010 9:54 am

Obviously they recognize the fact that missing turns is not a good thing-as you get booted after three in a row (now there's a whole new can of worms). Yes-real life happens-but the fact remains-you SHOULD NOT be rewarded with deferred troops if you miss your turn. Take your turns, get a babysitter or lose the troops.
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Re: Get rid of "deferred" troops after missing a turn

Postby Queen_Herpes on Tue Jul 20, 2010 10:29 am

Woodruff wrote:
Queen_Herpes wrote:The bottom line is simple: there is a massive benefit to the deferred troops and it is a benefit to the player who missed the turn.


Massive benefit? I can't even believe you just said that because it's not even remotely true. Can there be some benefit in certain situations (the team play situations that jefjef mentions)? Certainly. But it is in no way a generally massive benefit. The fact is that typically, outside of the team game situation, it's an anti-benefit.

It is also occasionally a benefit for a player to suicide against another player (i.e. their dice are with them). But that doesn't in any way make it a winning strategy nor a benefit in doing so.


In 1v1 or 1v1v1, here are some scenarios:

In 1v1, on a map that does not drop (+?) bonuses on specific territories, a player who holds a bonus that is defended by neutrals or by armies of 2 or more misses a turn. The opponent has reasonable difficulty in breaking the bonus of the player who missed the turn. Upon the return of the player who had missed the turn, not only does that player get awarded the bonus armies and the region/3 armies, but that player also receives the deferred bonus which is the same number of armies to drop on the map at the end of the turn. Those deferred troops were not affected by dice during the opponents turn. You can certainly argue against this by saying that the opponent might not have broken the player-who-missed even if the player-who-missed had instead taken his/her turn. However, the player-who-missed did not risk his/her armies by taking a turn and rolling the dice to attack AND the player-who-missed did not risk his/her armies by placing them on the board to be acted upon by the opponent's dice. That, right there, is the "massive" benefit. Those armies are kept out-of-play and are protected as they were not acted upon by the opponent's armies and dice.

In 1v1, again on a map that does not drop (+?) bonuses on specific territories, a player who 1) has gained a lead in the region/3 armies and 2) has reduced the opponent to a region/3 armies status equivalent to roughly 6 fewer regions suddenly 3) misses a turn. The opponent then happens to have difficulty reducing the region count of the player-who-missed-a-turn. The player-who-missed then receives the region/3 armies and a deferred bonus of the same number. Again, the player-who-missed did not risk his/her armies by taking a turn and rolling the dice to attack AND the player-who missed did not risk his/her armies by placing them on the board to be acted upon by the opponent's dice. That, again, is the "massive" benefit. Those armies are kept out-of-play and are protected from action by the dice. Arguments can be made that the player-who-missed would have continued to roll the opponent if he/she had taken his/her turn. Arguments could also be made that the opponent's dice would have prevailed. We cannot know. However, we do know for certain that the deferred troops were not acted upon.

In 1v1, on a map that does drop a (+?) bonus on specific territories, for example, Feudal Empire. You’re late into the game and both players still hold two castles and 6 regions in each realm. Stacks are equivalent. One player misses a turn, then misses another. The opponent goes in for the kill, fearing the deferred bonus or assuming the typical benefit of the attacker’s dice. Success is marginal, though, leaving a trail of “1s” back to the owned castle. Mister-missed-turns returns and blows through the armies of 1, then gets to drop 8 or 9 armies in defense somewhere on the map. While the missed turns mean that he/she lost 20 armies(they didn’t get dropped on the castles), the ability to drop those deferred troops in a targeted location offers a benefit that IMO can outweigh the 20 armies lost.

To add to the preceding example, if the map was played on escalating, and the player-who-missed held a set of 3 spoils with 3, 4, or 5 spoils in the hand, the benefit of the missed turn is more to force the opponent into being the first to “cash” and the spoils benefit outweighs the deferred troops; however, there is still a huge benefit to be able to drop those deferred troops in defense somewhere on the map.

In 1v1v1 speed, the red player who started the game misses the first turn. As can be assumed, perhaps red bailed. However, green cannot know that red will not return and similarly green cannot know that blue will act in concert to both a) reduce red’s region count and b) avoid attacking each other. No matter what scenario plays out, red will get to drop armies from the deferred bonus. Those armies will have been unaffected by attacking opponents. Certainly the number of region/3 armies might be reduced, but the only equivalent scenario where no benefit is given to red is one where green and blue simply drop without attacking. However, even with that being said, another “massive benefit” comes into play: placement. red will have the benefit of seeing where blue and green placed their armies. Red can then choose a strategic location to drop those deferred troops to exact a benefit. One cannot underestimate the value of being able to place those armies strategically having seen where the opponents have attacked, thinned out, etc.

In 1v1v1v1 speed and any other FFA games of any number of players, the player-who-misses gets the benefit of having armies that were not acted upon by dice AND the benefit of being able to see the board and place a stack of armies in a location that profoundly affects the gameplay. This is a benefit to the player-who-misses and detrimental to the players who did not miss turns. In FFA games where the number of players is 4 or greater, it is not necessarily beneficial to choose a strategy that includes attacking the player-who-misses. Attacking the player-who-misses is similar to attacking neutrals where the benefit of the attack is not necessarily easy to determine. The player who misses may see that his/her army count is not reduced after one or two rounds.

I could create hundreds more picayune examples of this, so, to make a long post a little shorter:
  • there is no need to breathe life into a player who is already losing the game. By awarding the deferred troops to a player who is losing, then misses, the administration is simply lengthening thousands of games. The deferred troops simply makes those games last longer.
  • If the game is a stalemate or the player-who-is-winning is the player-who-misses-a-turn, those deferred armies are not acted upon by the dice. It is unfair for those armies (which went without action from the dice for one or two rounds) to be placed on the board.
  • Whether losing, stalemate, or winning, the player who misses a turn gets the placement benefit. The placement benefit cannot be underestimated. These troops which were not acted upon by the dice can be strategically located to alter the course of the game. Opponents who-take-their-turns do not get the same benefit.
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Re: Get rid of "deferred" troops after missing a turn

Postby Metsfanmax on Tue Jul 20, 2010 10:52 am

Queen_Herpes wrote:In 1v1 or 1v1v1, here are some scenarios:

In 1v1, on a map that does not drop (+?) bonuses on specific territories, a player who holds a bonus that is defended by neutrals or by armies of 2 or more misses a turn. The opponent has reasonable difficulty in breaking the bonus of the player who missed the turn. Upon the return of the player who had missed the turn, not only does that player get awarded the bonus armies and the region/3 armies, but that player also receives the deferred bonus which is the same number of armies to drop on the map at the end of the turn. Those deferred troops were not affected by dice during the opponents turn. You can certainly argue against this by saying that the opponent might not have broken the player-who-missed even if the player-who-missed had instead taken his/her turn. However, the player-who-missed did not risk his/her armies by taking a turn and rolling the dice to attack AND the player-who-missed did not risk his/her armies by placing them on the board to be acted upon by the opponent's dice. That, right there, is the "massive" benefit. Those armies are kept out-of-play and are protected as they were not acted upon by the opponent's armies and dice.


This argument is ludicrous. Essentially you're saying that the deferred troops are problematic, because if the player hadn't missed their turn, they might have placed their armies on their continent and broken through their protective neutral layer, therefore allowing you easier access to their continent? Who in their right mind would actually play like that? The fact is that unless the player is an idiot, you will not be breaking that bonus either way. All that happened is that you got an extra turn to break their bonus, and an extra turn of bonuses that the opponent didn't get a chance to break.

The proof is that the same result would occur if the player-who-missed had actually taken their turn, and just dropped their armies somewhere and ended the turn. The opponent could just drop them in some random place, out of the reach of your dice.

In 1v1, again on a map that does not drop (+?) bonuses on specific territories, a player who 1) has gained a lead in the region/3 armies and 2) has reduced the opponent to a region/3 armies status equivalent to roughly 6 fewer regions suddenly 3) misses a turn. The opponent then happens to have difficulty reducing the region count of the player-who-missed-a-turn. The player-who-missed then receives the region/3 armies and a deferred bonus of the same number. Again, the player-who-missed did not risk his/her armies by taking a turn and rolling the dice to attack AND the player-who missed did not risk his/her armies by placing them on the board to be acted upon by the opponent's dice. That, again, is the "massive" benefit. Those armies are kept out-of-play and are protected from action by the dice. Arguments can be made that the player-who-missed would have continued to roll the opponent if he/she had taken his/her turn. Arguments could also be made that the opponent's dice would have prevailed. We cannot know. However, we do know for certain that the deferred troops were not acted upon.


The first part is answered by the same argument as above - you're complaining because the opponent did not attack you, but in reality, perhaps they wouldn't have attacked you anyway. And if they did, on average it would have ended up hurting you. But that's not the point - the point is that you're assuming that in most cases, the troops they would have gotten would be in a place where you could attack them. Not only is this not the case, but even if they were, there's no guarantee you'd actually want to attack them if they were. It would be a situational question; you can't make a blanket statement saying that it's a disadvantage to you that his troops weren't on the board. If you had a continent, those troops could have been used to break your bonus, so in those cases you're actually advantaged by the missed turn, and they're disadvantaged.

In 1v1, on a map that does drop a (+?) bonus on specific territories, for example, Feudal Empire. You’re late into the game and both players still hold two castles and 6 regions in each realm. Stacks are equivalent. One player misses a turn, then misses another. The opponent goes in for the kill, fearing the deferred bonus or assuming the typical benefit of the attacker’s dice. Success is marginal, though, leaving a trail of “1s” back to the owned castle. Mister-missed-turns returns and blows through the armies of 1, then gets to drop 8 or 9 armies in defense somewhere on the map. While the missed turns mean that he/she lost 20 armies(they didn’t get dropped on the castles), the ability to drop those deferred troops in a targeted location offers a benefit that IMO can outweigh the 20 armies lost.


This is squarely the fault of the attacking player. The attacking player had huge odds with the 20 extra armies, and if they didn't win, that's just how the game goes - it's luck-based. You can come up with plenty of scenarios where the attacker loses because they made a risky move and it didn't pay off - but that doesn't mean that such extreme scenarios prove the point. You could just have dropped your troops for defense, and if the opponent misses their last turn, then great - you win. But if they don't, then you're more than prepared for their assault the next turn, since they don't get the deferred troops until after attacking anyway.

I'll address the rest a bit later.
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Re: Get rid of "deferred" troops after missing a turn

Postby lord voldemort on Tue Jul 20, 2010 10:54 am

if you cant negate an advantage in a 1v1 with 2 turns then you shouldnt deserve the win simple as that (ie the game is already lost)
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Re: Get rid of "deferred" troops after missing a turn

Postby MegasWoman on Tue Jul 20, 2010 11:06 am

lord voldemort wrote:if you cant negate an advantage in a 1v1 with 2 turns then you shouldnt deserve the win simple as that (ie the game is already lost)


You are joking, right? With the randomness of the dice? If you miss a turn YOU don't deserve to win...simple as that!
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Re: Get rid of "deferred" troops after missing a turn

Postby lord voldemort on Tue Jul 20, 2010 11:09 am

no the dice happens its a well known fact. example.
player takes bonus with a decent stack or and a few singles in the way
you have a turn to break it...you try and fail..
you are devo as they now get x amount of deploy

they miss their turn. Now you have another chance to get in there again.
If you cant get in after this turn then the game was more than likely lost.

Saying people deserve to lose for missing a turn is just flat out bs and you know it
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Re: Get rid of "deferred" troops after missing a turn

Postby Woodruff on Tue Jul 20, 2010 11:42 am

Queen_Herpes wrote:
Woodruff wrote:
Queen_Herpes wrote:The bottom line is simple: there is a massive benefit to the deferred troops and it is a benefit to the player who missed the turn.


Massive benefit? I can't even believe you just said that because it's not even remotely true. Can there be some benefit in certain situations (the team play situations that jefjef mentions)? Certainly. But it is in no way a generally massive benefit. The fact is that typically, outside of the team game situation, it's an anti-benefit.

It is also occasionally a benefit for a player to suicide against another player (i.e. their dice are with them). But that doesn't in any way make it a winning strategy nor a benefit in doing so.


In 1v1 or 1v1v1, here are some scenarios:


Which of those scenarios are both reasonably commonplace and ANY different if the player simply deploys and logs out? Because I'm not seeing the difference.
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Re: Get rid of "deferred" troops after missing a turn

Postby Queen_Herpes on Tue Jul 20, 2010 1:54 pm

Woodruff wrote:
Queen_Herpes wrote:
Woodruff wrote:
Queen_Herpes wrote:The bottom line is simple: there is a massive benefit to the deferred troops and it is a benefit to the player who missed the turn.


Massive benefit? I can't even believe you just said that because it's not even remotely true. Can there be some benefit in certain situations (the team play situations that jefjef mentions)? Certainly. But it is in no way a generally massive benefit. The fact is that typically, outside of the team game situation, it's an anti-benefit.

It is also occasionally a benefit for a player to suicide against another player (i.e. their dice are with them). But that doesn't in any way make it a winning strategy nor a benefit in doing so.


In 1v1 or 1v1v1, here are some scenarios:


Which of those scenarios are both reasonably commonplace and ANY different if the player simply deploys and logs out? Because I'm not seeing the difference.


The armies aren't coming into play to be acted upon by the dice. The crux of my position is that the opponent(s) cannot beat what is not there. If I have a short stack (say 4) on Dakar and my opponent holds SA with an army of 2 on Sao Paolo, and my opponent misses his/her turn, he/she doesn't risk losing those armies to my short stack. However, upon my turn I DO risk my armies in breaking. Perhaps I don't take SA, and when it is the opponents turn again, they retake SA and get to drop a bonus (from the deferred troops) as defense.

The point is simple, since the deferred armies aren't put into play it is unfair considering the armies of the players who take their turns do get put into play. Deferred armies are protected armies. Deferred armies cannot be lost, cannot be killed, cannot be harmed, cannot be broken. Let me know how that happens for players who take their turns, and you will have demonstrated for me that the deferred troops provides an equitable position for all players involved. If you cannot find an example of how the players-who-takes-their-turns can hold armies in a position where they are not in play and those same armies can then be distributed onto the map at the end of a subsequent turn, then you must recognize that deferred troops does not offer an equal position for all players in any game.

Ulimately, Woodruff, you recognized that JefJef was correct in describing the unfair position in team games. I tend to think that if it is unfair in one game on the site, then it is going to be unfair in other games as well.
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Re: Get rid of "deferred" troops after missing a turn

Postby pie12345 on Tue Jul 20, 2010 1:58 pm

TheForgivenOne wrote:
Lindax wrote:Concise description:
  • Get rid of "deferred" troops after missing a turn.

Specifics/Details:
  • See above

How this will benefit the site and/or other comments:
  • When somebody misses a turn, he/she misses a turn and shouldn't get troops for that. It's really unfair, because it often turns the game in favor of whoever missed a turn.


This has been discussed again and again. This would hurt more people than it would help. You are basically punishing people for having life intervene, or something close to that. We can't force this upon everyone. It could be made as an option, but there are way more con's then pro's if this is forced upon the whole of CC.

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Re: Get rid of "deferred" troops after missing a turn

Postby Darwins_Bane on Tue Jul 20, 2010 2:04 pm

pie12345 wrote:they should be able to get on once a day

have you tried reading a thread before posting?
Queen_Herpes wrote:The armies aren't coming into play to be acted upon by the dice. The crux of my position is that the opponent(s) cannot beat what is not there. If I have a short stack (say 4) on Dakar and my opponent holds SA with an army of 2 on Sao Paolo, and my opponent misses his/her turn, he/she doesn't risk losing those armies to my short stack. However, upon my turn I DO risk my armies in breaking. Perhaps I don't take SA, and when it is the opponents turn again, they retake SA and get to drop a bonus (from the deferred troops) as defense.

The point is simple, since the deferred armies aren't put into play it is unfair considering the armies of the players who take their turns do get put into play. Deferred armies are protected armies. Deferred armies cannot be lost, cannot be killed, cannot be harmed, cannot be broken. Let me know how that happens for players who take their turns, and you will have demonstrated for me that the deferred troops provides an equitable position for all players involved. If you cannot find an example of how the players-who-takes-their-turns can hold armies in a position where they are not in play and those same armies can then be distributed onto the map at the end of a subsequent turn, then you must recognize that deferred troops does not offer an equal position for all players in any game.

Ulimately, Woodruff, you recognized that JefJef was correct in describing the unfair position in team games. I tend to think that if it is unfair in one game on the site, then it is going to be unfair in other games as well.


The point is. If you break SA then he gets 3 armies. that means that even if he takes back SA, he will only defend with 3 armies plus whatever else he has in reserve. If someone misses a turn you can punish them by breaking them. if you choose not to then its ur own fault if you get beat cuz they don't deadbeat, IMO. If the deferred armies weren't there and I missed a turn, the likelyhood is that I just lost the game the same way someone starting their turn and timing out would do.
The fact that you can place deferred armies wherever is a different issue, but consider this. If you have 3 territs left in SA on world 2.1 and then take it back, and you were, say, restricted to only deploying your deferred troops on territs you had since before your missed turn, that wouldn't be fair either.
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Re: Get rid of "deferred" troops after missing a turn

Postby Queen_Herpes on Tue Jul 20, 2010 2:09 pm

Darwins_Bane wrote:The point is. If you break SA then he gets 3 armies. that means that even if he takes back SA, he will only defend with 3 armies plus whatever else he has in reserve. If someone misses a turn you can punish them by breaking them. if you choose not to then its ur own fault if you get beat cuz they don't deadbeat, IMO. If the deferred armies weren't there and I missed a turn, the likelyhood is that I just lost the game the same way someone starting their turn and timing out would do.

The fact that you can place deferred armies wherever is a different issue, but consider this. If you have 3 territs left in SA on world 2.1 and then take it back, and you were, say, restricted to only deploying your deferred troops on territs you had since before your missed turn, that wouldn't be fair either.


Would you, then, support having those troops dropped randomly across your territories at the end of your missed-turn-time-slot as opposed to having the opportunity to target their placement at the end of your next turn?

And a similar question, which would you prefer to have? random drop? or place them yourself at the end of your next turn(current set-up)?
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Re: Get rid of "deferred" troops after missing a turn

Postby Darwins_Bane on Tue Jul 20, 2010 2:19 pm

Queen_Herpes wrote:
Darwins_Bane wrote:The point is. If you break SA then he gets 3 armies. that means that even if he takes back SA, he will only defend with 3 armies plus whatever else he has in reserve. If someone misses a turn you can punish them by breaking them. if you choose not to then its ur own fault if you get beat cuz they don't deadbeat, IMO. If the deferred armies weren't there and I missed a turn, the likelyhood is that I just lost the game the same way someone starting their turn and timing out would do.

The fact that you can place deferred armies wherever is a different issue, but consider this. If you have 3 territs left in SA on world 2.1 and then take it back, and you were, say, restricted to only deploying your deferred troops on territs you had since before your missed turn, that wouldn't be fair either.


Would you, then, support having those troops dropped randomly across your territories at the end of your missed-turn-time-slot as opposed to having the opportunity to target their placement at the end of your next turn?

And a similar question, which would you prefer to have? random drop? or place them yourself at the end of your next turn(current set-up)?

As it is you're say 75% likely to have less troops to deploy as deferred than if you had taken your turn, so I support the current setup I suppose. It's not perfect but its pretty close. random drop or spread out could actually be more annoying to the attacker and cause less ppl to attack the deadbeat, allowing them to collect more troops in the deferral.
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Re: Get rid of "deferred" troops after missing a turn

Postby Metsfanmax on Tue Jul 20, 2010 2:26 pm

Queen_Herpes wrote:The armies aren't coming into play to be acted upon by the dice. The crux of my position is that the opponent(s) cannot beat what is not there. If I have a short stack (say 4) on Dakar and my opponent holds SA with an army of 2 on Sao Paolo, and my opponent misses his/her turn, he/she doesn't risk losing those armies to my short stack. However, upon my turn I DO risk my armies in breaking. Perhaps I don't take SA, and when it is the opponents turn again, they retake SA and get to drop a bonus (from the deferred troops) as defense.

The point is simple, since the deferred armies aren't put into play it is unfair considering the armies of the players who take their turns do get put into play. Deferred armies are protected armies. Deferred armies cannot be lost, cannot be killed, cannot be harmed, cannot be broken. Let me know how that happens for players who take their turns, and you will have demonstrated for me that the deferred troops provides an equitable position for all players involved. If you cannot find an example of how the players-who-takes-their-turns can hold armies in a position where they are not in play and those same armies can then be distributed onto the map at the end of a subsequent turn, then you must recognize that deferred troops does not offer an equal position for all players in any game.

Ulimately, Woodruff, you recognized that JefJef was correct in describing the unfair position in team games. I tend to think that if it is unfair in one game on the site, then it is going to be unfair in other games as well.


Your example does nothing to prove your point. If they had taken their turn, then they probably would have reinforced the SA border, making it a whole lot harder for you to break his bonus. Since you were going to try to break the bonus in either case, the only result is that your life is made potentially easier by the missed turn. All that example shows is a case where missing your turn negatively hurts you.
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Re: Get rid of "deferred" troops after missing a turn

Postby Queen_Herpes on Tue Jul 20, 2010 3:26 pm

Metsfanmax wrote:
Queen_Herpes wrote:The armies aren't coming into play to be acted upon by the dice. The crux of my position is that the opponent(s) cannot beat what is not there. If I have a short stack (say 4) on Dakar and my opponent holds SA with an army of 2 on Sao Paolo, and my opponent misses his/her turn, he/she doesn't risk losing those armies to my short stack. However, upon my turn I DO risk my armies in breaking. Perhaps I don't take SA, and when it is the opponents turn again, they retake SA and get to drop a bonus (from the deferred troops) as defense.

The point is simple, since the deferred armies aren't put into play it is unfair considering the armies of the players who take their turns do get put into play. Deferred armies are protected armies. Deferred armies cannot be lost, cannot be killed, cannot be harmed, cannot be broken. Let me know how that happens for players who take their turns, and you will have demonstrated for me that the deferred troops provides an equitable position for all players involved. If you cannot find an example of how the players-who-takes-their-turns can hold armies in a position where they are not in play and those same armies can then be distributed onto the map at the end of a subsequent turn, then you must recognize that deferred troops does not offer an equal position for all players in any game.

Ulimately, Woodruff, you recognized that JefJef was correct in describing the unfair position in team games. I tend to think that if it is unfair in one game on the site, then it is going to be unfair in other games as well.


Your example does nothing to prove your point. If they had taken their turn, then they probably would have reinforced the SA border, making it a whole lot harder for you to break his bonus. Since you were going to try to break the bonus in either case, the only result is that your life is made potentially easier by the missed turn. All that example shows is a case where missing your turn negatively hurts you.


Actually, I did prove my point, and your argument helped me to prove my point. If they would have reinforced the SA border, then those armies would have been put into play and could be attacked by the opponent(s). By deferring the troops, the player-who-misses protects those troops.

If you are looking to create a level playing field, I would think that dropping the troops randomly across the board at the end of the missed turn provides a benefit to the player who missed (the majority number of troops to increase troop count to the maximum for that particular turn.) In turn, this takes away the benefit of protecting those troops and adds a penalty to the player-who-missed. The penalty is that the armies are not placed in a location which is strategic, rather, they are scattered.

There needs to be some give an take with the missed turn. The current set-up leaves two clear benefits for a missed turn in sequential: protected troops and a targetable placement. The current set-up provides the following penalties for a missed turn: no spoil earned, no opportunity to break opponents, opportunity for opponents to further reduce your troop count, territory count and bonuses. But let us talk about those penalties: "no spoil earned" is moot in a no spoils game. "no spoil earned" is also possible if the player did not attack or if the player unsuccessfully attacked. "no opportunity to break opponents" could happen if the turn was taken. "opportunity for opponents to further reduce your troops count, territory count and bonuses" could happen if the turn was taken. So, currently, the missed turn only provides two benefits. It does not provide a penalty that otherwise would not happen in the game. In no other situation at conquerclub does a player earn the opportunity to deploy held-over and previously protected troops onto the battlefield.

If you want to continue to award troops to the player who missed a turn, I can accept that, if you take away their ability to target their deployment. Force the armies to be dropped randomly at the end of the missed turn. Why do I think they should be dropped at the end of the missed turn? This allows the opponent(s) to attack those troops. Also, if the random drop happens at the end of the turn when missed-player returns, there would be an issue in unlimited reinforcement games. By forcing a random drop, a penalty is placed upon the player who missed rather than an award of troops that were protected from attack AND the random drop takes away the targeted placement that no other player is awarded at the end of their turn.

I return to my question that hasn't been answered:

"Let me know how that happens for players who take their turns, and you will have demonstrated for me that the deferred troops provides an equitable position for all players involved. If you cannot find an example of how the players-who-takes-their-turns can hold armies in a position where they are not in play and those same armies can then be distributed onto the map at the end of a subsequent turn, then you must recognize that deferred troops does not offer an equal position for all players in any game."
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