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Corporate_slave wrote:I'm not the kind of person who joins a thousand games at once, so that I can play all day everyday...
I'm currently involved in two games: 222991, and 224770. Both games were swamped by new players as soon as I started them. Now that three rounds have passed in both games (TWELVE DAYS LATER,) half the board is gray, and there's still some straglers who just aren't sure whether they want to continue playing or not... Two players (one in each game,) have waited (skipped) TWO turns, and then plopped down a bunch of ordinance in one spot, and made a big splash.
I can't even begin to tell you how frustrated I am right now. I don't want to join any more games, because eventually, the deadbeats will get filtered out of this game, and then I can play a *normal* game. In the meantime, I just check in futility to see if anything has changed in the last THREE DAYS.
If we (the other players and I) were all sitting at a table, this kind of activity would not be tolerated. We could say "Hell no you aren't skipping your turn! Get over here and play!" As for the players that just aren't playing... they never even would have placed any armies because they just aren't here...
PLEASE DO SOMETHING TO FIX THIS.
Thanks!
(a very frustrated) Corporate_slave
Marxwell wrote:Laz's suggestion makes it BETTER for the person who lost the turn, and IN ADDITION it doesn't harm the other players!
Gengoldy wrote:Of all the games I've played, and there have been some poor sports and cursing players out there, you are by far the lowest and with the least class.
alstergren wrote:Marxwell wrote:Laz's suggestion makes it BETTER for the person who lost the turn, and IN ADDITION it doesn't harm the other players!
So what you're saying is this: In a three person game, when person A misses a turn, this hurts person A, B and C.
That doesn't make sense. And it doesn't make sense because it's really not that easy.
Usually, it is A who is harmed. But sometimes B and C. However, if B and C are harmed, it is because B and C didn't pay attention to the fact that A missed a turn. If they had done that, and taken the necessary precautions, B and C would not have been hurt (unless by a mean dice, but you cannot protect yourself against that).
I must admit that I donāt see the problem here. If you see someone missing a turn in a game, why does it become a surprise that the guy can place six armies next round? Itās like being surprised every time it starts to rain and your clothes gets soaked. If they sky is grey, get an umbrella or risk getting wet. Itās really as easy with the missed-turn ābonus.ā You know it will come, place your own armies accordingly instead of wasting them and then be pissed off when the opponent is back in the game.
Jebus peopleā¦
Corporate_slave wrote:So, a question for the mods:
Would you guys ban players that habitually skip two turns in a row? If it can be proven that they are using it as a tactical advantage...
Gengoldy wrote:Of all the games I've played, and there have been some poor sports and cursing players out there, you are by far the lowest and with the least class.
LazarusLong wrote:JupitersKing wrote:...The reinforcements would have to be "smart."...
...If I hold Australia I should receive 3 armies (2 bonus + 1 for territories) on Indonesia...
...I can see maybe deploying them based on where you currently have the most armies. If you have three countries with 10 each and everything else has ones then split the deployment between those three...
CreepyUncleAndy wrote:LazarusLong wrote:JupitersKing wrote:...The reinforcements would have to be "smart."...
...If I hold Australia I should receive 3 armies (2 bonus + 1 for territories) on Indonesia...
...I can see maybe deploying them based on where you currently have the most armies. If you have three countries with 10 each and everything else has ones then split the deployment between those three...
_S_O_L_U_T_I_O_N_
Check to see how many territories have more than one army on them, and arrange these territories in order of occupational forces' sizes.
(i.e., Classic Map: you have 3 in Siam and 2 in China; these two form "the big list" -- AND you have 1 army each on Indonesia, New Guinea, West & East Australia, making up "the little list")
Following the above order, place one army at a time on each territory with more than 1 army on "the big list". Once all territories on "the big list" have received their new army, a random territory on "the little list" receives another army (and is moved from "the little list" to "the big list").
The lists are possibly reordered, and run through again, placing another army on each territory on the list from top to bottom (and choosing another random territory as above).
(i.e., you have 5 armies to place, you would get one on Siam, then another on China, then a random territory from "the little list": in this case, Eastern Australia {aw, darn!}, then another on Siam, and your final new army on China. Your territory & army count would then be: Siam: 5 -- China: 4 -- Eastern Australia: 2 -- Western Australia: 1 -- New Guinea: 1 -- Indonesia: 1.)
AndyDufresne wrote:We are currently going through many possibilities and ideas for such things. Hopefully with in time, we'll be able to comment a little more thoroughly. We'll keep reading what this thread (and a number of others) have to say.
--Andy
demigod wrote:i would like to see:
- miss 3 consecutive turns and you get booted (current rule)
AND ANOTHER rule such as
- miss 10 turns in total and you get booted OR
- miss 4 turns in last 5 round you get booted (that would stop miss 2 play 1 miss 2) OR
- miss 5 turns in last 10 rounds (ensures player plays at least 50% of the time) OR SIMILAR
JoshJ wrote:demigod wrote:i would like to see:
- miss 3 consecutive turns and you get booted (current rule)
AND ANOTHER rule such as
- miss 10 turns in total and you get booted OR
- miss 4 turns in last 5 round you get booted (that would stop miss 2 play 1 miss 2) OR
- miss 5 turns in last 10 rounds (ensures player plays at least 50% of the time) OR SIMILAR
The last one on the list is the best one, but it really doesn't solve the problem.
The solution is to ban those who skip turns consistently. Something like an average of over 1 (1.5? 2?) skipped turns per game after 20 games would result in a banning.
demigod wrote:i think random deployment wouldn't solve the problem very well. for instance most of the games i play that are no cards, the weak player ends up with only 1 or 2 territories! so having random territory dispersion of cards is useless in these cases. i am currently in a no card game where one player has 2 territories, one with 1 army and the other with 25. he keeps missing 2 turns and then deploying 9 on the 3rd. it makes game play terrible!! and for non-premium members it clogs up one of their game spaces for too long which is not fair on them.
i would like to see:
- miss 3 consecutive turns and you get booted (current rule)
AND ANOTHER rule such as
- miss 10 turns in total and you get booted OR
- miss 4 turns in last 5 round you get booted (that would stop miss 2 play 1 miss 2) OR
- miss 5 turns in last 10 rounds (ensures player plays at least 50% of the time) OR SIMILAR
banana_hammocks wrote:I love this idea, however I feel it can not be implemented untill another fix is made regarding the much loved freestyle rules.
The problem is in freestyle games. If player A ended the last turn, they cannot play again untill player B has started their turn. However if player B waits untill there are 2 minutes left before starting their turn, player A will probably miss their turn, this allows player B to take a second turn in a row with an extra card (thus abusing the rule that was there to stop this abuse)
If the random/smart deployment is introduced then player A will have a new disadvatage of not being able to deploy their troops where they want (through no fault of their own).
A suggestion is to allow Player A to play 12-16 hours after he ended the turn, regardless of whether Player B played or not.
http://www.conquerclub.com/forum/viewtopic.php?t=18114
NOTE this is not supposed to slow down your idea but help a related idea.
LazarusLong wrote:banana_hammocks wrote:I love this idea, however I feel it can not be implemented untill another fix is made regarding the much loved freestyle rules.
The problem is in freestyle games. If player A ended the last turn, they cannot play again untill player B has started their turn. However if player B waits untill there are 2 minutes left before starting their turn, player A will probably miss their turn, this allows player B to take a second turn in a row with an extra card (thus abusing the rule that was there to stop this abuse)
If the random/smart deployment is introduced then player A will have a new disadvatage of not being able to deploy their troops where they want (through no fault of their own).
A suggestion is to allow Player A to play 12-16 hours after he ended the turn, regardless of whether Player B played or not.
http://www.conquerclub.com/forum/viewtopic.php?t=18114
NOTE this is not supposed to slow down your idea but help a related idea.
I agree, some of these issues are very interrelated. The challenge is to provide solutions that keep with the original goals of the site but help relieve some of the abuse that goes on when people "work" the system either intentionally or otherwise.
lackattack wrote:I'm not big on the random deployment of missed armies, and definitely not the "smart" deployment (because of programming complexity).
Something has to be done about strategic deadbeating, but I am leaning towards getting rid of the missed turn multiplier combined with a well-thought-out skip-turn/vacation feature that would allow weekday players to compete. There are plenty of suggestion topics about such a feature so we won't discuss it here
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