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PostPosted: Sat Nov 04, 2006 5:15 pm
by Backglass
If you are given one hour to finish your turn regardless of when you start it, this problem goes away.

PostPosted: Sat Nov 04, 2006 5:22 pm
by Hoff
no it doesnt it, cuz then you would still have to be on CC at that exact minute, other wise you miss your turn. I think a 12 hour reset from when the first person takes his turn, that is if it is under 12 hours left, will do that job.

PostPosted: Sat Nov 04, 2006 5:54 pm
by Backglass
Hoff wrote:no it doesnt it, cuz then you would still have to be on CC at that exact minute, other wise you miss your turn.


I misunderstood...you are correct...cuz.

PostPosted: Sun Nov 05, 2006 3:20 am
by cattrain
just me, but i would guess that most of the people aginst this use this to their advantage...

The trouble with doubles in freestyle

PostPosted: Sat Nov 11, 2006 8:30 pm
by Heimdall
I'm currently playing in a doubles game and i've notice a serious flaw. Given that my team is last to play before the round ends, we have to wait until the other team has started to play for us to begin. Well, since it's freestyle, we all get 24 hours to play right? Wrong, the other team just waits until the 24 hours is almost expired before they play, meaning we barely have anytime to play before the 24hrs is up. Plus it means, we need to make sure we are at our PC at that time.

This totally unjuste, please fix.

PostPosted: Sun Nov 12, 2006 1:33 am
by cattrain
YES!!! this is what i was talking about here: http://www.conquerclub.com/forum/viewtopic.php?t=8233 come on... impliment this...

ok, this is real anoying... when someone "syncronizes" their turns... ok, when you end the round you cant play till someone else plays, ya, thats how it is... uhh.. ok, to fix this problem... when the first person starts their turn, reset the clock to 24 hours, or maby reset to 12 hours if the time is less than 12 hours... or, another option, after 12 hours let the other ppl be able to play...

Re: The trouble with doubles in freestyle

PostPosted: Sun Nov 12, 2006 2:19 am
by strike wolf
Heimdall wrote:I'm currently playing in a doubles game and i've notice a serious flaw. Given that my team is last to play before the round ends, we have to wait until the other team has started to play for us to begin. Well, since it's freestyle, we all get 24 hours to play right? Wrong, the other team just waits until the 24 hours is almost expired before they play, meaning we barely have anytime to play before the 24hrs is up. Plus it means, we need to make sure we are at our PC at that time.

This totally unjuste, please fix.



Unfortunately that is how freestyle doubles works and why I have stopped playing freestyle. If you have a specific solution post it and maybe the mods will like it but until then don't complain without giving a solution.

And cattrain, I don't believe your idea really works out that well. I don't like the idea because quite simply that's not how I like to play.

PostPosted: Sun Nov 12, 2006 6:19 am
by gavin_sidhu
Bring back double turns.

PostPosted: Sun Nov 12, 2006 5:26 pm
by a2zsteve
Will this idea work,

Miss your go, get double armies and then do the same to them, lol

PostPosted: Sun Nov 12, 2006 6:49 pm
by strike wolf
gavin_sidhu wrote:Bring back double turns.


No, double turns is just as evil. Gives them an unfair advantage because they just wait till everyone else has gone then double up their turns.

interesting post I just had someone do this to me

PostPosted: Sun Nov 12, 2006 9:40 pm
by sadistic
Check how game 105891 is going...we had complete control of the map then the other team took advantage of what appears to be a bug that allows them to finish their turn and be the first to play in the next round as well.

Metallica got +18 because of this exploit when he would've only gotten +5 or +6 had we gotten to take our turn instead of them getting to end the round and start the round before we got a turn in.

That's just retarded.

2006-11-12 03:56:48 - river-reids gets a card
2006-11-12 03:56:48 - sadistic gets a card
2006-11-12 04:07:15 - Metalica receives 6 armies for 18 territories
2006-11-12 04:08:13 - Metalica deployed 6 armies on Northwest Territories
2006-11-12 04:08:20 - Metalica attacked Nunavut from Northwest Territories and conquered it from river-reids
2006-11-12 04:08:27 - Metalica attacked Manitoba from Nunavut and conquered it from river-reids
2006-11-12 04:08:44 - Metalica attacked Nova Scotia from Quebec and conquered it from river-reids
2006-11-12 04:09:02 - Metalica attacked Vancouver from British Columbia and conquered it from river-reids
2006-11-12 04:09:10 - Metalica attacked Alberta from British Columbia and conquered it from sadistic
2006-11-12 04:09:15 - Metalica attacked Saskatchewan from Alberta and conquered it from river-reids
2006-11-12 04:09:30 - Metalica attacked Montana from Saskatchewan and conquered it from river-reids
2006-11-12 04:10:16 - Metalica fortified Nova Scotia with 4 armies from Montana
2006-11-12 04:10:26 - Metalica fortified Nova Scotia with 2 armies from Manitoba
2006-11-12 04:10:37 - Metalica fortified New England with 8 armies from Nova Scotia
2006-11-12 04:10:42 - Metalica gets a card
2006-11-12 16:31:49 - tattooedude missed a turn
2006-11-12 16:31:49 - Incrementing game to round 3
2006-11-12 16:32:17 - tattooedude receives 3 armies for 6 territories
2006-11-12 16:32:17 - tattooedude gets the armies multiplied for 2 rounds
2006-11-12 16:32:34 - tattooedude deployed 6 armies on New Mexico
2006-11-12 16:32:42 - tattooedude attacked Arizona from New Mexico and conquered it from sadistic
2006-11-12 16:32:50 - tattooedude attacked Rio Grande from Arizona and conquered it from sadistic
2006-11-12 16:34:01 - tattooedude gets a card
2006-11-12 16:40:46 - Metalica receives 3 armies for holding Arctic Circle
2006-11-12 16:40:46 - Metalica receives 7 armies for holding Canada
2006-11-12 16:40:46 - Metalica receives 8 armies for 25 territories
2006-11-12 16:41:46 - Metalica deployed 18 armies on Michigan

PostPosted: Sun Nov 12, 2006 9:45 pm
by strike wolf
Yeah that is BS. I say if 1 teammate takes his turn then it doesn't matter if his partner deadbeated that round, make it so they have to wait.

PostPosted: Sun Nov 12, 2006 10:20 pm
by sadistic
yah we basically we had tattooedude eliminated from the game so his partner Metalica spread himself thin and took as many countries as he could and only had 1 army on each all the way across the board and he fortified his weak partner (tattoedude) with all the rest. Tattooedude purposely missed his turn and somehow that allowed them both to get to play before we got to take a turn. I don't understand how Metallica got two turns before we got to take one just because his partner purposely missed a turn to bypass the system.

I'm from Canada and my partner is from Australia and because of the time zone difference it especially makes it difficult for us to play our turns at the specific time a round begins (because of work/school or being at a rediculous time for one of us like 4:00am) but we figured the best times to play our turn at the same time is (7:30am-9:00am my time which is 9:30pm-11:00pm his time or 5:30-6:00pm my time which is 7:30-8:00 his time).

We like the aspect of freestyle mode how we can play our turns at the same time and fortify each other but how Metallica got to play his turn twice before we got a turn is beyond me. I could even let it slide that tattooedude got to miss a turn and take one at the start of the next round but I fail to understand how Metallica should got to take two of them.

I'm not sure I'll play anymore freestyle games...at least 2vs2's while this unbalance exists.

PostPosted: Sun Nov 12, 2006 10:50 pm
by Heimdall
Wow, that's even worse than what i was talking about. Talk about taking advantage of a bug. No strategy there. I would ban their arses

PostPosted: Mon Nov 13, 2006 1:48 am
by minihaymanz
same thing happened to me and my partner, like they literally played 5 seconds after the next round started. And they did the true fake double turn, where they let one of their turns run the full hour (or however much time is left) so that they run out of time, not get a card, but still be able to take a turn in the next round. We had a pretty good stranglehold on the map till this happened.

PostPosted: Mon Nov 13, 2006 3:01 am
by reverend_kyle
better Idea.. bring back non staggered sequential.

PostPosted: Mon Nov 13, 2006 4:32 am
by gavin_sidhu
reverend_kyle wrote:better Idea.. bring back non staggered sequential.
Explain, or is this just a joke?

Problem with freestyle (AND A SOLUTION)

PostPosted: Mon Nov 13, 2006 7:43 am
by Dlakavi
When you play doubles with 4 players or triples there is an exploit.
It goes like this(for example triples):
Team 1 played their turn.
Now Team 2 plays, but only 2 players from team 2 play(one of them deadbeats).
They both take a continent/very large number of countries and all of them wait till the end of 24 hours.
Now all of them begin the next turn and kick team 1nes ass because of their largew advantage in reinforcements.


Solution:
New play type:
Seqential freestyle:
Team 1 has 24 hours to play(they can play at the same time, one after another, whatever).
Then team 2 has 24 hours to play(same as team 1).
Hope you understand, it is all the many options of freestyle without the double turn/turn synching problem.

Questions and comments?

priority:5

PostPosted: Mon Nov 13, 2006 8:15 am
by sadistic
Not only is that a problem but I searched the rules and faqs for all the details on freestyle games and it doesn't say much about finer details like this that can completely change a game. Actually it's very vague about how freestyle works. They don't even mention for new players that freestyle means simultaneous turns in the rules.

Chances are these two guys won't get banned since they're premium members and there's the slight chance freestyle was made this way by desgin (although it is the most retarded thing I've ever seen in any variation of the risk game). My teammate and I were considering getting premium subscriptions for Christmas but now I'm not so sure about that since freestyle isn't as polished as I used to think it was.

I suppose we could always stick to sequential what made conquerclub unique from other risk games I've tried so far was the idea of teams being able to play their turn at the same time. Maybe conquerclub will fix that or someone knows of another site that offers something similar that's a bit more polished?

PostPosted: Mon Nov 13, 2006 8:19 am
by Dlakavi
What do you think about this suggestion?
http://www.conquerclub.com/forum/viewtopic.php?t=8526

I agree

PostPosted: Mon Nov 13, 2006 8:21 am
by sadistic
What makes conquer club unique is what it says on the homepage:

Designed for the casual gamer, playing Conquer Club is not a time consuming process. You can take your turn in 5 minutes with your morning cup of coffee or in between classes.

In this thread I describe what happened to us in game 105891 where 2 guys exploited a bug that allowed one of their guys to take 2 turns in a row by his teammate missing a turn.

We had the map locked down and then because they did this they got +18 armies (in flat rate game) and before that one of them was just about eliminated from the game and the other guy didn't have a country...

PostPosted: Mon Nov 13, 2006 8:23 am
by Dlakavi
Yes, my suggestion solves this problem of yours

PostPosted: Mon Nov 13, 2006 8:47 am
by sadistic
Dlakavi wrote:What do you think about this suggestion?
http://www.conquerclub.com/forum/viewtopic.php?t=8526


Excellent suggestion. I figured freestyle worked sort of like that (but it doesn't) and there's not rules or details on this site explaining specifically how freestyle is meant to work.

I'd like to think the same team isn't meant to get to play two turns in a row by design (finish one round and start the next round).

PostPosted: Mon Nov 13, 2006 2:38 pm
by RexRegis
the suggestion solves that problem, but creates the problem with unbalanced turns...

and one great thing with teamgames is that you can let one player open up a path and when the enemy bites the bate you close the path behind him.

PostPosted: Mon Nov 13, 2006 6:26 pm
by Evil Semp
The trouble with the solution you described is if al the players on Team 1 gets to play before Team 2 gets a chance to play they can kill someone from Team 2 before they even get a turn. At least in freestyle they have a chance to play.