Conquer Club

[GP] Surrender/Resign/Forfeit Button

Have any bright ideas? Share and discuss them with the community

Moderator: Community Team

Forum rules
Please read the Community Guidelines before posting.

And don't forget to search for previously suggested ideas first!

Re: Stalemate: end Game and pool points

Postby yeti_c on Fri Jun 06, 2008 3:14 am

This coupled with a "make speed games casual" thing would definitely solve a few of the issues people have with speed games & deadlock.

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Re: 12 hour deadbeating

Postby Gen. Ripper on Fri Jun 06, 2008 8:51 pm

Would prefer the time/turn be 18 hours instead of 24.
User avatar
Lieutenant Gen. Ripper
 
Posts: 3
Joined: Thu Nov 22, 2007 7:03 pm

Improving experience with resign option, penalize deadbeatin

Postby scottp on Sat Jun 07, 2008 2:11 pm

Concise description:
  • Improve game experience by incentivizing uninterested players to resign, if they've already chosen to, or must, skip their remaining turns.

Specifics:
  • Deadbeating is my main complaint since I found/joined this site. It's frustrating waiting days for players to time out. Players should be penalized for deadbeating. Yes, it could be unavoidable, but over a large number of games, dedicated, considerate players will find themselves deadbeating much less than haphazard, thoughtless players.
  • Players should have the option to resign if they know they won't/can't finish a game, thereby saving the remaining players 24 hour waits. There should be a slight penalty for resigning, but a smaller penalty than for deadbeating.
  • Yes, there are "legitimate reasons" for missing turns. If someone is, for example called away on business and knows they won't be able to play their turns, they can resign, thereby reducing their penalty and saving the other players a lot of time. Everyone wins! Feedback is an insufficient tool to discourage deadbeating. The arguments that "sometime it's unavoidable" and "players know whether the reason was a good one or not, and will leave feedback appropriately" are somewhat contradictory. If a person is SUDDENLY called away or put in a situation where they can't finish a game, then it's also likely they will not be able to post their reason in game chat. Unexplained absences are not necessarily any more or less justifiable than explained absences. Players who care about their rank and play a large number of games will have low numbers of deadbeat or resignation losses. They will be affected by this MUCH LESS than haphazard undedicated players.
  • This would encourage players who are in a game that they can't/won't finish, or have decided they don't want to play in anymore to: (in order of preference that I think we ALL agree on)
    1) play out remaining turns, anyway, to avoid any penalty beyond the loss of points that comes with losing a game
    2) resign at a small cost, saving the others time, and lastly
    3) deadbeat, at a larger cost than resigning
  • The penalty could be applied in multiple ways, open for discussion and the decision of management:
    1) Points deducted from score
    2) Track/maintain stats on deadbeating and resignations, use these as tie-breakers for site score rankings
    3) Report deadbeating/resignation stats alongside a player's feedback

This will improve the following aspects of the site:
  • speeds play
  • incentivizes players to play out their remaining turns, avoiding large blocks of newly created "neutral player" territories on the map
User avatar
Major scottp
 
Posts: 455
Joined: Tue May 13, 2008 2:05 pm
Location: Dead Zone, TX

Re: Improving experience with resign option, penalize deadbeatin

Postby n00blet on Sat Jun 07, 2008 11:44 pm

viewtopic.php?t=1754

always check lack's to-do list before posting "new" ideas.
User avatar
Captain n00blet
 
Posts: 688
Joined: Sun Nov 18, 2007 7:09 pm

Re: Improving experience with resign option, penalize deadbeatin

Postby scottp on Sun Jun 08, 2008 1:45 am

I read that. I don't see my suggestion as a repeat.

A surrender button by itself is one thing.

A comprehensive "program" to improve the game - including penalties for deadbeating, and an option to forfeit (at whatever point in the game, not just when it's down to 2 players, as in the rejected thread you cited) at a reduced penalty - is a far cry from "just a surrender button".

I think my idea has merit, and I know my experience here is reduced in quality because of the 24 hour wait for a player who is clearly not going to use his turn. 100% of players who are not me may agree that it's a bad idea... and that's okay. But it's NOT the same as the suggestion you referenced.

I hope to spend a lot of time here in the future, that's why I paid to join. I just HOPE I'll be spending more time playing my turns and less time waiting for my turn to come around...
User avatar
Major scottp
 
Posts: 455
Joined: Tue May 13, 2008 2:05 pm
Location: Dead Zone, TX

Re: Improving experience with resign option, penalize deadbeatin

Postby Thezzaruz on Sun Jun 08, 2008 7:11 am

scottp wrote:A comprehensive "program" to improve the game - including penalties for deadbeating, and an option to forfeit (at whatever point in the game, not just when it's down to 2 players, as in the rejected thread you cited) at a reduced penalty - is a far cry from "just a surrender button".


There have been loads more ideas on the subject and all have been rejected, partly because of the possibility of abuse.

And you opinion of "Players should be penalized for deadbeating" is very different from the official stance. You are welcome to an opinion but I can't see you having any success of getting it implemented tbh.
User avatar
Lieutenant Thezzaruz
 
Posts: 1093
Joined: Mon Feb 04, 2008 2:10 pm
Location: OTF most of the time.

Re: Improving experience with resign option, penalize deadbeatin

Postby lancehoch on Sun Jun 08, 2008 10:13 am

scottp wrote:[*]incentivizes players to play out their remaining turns, avoiding large blocks of newly created "neutral player" territories on the map

How does this occur. If people who would normally deadbeat are now going to resign instead, are you going to reset territory counts?
Also, beyond the fact that this is open for abuse. What about a freemium player (like myself) who is in a game that is being dragged on. I might want to just resign the game and eat the few extra points so that I have a game slot open to join a new game. This takes away from someone else's enjoyment because they are not allowed the chance to kill me and win fairly. This idea has been brought up so many times and rejected every time just due to the abuse, but there are other reasons behind this as well.
Sergeant lancehoch
 
Posts: 4183
Joined: Wed Dec 05, 2007 4:13 pm

Re: Improving experience with resign option, penalize deadbeatin

Postby scottp on Mon Jun 09, 2008 9:44 am

I hear you guys and bow to your experience here. Thanks for reading my suggestion, and giving your thoughtful counterpoints.

I really think deadbeating should be disincentivized somehow, regardless of the current official stance. Maybe I'm just impatient.

And I admit, I never thought of the resign option being used as a way to get around the 4 game limit for free players.

I am a new member, so I guess it's not surprising if I have "retread" ideas that have been considered more fully and thus rejected. However, I am convinced that if SOMETHING could be done to reduce the frequency of deadbeating, this place would be even more enjoyable.

Cheers, and I hope to get to kick your butts someday! :mrgreen:
User avatar
Major scottp
 
Posts: 455
Joined: Tue May 13, 2008 2:05 pm
Location: Dead Zone, TX

Re: Stalemate: end Game and pool points

Postby jiminski on Mon Jun 09, 2008 11:52 am

New poll on Voter Anonymity
Image
User avatar
Captain jiminski
 
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Location: London

Re: Stalemate: end Game and pool points

Postby jiminski on Wed Jun 11, 2008 10:20 am

I know you are all polishing your medals and working out how to score a mate a '4' without mortally offending them!.. but when the dust settles and you all 4.99 Michelin stars for being a nearly perfect guy, there will still be stalemates!
Image
User avatar
Captain jiminski
 
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Location: London

Re: Stalemate: end Game and pool points

Postby MeDeFe on Wed Jun 11, 2008 11:14 am

Jim (and others), I've been in quite a few buildgames, but I have never experienced a true stalemate, there's always a way out. You don't have to eliminate someone to open it or suicide, a relatively small attack is usually enough to get things moving. I really do not see the need for calling it a draw and then playing a second game for the points of those unfortunate ones who were eliminated early.
Diplomacy is as much a part of this game as strategy, why not use it then if you're in a situation like this? The proposed system is open for abuse and, as I see it, completely unnecessary.
saxitoxin wrote:Your position is more complex than the federal tax code. As soon as I think I understand it, I find another index of cross-references, exceptions and amendments I have to apply.
Timminz wrote:Yo mama is so classless, she could be a Marxist utopia.
User avatar
Major MeDeFe
 
Posts: 7831
Joined: Thu Apr 06, 2006 2:48 am
Location: Follow the trail of holes in other people's arguments.

Re: Stalemate: end Game and pool points

Postby jiminski on Wed Jun 11, 2008 7:41 pm

MeDeFe wrote:Jim (and others), I've been in quite a few buildgames, but I have never experienced a true stalemate, there's always a way out. You don't have to eliminate someone to open it or suicide, a relatively small attack is usually enough to get things moving. I really do not see the need for calling it a draw and then playing a second game for the points of those unfortunate ones who were eliminated early.
Diplomacy is as much a part of this game as strategy, why not use it then if you're in a situation like this? The proposed system is open for abuse and, as I see it, completely unnecessary.



heheheheh MeD, Either you have read the thread and are taking the piss and if not, piss of and read the thread.. ;)
Image
User avatar
Captain jiminski
 
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Location: London

Re: Stalemate: end Game and pool points

Postby Soloman on Wed Jun 11, 2008 8:03 pm

jiminski wrote:
MeDeFe wrote:Jim (and others), I've been in quite a few buildgames, but I have never experienced a true stalemate, there's always a way out. You don't have to eliminate someone to open it or suicide, a relatively small attack is usually enough to get things moving. I really do not see the need for calling it a draw and then playing a second game for the points of those unfortunate ones who were eliminated early.
Diplomacy is as much a part of this game as strategy, why not use it then if you're in a situation like this? The proposed system is open for abuse and, as I see it, completely unnecessary.



heheheheh MeD, Either you have read the thread and are taking the piss and if not, piss of and read the thread.. ;)
He knows the truth of the matter stalemate only exists in the minds of those who support this idea...besides him this thread was dead any ways...
You Have 2 choices,You can either Agree With Me or Be Wrong!!! http://www.myspace.com/solomanthewise http://360.yahoo.com/bolar35
User avatar
Sergeant Soloman
 
Posts: 625
Joined: Tue Dec 26, 2006 6:35 pm
Location: The dirty south

Re: Stalemate: end Game and pool points

Postby jiminski on Wed Jun 11, 2008 8:10 pm

thanks for the bump Soli
Image
User avatar
Captain jiminski
 
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Location: London

Re: Stalemate: end Game and pool points

Postby FabledIntegral on Wed Jun 11, 2008 8:17 pm

MeDeFe wrote:Jim (and others), I've been in quite a few buildgames, but I have never experienced a true stalemate, there's always a way out. You don't have to eliminate someone to open it or suicide, a relatively small attack is usually enough to get things moving. I really do not see the need for calling it a draw and then playing a second game for the points of those unfortunate ones who were eliminated early.
Diplomacy is as much a part of this game as strategy, why not use it then if you're in a situation like this? The proposed system is open for abuse and, as I see it, completely unnecessary.


But those small attacks don't benefit you - once again you're suggesting that in order to get things moving, someone has to take *some* sort of dive. This time of necessity detracts from the spirit of the game, and involves singling someone out for elimination. For example, it would require people to work together to eliminate someone, aka "if you attack this person here I'll attack him here," etc. That's nothing more than ganging up.
Major FabledIntegral
 
Posts: 1085
Joined: Wed Jan 02, 2008 6:04 pm
Location: Highest Rank: 7 Highest Score: 3810

Re: Stalemate: end Game and pool points

Postby jiminski on Thu Jun 12, 2008 5:44 am

Yeah in addition to Fables explanation (i was not treating you out of hand MeD .. if you read the thread you will get the 'joke' 50% of this thread has been spent nursing Soloman on the same point)

I understand what you both mean .. however and talking specifically with regard to high Ranking escalator (although gridlock occurs in other forms too!); there are situations which arise where you can not make a kill to collect cards (which is the whole point of the escs) as to do so would be suicide; the cash value is not sufficient to protect you from the next player for example and you can not enter into domino chain of kills.
In effect you have opened the game for the next player to cash and win!

So by 'some' definitions this is not a stalemate and if we go back to the founding etymological root of the word and its basis in Chess, this is not a stalemate (but if English were so inflexible; Soloman would only represent the shortened version of Richard)
However, as to make attack is suicide and would hand the game to another a very real stalemate sometimes comes to fruition. Now strictly as someone could suicide and give the game up there is a way out but a ridiculous one and one we should waste no more time discussing!

'Diplomacy'
The reason that we play the Escalator games, is to avoid Ganging up, victimisation and the general bitching and sniping involved in reaching a 'diplomatic' resolution. (that may be for some but i hate that part of the game... personally it lessens me as a human being!)

However what we do do, in the way of diplomacy, is to agree on a fair way to end the game. What this thread is trying to do is automate one of the solutions which the players on the site have found.

Regarding abuse, Yeti's amendments have pretty much precluded the abuse factor. It means that there is no benefit to voting for the 'Freeze game' option other than ending a never-ending game .. or stalemate ;)
Image
User avatar
Captain jiminski
 
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Location: London

Re: Stalemate: end Game and pool points

Postby AAFitz on Thu Jun 12, 2008 6:44 am

This is fine, but it has to be an option at the beginning of a game...

the option to stalemate will fundamentally change the game strategy from the beginning, so there needs to be an option for those who prefer to let the game play out, no matter what, or how long, and those who simply dont want to be bothered with long games
I'm Spanking Monkey now....err...I mean I'm a Spanking Monkey now...that shoots milk
Too much. I know.
Sergeant 1st Class AAFitz
 
Posts: 7270
Joined: Sun Sep 17, 2006 9:47 am
Location: On top of the World 2.1

Re: Stalemate: end Game and pool points

Postby yeti_c on Thu Jun 12, 2008 6:59 am

AAFitz wrote:This is fine, but it has to be an option at the beginning of a game...

the option to stalemate will fundamentally change the game strategy from the beginning, so there needs to be an option for those who prefer to let the game play out, no matter what, or how long, and those who simply dont want to be bothered with long games


But how do you know whether it'll be a stalemate at the beginning of the game?

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Re: Stalemate: end Game and pool points

Postby AAFitz on Thu Jun 12, 2008 7:28 am

its not practical, but a stalemate option button.... in card games it might not be necessary, but in no cards, it would be essential... if theres a possibility of everyone just quitting with no points, it almost ruins the whole idea of a no cards game to begin with..

with flat rate or escalating, it probably wouldnt affect too many.

Problem is, this is a messy suggestion, and having an option would be even more so, but I striving to protect the no cards, no end in site game, that while many hate with a passion... others play with passion. Its the way the game was meant to be played. Allowing people to get out of it with no point dispersal is like making a bet, and having no stakes... it is no longer a bet.
I'm Spanking Monkey now....err...I mean I'm a Spanking Monkey now...that shoots milk
Too much. I know.
Sergeant 1st Class AAFitz
 
Posts: 7270
Joined: Sun Sep 17, 2006 9:47 am
Location: On top of the World 2.1

Re: Stalemate: end Game and pool points

Postby FabledIntegral on Thu Jun 12, 2008 7:34 am

AAFitz wrote:This is fine, but it has to be an option at the beginning of a game...

the option to stalemate will fundamentally change the game strategy from the beginning, so there needs to be an option for those who prefer to let the game play out, no matter what, or how long, and those who simply dont want to be bothered with long games


No it won't. The option to stalemate will have utterly no effect on game strategy.
Major FabledIntegral
 
Posts: 1085
Joined: Wed Jan 02, 2008 6:04 pm
Location: Highest Rank: 7 Highest Score: 3810

Re: Stalemate: end Game and pool points

Postby oaktown on Thu Jun 12, 2008 7:53 am

there is nothing I would like to see more around here than a way to move out of stalemates (I'm stuck in half a dozen right now), but the suggestion at the top of this thread seems a bit too complex. It'd be far simpler to just have way to change a flat rate or no card game to an escalating cards game. The vote should have to be unanimous, as well as anonymous, and the set value should start at a low number (four?) so there's no advantage to the player who happens to take his turn after the switch-over.

It could even be coded so that this option isn't available until the game hits 100 rounds... let folks play it out for a while before changing the landscape.
User avatar
Captain oaktown
 
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Re: Stalemate: end Game and pool points

Postby jiminski on Thu Jun 12, 2008 8:24 am

oaktown wrote:there is nothing I would like to see more around here than a way to move out of stalemates (I'm stuck in half a dozen right now), but the suggestion at the top of this thread seems a bit too complex. It'd be far simpler to just have way to change a flat rate or no card game to an escalating cards game. The vote should have to be unanimous, as well as anonymous, and the set value should start at a low number (four?) so there's no advantage to the player who happens to take his turn after the switch-over.

It could even be coded so that this option isn't available until the game hits 100 rounds... let folks play it out for a while before changing the landscape.


It has to be unanimous and anonymous, that is a given!
.. and due to this, if someone does not wish to get out of the game they don't have to.

I don't quite see why it is more complex than changing from no cards or flat rate to esc. though? perhaps you could explain please?

To Fitz.. i know what you mean about the dead game and my original suggestion was based upon a carrying and doubling of the points for the winner of the replacement game. This however would be subject to abuse, so we moved after discussion to Yetis refinement.

but a 'messy' bloody suggestion!? sheeshe, i think it is so elegant you could put a sock down its pants and call it a ballet dancer.. so explain yourself this minute Michael Sean Fitzpatrick snr!! (cue: richard soloman)
Image
User avatar
Captain jiminski
 
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Location: London

Re: Stalemate: end Game and pool points

Postby yeti_c on Thu Jun 12, 2008 8:25 am

oaktown wrote:there is nothing I would like to see more around here than a way to move out of stalemates (I'm stuck in half a dozen right now), but the suggestion at the top of this thread seems a bit too complex. It'd be far simpler to just have way to change a flat rate or no card game to an escalating cards game. The vote should have to be unanimous, as well as anonymous, and the set value should start at a low number (four?) so there's no advantage to the player who happens to take his turn after the switch-over.

It could even be coded so that this option isn't available until the game hits 100 rounds... let folks play it out for a while before changing the landscape.


Hmmm -> Methinks you need to goto this thread too viewtopic.php?f=4&t=50629

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Re: Stalemate: end Game and pool points

Postby jiminski on Sat Jun 14, 2008 9:16 am

So we have no input at the moment... is it because we have perfected the idea and this should be implemented immediately? ;)
Image
User avatar
Captain jiminski
 
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Location: London

Re: Stalemate: end Game and pool points

Postby Androidz on Sat Jun 14, 2008 5:19 pm

A Stalemate, could be a good idea for none Premies. Since it can end a game which take forever to end.

As i understand if one player don't want this stalemate the game continue so its just an option.

A Stalemate gives the remaining player a share of the points of the ones who lost.

I would like to have this expanision.xD (Im a None PremiexD)
User avatar
Private Androidz
 
Posts: 1046
Joined: Mon Dec 03, 2007 11:03 am

PreviousNext

Return to Suggestions

Who is online

Users browsing this forum: No registered users