Moderator: Community Team
players are kicked for missing 3 turns in a row. any good player on this site will attack a player that misses a turn to limit deferred troops and/or bonus. missing a turn is not an advantage if you play with people that know what they are doing. you just need to adjust your strategy and not ask CC to resolve issues that are easily resolved with game play. to top it off, this has been suggested many times before and has been soundly rejected. good luck in the future.-0tamcardiff wrote:Another way to manage it, is a person should be booted from the game if they miss a number of turns or a total of 2x2 turns or 3x2 turns.

one word, "search"... search is your friend... search has many answers... not many people miss turns intentionally, and if you are allowing someone to miss multiple turns without punishing them, then you are just a bad player and you need to adjust your tactics. again, this isn't going to be changed, so just chalk it up as a learning lesson, and punish the next player that does this to you... just wait until you run into this in team games and the other member of the team gets his deadbeat partners troops when he deadbeats out... now THAT is a pain in the ass...-0tamcardiff wrote:You may have discussed it many times, but I am new to CC and really don't like the kind of play if allows and encourages.

It does not encourage missing turns. I would say that it encourages people such as yourself to develop better strategies, though.tamcardiff wrote:I am new to CC and really don't like the kind of play if allows and encourages.

Since then we've also gotten fog and manual initial troops options, and it doesn't have to be an option - it could be the default game behaviour. As for newbie deadbeaters, why should they be favored while the paying customers who actually play get shafted?lackattack wrote:I'm with sully on keeping the options to a minimum.
Also, I want new players to get armies mutiplied, because in the anti-deadbeat emails we send to new receruits that don't play, we use that to convince them to come back and get hooked
lack already fixed the bug for missing the first round in manual games. Since you didn't actual miss an attacking phase you get no deferred troops for the deployment round.djak. wrote:Since then we've also gotten fog and manual initial troops options, and it doesn't have to be an option - it could be the default game behaviour. As for newbie deadbeaters, why should they be favored while the paying customers who actually play get shafted?lackattack wrote:I'm with sully on keeping the options to a minimum.
Also, I want new players to get armies mutiplied, because in the anti-deadbeat emails we send to new receruits that don't play, we use that to convince them to come back and get hooked
With this lost option on, I suggest that for manual initial troops games, you leave the 1st turn missers on 1 army per territory instead of 3.
I've just put a link to this thread in my sig. If more of us do this, and we can get enough unique players to post to this thread, maybe the rejection will be overturned.groblerg wrote:this is a good idea, and i dont even think we need it as an option - we should make it a rule in all games. its just not fair that some players who miss turns (if on purpose or not) come back and get enough troops to inflict serious damage on those who didnt miss turns.
i hope theres a way to overturn this rejection.
if you don't like people getting deferred troops. learn how to attack members that miss turns and limit the number of troops they receive on their next turn... good luck...-0CC Homepage wrote: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. A game typically lasts several days, but hardcore risk takers can play multiple games at once and stay up all night strategizing their next move.

drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".