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think you mean : intentional deadbeating.eddie2 wrote:lol do you know what gets me about this freestyle speed game play that you are all talking about.
you are cheating.
is there not a rule that states you are not allowed to intentional miss a turn. i have been involved in one or 2 of these games were a shot goes and players on 5 cards dont cash and just let the time run out. so stop defending the cheats. ow wait now i understand this is a tactic used by all the high ranks so it is allowed.

no what has been said is players do this 2 gain some sort of advatage now players who do this first shot on das scholls have been warned for it. so doing it later in the game is abuse of the game engine. so is cheatingMasli wrote:think you mean : intentional deadbeating.eddie2 wrote:lol do you know what gets me about this freestyle speed game play that you are all talking about.
you are cheating.
is there not a rule that states you are not allowed to intentional miss a turn. i have been involved in one or 2 of these games were a shot goes and players on 5 cards dont cash and just let the time run out. so stop defending the cheats. ow wait now i understand this is a tactic used by all the high ranks so it is allowed.
Missing a turn is not the same as deadbeating.
Starting a turn and let the time run out, is not missing a turn
So your argument is that good players will do better than bad players? How is that unfair?ljex wrote: Well noobs would be more likely to end their turns like it should be than skilled players who know the loophole...thus it would create an advantage for good players.
I don't believe that this will be a preferred tactic. The people who win are those who can both attack and reinforce properly - if you're just blindly attacking, it seems unlikely to me that you'll beat a player who is thoughtful and ready for the blitz at the end.Also it would be way less skill...what is harder attack till the time runs out or figure out how much time you need to make a kill/make sure you end at the last second if you took more time than anticipated. Thus there would be less skill in the game something that im not a fan of...especially considering how little this actually helps fix any problems i can see.
Um...no good player skips cashing with 5 cards also please actually read the suggestion you still need to attack to get a cardeddie2 wrote:lol do you know what gets me about this freestyle speed game play that you are all talking about.
you are cheating.
is there not a rule that states you are not allowed to intentional miss a turn. i have been involved in one or 2 of these games were a shot goes and players on 5 cards dont cash and just let the time run out. so stop defending the cheats. ow wait now i understand this is a tactic used by all the high ranks so it is allowed.
My argument is that beginners will not know of or take advantage of the loophole...similar too double turns this will create a bad game experience for a lot of people.Metsfanmax wrote:So your argument is that good players will do better than bad players? How is that unfair?ljex wrote: Well noobs would be more likely to end their turns like it should be than skilled players who know the loophole...thus it would create an advantage for good players.
I can assure you this would completely change freestyle escalating speed games for the worse...there is very little gained from forting and in most situations it is useless, please understand that while you dont play this setting it is my favorite here on CC and this would make it way less fun. How often does this issue of people not getting spoils really happen where it is a good thing for them? Only in nuclear spoils every other time it is bad for them (please try to give me an example of when it is good for them otherwise and i will surely prove you wrong). Is it really that hard to rate with cheap tactics and move on, foe them, or just try to get a solution to your problem that doesn't cause problems elsewhere in other game-styles?Metsfanmax wrote:I don't believe that this will be a preferred tactic. The people who win are those who can both attack and reinforce properly - if you're just blindly attacking, it seems unlikely to me that you'll beat a player who is thoughtful and ready for the blitz at the end.Also it would be way less skill...what is harder attack till the time runs out or figure out how much time you need to make a kill/make sure you end at the last second if you took more time than anticipated. Thus there would be less skill in the game something that im not a fan of...especially considering how little this actually helps fix any problems i can see.
Besides, you're thinking about this too narrowly. This is aimed to fix a problem with the game as a whole - I basically only play regular games, not freestyle, so that's not where I'm coming from on this debate.
The example was given earlier on in the thread - if it's near the beginning of the game and everyone has 4 cards, you can attack and wait your turn out to avoid getting a card, while everyone else will get a card before you. As a result, you cash last and get the biggest set. You should only be allowed to cash last if you didn't actually attack in the round where you had 4 cards - that's the cost of that choice. The current system means that choice has no cost at all.ljex wrote: How often does this issue of people not getting spoils really happen where it is a good thing for them? Only in nuclear spoils every other time it is bad for them (please try to give me an example of when it is good for them otherwise and i will surely prove you wrong). Is it really that hard to rate with cheap tactics and move on, foe them, or just try to get a solution to your problem that doesn't cause problems elsewhere in other game-styles?
well i would like to reiterate my point that missing cards in escalating is a cost...if you can get a card every round you should. Cashing first for 4 troops on means you are going to be able to cash first when cashes are worth 20+ let me also say that in escalating if you want to skip a card dont attack or you waste troops attacking for no gain...everyone should know that escalating is all about cards/troops so why attack if you dont want a card. Thus in this situation you both lose a spoil which would give you the opportunity to cash first for the larger amount of troops and have kill opportunities, and troops for taking a region when you dont get a card...which will basically never be a good play in an escalating game.Metsfanmax wrote:The example was given earlier on in the thread - if it's near the beginning of the game and everyone has 4 cards, you can attack and wait your turn out to avoid getting a card, while everyone else will get a card before you. As a result, you cash last and get the biggest set. You should only be allowed to cash last if you didn't actually attack in the round where you had 4 cards - that's the cost of that choice. The current system means that choice has no cost at all.ljex wrote: How often does this issue of people not getting spoils really happen where it is a good thing for them? Only in nuclear spoils every other time it is bad for them (please try to give me an example of when it is good for them otherwise and i will surely prove you wrong). Is it really that hard to rate with cheap tactics and move on, foe them, or just try to get a solution to your problem that doesn't cause problems elsewhere in other game-styles?

That wasn't my idea of added gameplay.Gilligan wrote:I always thought running out of time to miss a card was a gross abuse of the game. If you attack, you pick a card. If you don't want a card, don't attack. You shouldn't be able to attack and not get a card.
Gilligan wrote:I always thought running out of time to miss a card was a gross abuse of the game. If you attack, you pick a card. If you don't want a card, don't attack. You shouldn't be able to attack and not get a card.

or maybe it's not a good idea to start more than one 1min speed game at a time?mbhirsch wrote:In the faster speed games like the 1, 2 minutes ones its so hard to finish in time. I mean just switching over web pages takes a couple of precious seconds.
Eh, I guess for now on I'll just avoid those low minute games.

This.betiko wrote:or maybe it's not a good idea to start more than one 1min speed game at a time?mbhirsch wrote:In the faster speed games like the 1, 2 minutes ones its so hard to finish in time. I mean just switching over web pages takes a couple of precious seconds.
Eh, I guess for now on I'll just avoid those low minute games.
Or maybe CC isn't the only thing on the internetbetiko wrote:or maybe it's not a good idea to start more than one 1min speed game at a time?mbhirsch wrote:In the faster speed games like the 1, 2 minutes ones its so hard to finish in time. I mean just switching over web pages takes a couple of precious seconds.
Eh, I guess for now on I'll just avoid those low minute games.
In the newer really-short games, I wouldn't necessarily agree simply because I don't believe it will usually be on purpose. But for the longer-termed games when it's pretty clearly on purpose, I absolutely agree.Gilligan wrote:I always thought running out of time to miss a card was a gross abuse of the game. If you attack, you pick a card. If you don't want a card, don't attack. You shouldn't be able to attack and not get a card.
While I agree (and this was even a rule I held myself to with 5min speed games), at a 1-minute game on a huge map, you may still not have time to finish.betiko wrote:or maybe it's not a good idea to start more than one 1min speed game at a time?mbhirsch wrote:In the faster speed games like the 1, 2 minutes ones its so hard to finish in time. I mean just switching over web pages takes a couple of precious seconds.
Eh, I guess for now on I'll just avoid those low minute games.

So let me get this straight. You complain that you don't have enough time to finish your turn when playing 1 minute speed games, when the reason is that you're surfing the interwebs at the same time?mbhirsch wrote:Or maybe CC isn't the only thing on the internetbetiko wrote:or maybe it's not a good idea to start more than one 1min speed game at a time?mbhirsch wrote:In the faster speed games like the 1, 2 minutes ones its so hard to finish in time. I mean just switching over web pages takes a couple of precious seconds.
Eh, I guess for now on I'll just avoid those low minute games.
Thank you, come again....


Or, alternatively, make freestyle spoils games actually more enjoyable to play with more strategy involved.demonfork wrote:Breaking the link between ending a turn and gaining a card would put another nail in the coffin for freestyle spoils games.
well while i agree that the tactic to run out of time in a nuke-game to avoid the card is questionable, i never heard anyone complain when you accidentally miss a card in a esc or flat-rate game.. or when you start your turn with seconds to go, cash your cards and run out of time before you can deploy your troops and these troops are gone forever..Gilligan wrote:I always thought running out of time to miss a card was a gross abuse of the game. If you attack, you pick a card. If you don't want a card, don't attack. You shouldn't be able to attack and not get a card.