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Speeding up games with deadbeats.

PostPosted: Tue Sep 14, 2010 8:50 pm
by Woltato
Concise Description
  • After a player misses a turn they miss subsequent turns immediately instead of holding the game up for their full turn time.
  • Following a missed turn their should be a button entitled "I'm back" in the game which needs to be clicked in order for the player to re-join the game.
  • Any games with a missed turn that needs to be re-joined should go to the top of the list under "My Games"
How this will benefit the site and/or other comments
  • This will speed up games where players have deadbeated and are no longer playing which is a particular problem with new recruits.
  • With this system the game is only held up for the duration of 1 turn instead of 3
  • Players who just miss the odd turn can re-join the game before their next turn and carry on playing as normal

Re: Speeding up games with deadbeats.

PostPosted: Wed Sep 15, 2010 2:35 am
by MichelSableheart
This seems a pretty good idea. The only problem I see is that it may facilitate players who intentionally miss turns a bit too much. Those players could actually miss more turns under the new system, because they aren't required to actually take a turn after pressing the I'm back button.

Re: Speeding up games with deadbeats.

PostPosted: Wed Sep 15, 2010 7:31 am
by Woltato
MichelSableheart wrote:This seems a pretty good idea. The only problem I see is that it may facilitate players who intentionally miss turns a bit too much. Those players could actually miss more turns under the new system, because they aren't required to actually take a turn after pressing the I'm back button.


Don't think this would be a problem because if a player presses I'm back and keeps missing turns then they'll still get kicked out after 3 missed turns making it no worse than the current system. This idea will just speed things up where players have joined a game then buggered off and forgotten about it completely.

Only drawback I can see is in 2 player games where missing a turn would essentially lose you the game, as your opponent can just quickly take 3 turns in a row and get you kicked out.

Re: Speeding up games with deadbeats.

PostPosted: Sat Sep 18, 2010 7:31 pm
by greenoaks
i haven't noticed a problem with new recruits deadbeating so my vote is to leave the system the way it is

Re: Speeding up games with deadbeats.

PostPosted: Sat Sep 18, 2010 7:49 pm
by IcePack
I played two games where both had 5 players (4+me) ALL 8 OTHER PLAYERS DEADBEATED.

I would have loved this option, it dragged on for four days at a time with nothing going on before I got to play, and then 4 days again....and then me, and then they all got booted. Both games, not a turn was done by anyone else.

My vote is go for it, except leave coding for 1vs1 the same so the game doesn't end after a odd turn is missed.
CHeers,
IcePack

Re: Speeding up games with deadbeats.

PostPosted: Sun Sep 19, 2010 4:03 am
by MichelSableheart
greenoaks wrote:i haven't noticed a problem with new recruits deadbeating so my vote is to leave the system the way it is
Have you played a multiplayer with new recruits in it? In my experience, they are significantly more likely to deadbeat then experienced players are.

To see this, search for finished 5 player standard public casual games on the africa map, and compare this to the 6 player games on that map. 6 player games can't be joined by new recruits, 5 player games can be joined by them. Figuring out which of the deadbeats were new recruits at the time is probably too much work, but just comparing the number of deadbeats in the two settings should give us a general idea of the problem.

I've been looking at the last 25 completed games in each case. Out of 125 players in the 5 player games, 25 players were kicked out for missing too many turns. Out of 150 players in the 6 player games, 2 players were kicked out for missing too many turns. That's a significant difference, that's most logically explained by the fact that new recruits are significantly more likely to be kicked out for missing too many turns.

Re: Speeding up games with deadbeats.

PostPosted: Wed Sep 22, 2010 4:28 pm
by Splik
I have nothing to say except that I like this idea (not including two-player games, like you said).

Re: Speeding up games with deadbeats.

PostPosted: Wed Sep 22, 2010 9:08 pm
by TheForgivenOne
IcePack wrote:I played two games where both had 5 players (4+me) ALL 8 OTHER PLAYERS DEADBEATED.


And you are taking a VERY VERY small example. I have played games where It was me vs a bunch of NR's, and none of them Deadbeated.

Sure, in the long run, more New Recruits may deadbeat, but you can't just go and give one example of where it happened. The same was being used in the removal of Deferred troops. "OH MY GOD, LOOK, in this one game i was in, a guy missed a turn, and he got an upper hand. THIS IS UNFAIR!"

Re: Speeding up games with deadbeats.

PostPosted: Fri Sep 24, 2010 3:58 pm
by MichelSableheart
@TFO: I feel slightly dissappointed that you decide to respond to the comment with a low sample size while ignoring the comment which did use a sufficient sample size. Your post gives people reading this thread an unnecesary negative impression of the suggestion being made.

Re: Speeding up games with deadbeats.

PostPosted: Fri Sep 24, 2010 6:10 pm
by TheForgivenOne
MichelSableheart wrote:@TFO: I feel slightly dissappointed that you decide to respond to the comment with a low sample size while ignoring the comment which did use a sufficient sample size. Your post gives people reading this thread an unnecesary negative impression of the suggestion being made.


All I was saying, that his reasoning was faulty.

You on the other hand gave a much better reasoning behind it, and felt like I didn't need to comment on it. That's why I really didn't think the deferred troops suggestion wouldn't go through, because people were giving 1 example, where you gave everyone a chance to look for themselves at a wider variety.

Re: Speeding up games with deadbeats.

PostPosted: Mon Sep 27, 2010 3:16 pm
by optimusprimusmax
I think that's a great idea, and I fully support it. I've never missed two turns in a row, but I've had a few deadbeats that seem to last a week. Sooner the better as far as I'm concerned.

Cheers.

Re: Speeding up games with deadbeats.

PostPosted: Tue Sep 28, 2010 12:44 am
by Queen_Herpes
Lets speed them up!!

Re: Speeding up games with deadbeats.

PostPosted: Tue Sep 28, 2010 5:36 am
by Sey69
+ 1. good idea =D> (except for 2 player games, as mentioned) and no spoils games cuz some of them go on & on & on...

Re: Speeding up games with deadbeats.

PostPosted: Tue Sep 28, 2010 6:32 am
by Arethusa
May I suggest that the originator of the game has an option to set the rules for deadbeats. ie 1 strike, 2 Strikes or 3 strikes and your out. It's then up to players joining the game to decide whether or not they can make the commitment knowing that if they miss 1 turn, they're out.

I would also suggest we have 12 hour timers as an option, this will also speed up games.

I am currently in a game that has been going since 21 Sept and we're only just in round three, primarily because thre of the 4 new recruits are going to deadbeat.

Re: Speeding up games with deadbeats.

PostPosted: Tue Sep 28, 2010 5:21 pm
by Splik
I realized that even with three or more players, someone who missed a turn might easily be skipped again within less than an hour if the others are on at the same time. That's not fair if someone couldn't make just one turn for some reason.

Arethusa's idea is much better (the user-defined strike system). I also like the 12 hour timer option.

Re: Speeding up games with deadbeats.

PostPosted: Wed Sep 29, 2010 7:41 pm
by IcePack
@ TFO: I realize it was just one example my reasoning wasn't faulty just showing an instance it would have been helpful.
I've also played a bunch of games where NR players have been active and done well. Again this was just an example...

IcePack

Re: Speeding up games with deadbeats.

PostPosted: Wed Sep 29, 2010 9:09 pm
by Super Nova
Arethusa wrote:May I suggest that the originator of the game has an option to set the rules for deadbeats. ie 1 strike, 2 Strikes or 3 strikes and your out. It's then up to players joining the game to decide whether or not they can make the commitment knowing that if they miss 1 turn, they're out.


That's the best idea I've seen since I joined.

Re: Speeding up games with deadbeats.

PostPosted: Sat Oct 09, 2010 10:04 am
by Arethusa
Have to say, it's not an original idea, and dare I mention the opposition? There are many options for game set up on Landgrab, that aren't available on Conquer Club. Apart from timings as mentioned above you can also set restrictions on who joins the game . ie when I was a newbie, I used to restrict the maximum score a player should have before they could join a game. This allows you to play players of an equal standing.

Re: Speeding up games with deadbeats.

PostPosted: Sat Oct 09, 2010 2:13 pm
by greenoaks
Arethusa wrote:Have to say, it's not an original idea, and dare I mention the opposition? There are many options for game set up on Landgrab, that aren't available on Conquer Club. Apart from timings as mentioned above you can also set restrictions on who joins the game . ie when I was a newbie, I used to restrict the maximum score a player should have before they could join a game. This allows you to play players of an equal standing.

if that site is so wonderful, why are you here ?

Re: Speeding up games with deadbeats.

PostPosted: Sat Oct 09, 2010 4:48 pm
by TheForgivenOne
Arethusa wrote:Have to say, it's not an original idea, and dare I mention the opposition? There are many options for game set up on Landgrab, that aren't available on Conquer Club. Apart from timings as mentioned above you can also set restrictions on who joins the game . ie when I was a newbie, I used to restrict the maximum score a player should have before they could join a game. This allows you to play players of an equal standing.


The owner of the site for the longest of times has been against any kind of rank restriction. It will make it harder for lower rank players to actually gain skill, as they play the same old strategies over and over.

And why should we do it just because some other site does it? Conquerclub is one of the top ranked risk-based websites out there. The only better rated site, is still in Beta testing, and you can't join the site yet.

Re: Speeding up games with deadbeats.

PostPosted: Tue Oct 26, 2010 6:26 pm
by Mach1tosh
As a relatively new player who does NOT deadbeat, I would appreciate the "I'm back button" concept as being restricted to 4 games (yeah it's free but it's still a drag) and have encountered significant delays due to multiple deadbeats in one game, on more than 1 occasion.
I also agree that the deferred reinforcements should be done away with, too bad so sad you didn't get your guys (usually 3 for the deadbeats in the first few rounds anyway, so where's the rub) because you weren't here, doesn't matter why you weren't here.
My $.02.