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newbies

PostPosted: Sun Oct 28, 2007 7:29 am
by PLAYER57832
I would like to suggest 2 modifications to previous suggestions. First, though I did not like suggestion that people be allowed to specify rank in general, I can see why some people might want to exclude newbies ONLY. Seven of the last eight newbies I have played quit. This is not enough to turn me off, in general. However, I have read a lot of irate comments. Just avoiding them only works if you are the last person to sign up. Granted, this might limit newbie games. However, those with real interest can and do quickly advance. Even if you lose 5 games, you still drop the "newbie" rank. Rather than a seperate button entirely, I would just add a "no newcomer" or " experienced only" button to the Public/Private/ etc. line.

Second, after losing 3 Doodle games largely because someone missed a turn on a "no card" game, I really think the system needs to change. Yes, you have stated that someone can protect themselves, but this is not really true -- especialy in the very small boards such as Doodle or the "trickier" ones such as Merchant. First, it is extremely rare for someone to lose NO armies in a turn. As for reinforcing, either you spread yourself out trying to protect just about everything or you risk mis-judging where the returnee will deploy their armies. Also, it is extremely rare for In one speed Doodle game, I had three turns of fantastic rolls, but was 1 country shy of conquering. I played one minute, wasted 10, was consolling myself that at least I would get points, when the other player swooped in and conquered me in 2 turns. In normal play, it is extremely rare for someone to lose NO armies. This is somewhat offset by the cards in the fixed rate option, but is a big problem in small" no card games and larger "escalating" card games. In Escalating, someone can play a few turns and then quit, only to re-emerge just in time to cash in their cards. Again, the first is more of a problem in small and no-card games. The second is more of a problem in large board/multi-player games with escalating cards.

I suggest 2 solutions. First, rather than giving a straight multiplier, there should be some penalty. Say, change the multiplier to 1.5 (or whatever number folks feel works best), but with a minimum loss of 1 card per turn. The multiplier would be most effective in larger games, the 1 card loss minimum would penalize most in the smaller games.

Second, I would like to see some way that folks can give up their turn to folks they don't know. This last would work mostly for experienced folks and when they know they are going to leave, but it would be a way to preserve games when people really have to go. I myself would have used this option a couple of times. Because this is a pretty involved issue, with its own problems, I address it separately, with a separate poll. However, I mention it here because it would work together with the above options. I think folks would feel much better about penalizing missed turns more if there were a more viable option for those emergencies that do come up.

PostPosted: Sun Oct 28, 2007 7:37 am
by cena-rules
no

PostPosted: Sun Oct 28, 2007 9:11 am
by lord voldemort
i like how cena just flat out says no...nice :lol:

missed turns

PostPosted: Sun Oct 28, 2007 11:41 am
by trk1994
the missed turn multipier must go!! I said it before and I'll say it again. I a live game you would get extra armies for missing a turn and should not be able to do so here. maybe there could be another game set to allow or not allow that multiplier but in my opinion it should be gone completely.

PostPosted: Wed Oct 31, 2007 9:24 pm
by Mr_Adams
i like both ideas wheres the button for THAT?!?

PostPosted: Wed Oct 31, 2007 9:53 pm
by spiesr
By the side of your post, It says "X"

PostPosted: Wed Oct 31, 2007 11:58 pm
by Genghis Khan CA
There is some merit to changes to the missed turn multiplier, I agree it's an annoying tactic for people who use it intentionally. Although in my experience (playing mainly escalating and team games) such instances are in the minority.

But I disagree that there should be an option for new recruits to be excluded. We were all new recruits once, sure many leave and do not come back, but a decent proportion stay and they are vital for the continuing success of the site. Much less would stay if they were stuck ONLY playing other new recruits who deadbeated... wouldn't leave a good impression of the site.

We already have an option to avoid deadbeaters or other undesirable players - private games.

stuff

PostPosted: Thu Nov 01, 2007 1:29 am
by Piestar
You already have the option to exclude Newbies, it's call a private game.

PostPosted: Thu Nov 01, 2007 3:22 am
by Iliad
cena-rules wrote:no