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deadbeat counter

PostPosted: Thu Jan 03, 2008 3:48 pm
by GRAPE APE
there should be an indicator showing how many missed turns a player has had. right now it has the name and then a positive feedback and negitive feedback counter. right next to the feedback counter you could put a missed turns counter. and there should be an option to ignore all people with (x) amount of missed turns


for me missed turns is the #1 most frustrating things i hate about conquer club.

i know there are several reasons why people would miss turns but a counter or indicator would really show who the dead beaters are and perhaps even discourge people from missing turns

please consider this i think it would be an absolutely awesome addition. thanks jim

PostPosted: Thu Jan 03, 2008 5:34 pm
by cicero
I'd suggest that a missed turns index would be more useful based on turns missed divided by games entered.

(i) If I've missed 9 turns and entered 500 games then there's no problem.

(ii) If I've missed 9 turns and entered 3 games then there's a problem!

So divide missed turns by games entered and in scenario (i) my missed turns index is 9/500 = 0.018 ; not much chance of me missing a turn.

In scenario (ii) my missed turns index is 9/3 = 3 ! In other words, on average, I miss 3 turns per game, I'm a serial dead beater !


Cicero

PostPosted: Thu Jan 03, 2008 8:05 pm
by insomniacdude
I think missed turns out of total turns available might be better. If you've missed 10 total turns out of 5 6-round games, that's different than missing 10 total turns out of 5 150-round games. In the former, there were 30 available turns to be had, and the players missed 10 of them. In the latter, the player missed 10 turns out of a whopping 750.

I would support the idea of counting the amount of missed turns, but not limiting who can join games because of it. The counter may not be very necessary, however. Negative feedbacks can get that point across well enough, if it's really a problem. Plus I'd hate to see a player unable to play with a majority of the site because they suddenly got sick and missed a buttload of turns, or some other random circumstance.

PostPosted: Thu Jan 03, 2008 8:16 pm
by wrightfan123
insomniacdude wrote:I think missed turns out of total turns available might be better. If you've missed 10 total turns out of 5 6-round games, that's different than missing 10 total turns out of 5 150-round games. In the former, there were 30 available turns to be had, and the players missed 10 of them. In the latter, the player missed 10 turns out of a whopping 750.

I would support the idea of counting the amount of missed turns, but not limiting who can join games because of it. The counter may not be very necessary, however. Negative feedbacks can get that point across well enough, if it's really a problem. Plus I'd hate to see a player unable to play with a majority of the site because they suddenly got sick and missed a buttload of turns, or some other random circumstance.


Unless the negatives are all because the person swears like a biker. But good idea. It'd be a nice touch. It'd also get rid of three-week games created by too many missed turns.

-W123

PostPosted: Mon Jan 07, 2008 10:31 pm
by bellaraphon
good idea. genius

PostPosted: Tue Jan 08, 2008 3:07 am
by palmforce
I suggest an option of excluding new recruits with 0 game finished before, too.

I don't want to bias new gamers, but it's true that someone just registered, see around, join some games and then never coming back again when they found they need to wait and cannot start to play at the moment they joined.

Especially when we have game of 8 players, if a couple of them lacks the game, got to wait more than a week for proceeding to next round.

Or, anyone suggest a better idea to tackle the problem?

PostPosted: Tue Jan 08, 2008 2:17 pm
by insomniacdude
palmforce wrote:I suggest an option of excluding new recruits with 0 game finished before, too.

I don't want to bias new gamers, but it's true that someone just registered, see around, join some games and then never coming back again when they found they need to wait and cannot start to play at the moment they joined.

Especially when we have game of 8 players, if a couple of them lacks the game, got to wait more than a week for proceeding to next round.

Or, anyone suggest a better idea to tackle the problem?


Be more conscious of what games you play and with whom. Want more control over who plays with you? But a premium and set up private games, or be the last/later player to join a game.

PostPosted: Tue Jan 08, 2008 5:09 pm
by xeno
This is a terrible idea. This would only discourage people from playing particular members when the majority, or so I like to think, of deadbeats are people not able to access conquerclub because of internet problems, vacation, etc... The best thing to do is just get everyone in the game to leave negative feedback and that should suffice.

PostPosted: Tue Jan 08, 2008 5:13 pm
by Risktaker17
Bad idea. In Speed games people may not realize a game started, or miss a speed turn as strat.