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ADD DEADBEAT PERCENTAGE TO POSITIVE-NEGATIVE SCORE

Posted:
Mon Mar 17, 2008 8:14 pm
by Rozebud
For example, add a deadbeat percentage that is displayed along with their positive-negative score. So, a score of 75-3-10 would be 75 positives, 3 negatives, and 10% of their games where they were a deadbeat...
With a percentage....someone who had to deadbeat for a legitimate reason once in a while would only have a very low deadbeat percentage like 1 or 2, whereas serial blatant deadbeaters would have high numbers like 90
Everyone could then avoid them like the plague!!!

Posted:
Mon Mar 17, 2008 8:22 pm
by Risktaker17
Been rejected a lot, check to do list

Posted:
Mon Mar 17, 2008 8:53 pm
by -empty-
say its a good idea
BUT ITS A GREAT IDEA...STOP REJECTING IT!!!

Posted:
Mon Mar 17, 2008 9:06 pm
by Rozebud
BUT ITS A GREAT IDEA...STOP REJECTING IT!!!

Posted:
Mon Mar 17, 2008 9:36 pm
by vrex
umm really? its on the to-do list? i cant seem to find it.. what is it called on to do list? perhaps give link... seems to be a nice idea

Posted:
Mon Mar 17, 2008 9:57 pm
by Risktaker17
It might not be, I think it is unnecessary and cumbersome, just look at someone's rank, that is a good sense abotu how much they deadbeat
OR IT ISNT

Posted:
Mon Mar 17, 2008 10:04 pm
by Rozebud
Or it isnt a good way to know...
its a simple statistic to generate...the system knows each time it bounced someone for missing 3 turns in a row..and it knows how many games they have completed..simple math!!
How cumbersome is it to divide 2 numbers?


Posted:
Mon Mar 17, 2008 10:31 pm
by Timminz
Risktaker17 wrote:just look at someone's rank, that is a good sense abotu how much they deadbeat
That's the most ridiculous statement I've heard since Ryan32 said Unlimited forts take more skill than adjacent.

Posted:
Tue Mar 18, 2008 12:30 am
by vrex
risktaker is usually not helpful on posts... i think it would be a nice idea...we need yeti or someone else wise to tell us how hard it would be to implement this


Posted:
Tue Mar 18, 2008 6:48 am
by TaCktiX
It wouldn't be hard to implement it calculation/data-wise. Do a one-time compilation of everyone's deadbeat/played in the past, and stick those two in a Player table (similar to how Feedback is likely initially stored). Then modify the UI to include that third % by dividing Deadbeat / Played. Modifying the UI would be the hardest part of implementing this.

Posted:
Tue Mar 18, 2008 7:19 am
by PaperPlunger
I like it.

Posted:
Tue Mar 18, 2008 7:31 am
by yeti_c
I think the initial problem (I suspect) is that the system doesn't currently log the amount of times someone is booted from a game...
So you would need to run a query over the DB to create a table with PlayerID & DB number... (this would be fairly easy - but *could* be time consuming)...
Adding this new field to the profile screen would be simple.
C.

Posted:
Tue Mar 18, 2008 8:17 am
by jiminski
yeti_c wrote:I think the initial problem (I suspect) is that the system doesn't currently log the amount of times someone is booted from a game...
So you would need to run a query over the DB to create a table with PlayerID & DB number... (this would be fairly easy - but *could* be time consuming)...
Adding this new field to the profile screen would be simple.
C.
yeah .. i suggested an attendance record some time ago... (giving a percentage of un-missed go's in your profile, in the same way as the win ratio.)
it disappeared into the mire .. i suppose due to it being more fundamental to install than we imagine... and because it got virtually no support at all.


Posted:
Tue Mar 18, 2008 10:02 am
by Ogrecrusher
This seems rather pointless as many deadbeaters never return anyway. Furthermore, it's not even that useful, unless they let you screen which people are allowed to join your games. That said, feedback is pretty similar, what use is feedback saying "don't play a team match with this guy" when the game has started and you're stuck with them!

Posted:
Tue Mar 18, 2008 10:07 am
by TaCktiX
There are some people who certainly aren't non-returners who deadbeat out of a game they're not winning or they got a bad drop on. That's wasting 72 hours of everyone else's turns, and seeing if a person is likely to deadbeat when things aren't going their way without having to mine their feedback would be a good boon.

Posted:
Tue Mar 18, 2008 1:26 pm
by vrex
well usually for me i look at feedback before i join a game as is it not much use if someone joins the game after me and happens to have a lot of negative. of course that would mean joining last on every game...but in the case of team games most of the time joining the last slot of a team is not joining last in the game... i think it would be useful for seeing those members that deadbeat and still play. i can remember a few times where after playing a game with someone i discovered they always deadbeat in a certain situation...would have been nice to see that before i joined last in the game.

Posted:
Tue Mar 18, 2008 1:28 pm
by lozzini
i have suggested this, it just got rejected

Posted:
Tue Mar 18, 2008 1:32 pm
by vrex
please post links to evidence that this idea has been rejected so i can go there without having to try and find it...this applies to all who claim 'this idea has been suggested by (insert me or other name here) and has been rejected' thank you.

Posted:
Tue Mar 18, 2008 1:34 pm
by lord voldemort
Timminz wrote:Risktaker17 wrote:just look at someone's rank, that is a good sense abotu how much they deadbeat
That's the most ridiculous statement I've heard since Ryan32 said Unlimited forts take more skill than adjacent.
that was funny
NEGATIVE FEEDBACK FOR DEADBEATS IS FLAWED

Posted:
Tue Mar 18, 2008 9:01 pm
by Rozebud
Because so many times the jerks will give retaliatory feedback out of spite...so I'm sure many are reluctant to do it....thats why adding this stat wil be so effective


Posted:
Wed Mar 19, 2008 9:18 pm
by Risktaker17
How would info be dug up from previous games, would the percetage start once the counter is added

Posted:
Wed Mar 19, 2008 9:24 pm
by Risktaker17
vrex wrote:risktaker is usually not helpful on posts...

That hurts my feelings!

Posted:
Wed Mar 19, 2008 9:43 pm
by MOBAJOBG
lol

Posted:
Thu Mar 20, 2008 12:41 am
by vrex
just posting from observation risktaker...no pain intended


Posted:
Thu Mar 20, 2008 10:42 am
by Wisse
though they could make it in a better way:
make it so you can see it from the last couple of months (or any time lack think is good) and let it start counting from now, no problems anywhere
and it would be even better for the players that have decided to play fairly again
