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thoughts on the deadbeating/turn missing problem ...

PostPosted: Sat Apr 28, 2007 4:11 pm
by cicero
There have been several threads discussing the deadbeating problem and suggestions on how to solve it.

It's worth making the distinction between deatbeating; missing three consecutive turns and hence being eliminated from a game and missing a single or two consecutive turns which has no in game consequence for the offender.

With regard to deatbeating almost everyone, it would seem, agrees this is something the CC community would wish to eliminate.

It seems that some people think that missing one turn, or two consecutive turns, is in fact a legitimate tactic. It is certainly allowed by the CC game engine and it currently has no built in penalty; negative feedback remains optional for the other players.

It appears likely that the current built in penalty for deadbeating is too light; since the problem persists. It would seem, putting myself in the mindset of a potential deadbeater for a moment, that if I've decided I'm willing to lose the game anyway, the current built in penalty is meaningless to me. But I get to continue my habit in the next game I join/set up.

My own opinion on missing turns is twofold: Firstly there will be times it will be genuinely unavoidable and it could happen to anyone of us. Second it is currently condoned as legal, and hence a legitimate tactic, by the CC game engine. Hence I think no action should be taken on anyone missing a turn or two, even habitually. [If someone would care to start a new thread to discuss the tactical advantages of deliberately missing a turn I 'd be interested to read it. For myself I've yet to be faced with a situation where I think "Darn, what do I do now? Oh, I know - miss a turn!".]

My opinion on deadbeating is the same as the majority of you - I could live without it ;)

PostPosted: Sat Apr 28, 2007 4:24 pm
by iAnonymous
I hate it when people miss turns so they can deploy more troops later on. It's really annoying, and I'd be annoyed even if I were a Premium. It's a rather poor strategy. I don't think that the player that missed turns should get the # of troops that he'd normally deploy times 1 + # of turns missed.

PostPosted: Sat Apr 28, 2007 4:51 pm
by cicero
A suggested possible solution ... If it gets support, or in this thread we come up with a variation that gets support, I'll post it in "Suggestions & Bug Reports".

For those who have completed a minimum of 10* games:
Anyone who has deadbeated in 30% or more of their completed games cannot join any games.
Anyone who has deadbeated in 60% or more of their completed games cannot join or start any games. Effectively a ban.

A typical scenario, I think, would be this: As a newb you deadbeat a little, mistakenly or otherwise - as a newb who might have missed something, and you deadbeat in 3 of your first 10 games [30%] so you're at the first limit above. But you can still start your own games. This means the CC community automatically gets a choice whether to play with you or not since you can't join other people's games. Most/many people will still play with you; you're a newb after all.

If you mend your ways, in the light of experience/knowledge gained, as soon as you complete 1 more game your deadbeat percentage will have fallen below 30% [27.27%]. So now you can join and start games again.

If you don't mend your ways you'll subsequently hit 60% and ban yourself. [Starting from the situation above you'll now have deadbeated in 11 out of 18 games which I think is enough.] For myself I don't think there should then be any way back, but you'll still be able to post in forums/PM the Mods or whatever, but let's leave that to CC/Lack if the suggestion gets that far.

* I considered making the completed game minimum 5, in line with the first rank of Private, but this means that anyone deadbeating in 3 of their first 5 games would be effectively banned. This seems too harsh on newbs who may genuinely not understand the system when joining.

Of course to make it fair such a system would have to be clearly announced in the Rules section; it would be rule 3.

Play with the maths of percentages and minimum number of games completed. Do you think there is a better balance? Or a better system?

PostPosted: Sat Apr 28, 2007 6:20 pm
by Griefor
I think there's also a way to alleviate part of the problem:

a) Once somebody misses a turn, if they don't log in before their next turn, instead of a fresh 24 hours they just instantly skip their turn instead.
b) A skip turn button. As long as people are skipping turns intentionally, why make it a move that takes 24 hours to accomplish?

PostPosted: Sat Apr 28, 2007 8:18 pm
by cicero
Griefor wrote:I think there's also a way to alleviate part of the problem:

a) Once somebody misses a turn, if they don't log in before their next turn, instead of a fresh 24 hours they just instantly skip their turn instead.
b) A skip turn button. As long as people are skipping turns intentionally, why make it a move that takes 24 hours to accomplish?


Good points Griefor. In particular (b) would seem very practical, a minor coding addition and no changes to current rules.

Although I can see the attraction of (a) some would find it contentious I think. If a player legitimately cannot make a turn due to an unpredictable real life event this might then be compounded from simply missing a turn to actual deadbeating by the acceleration you describe. This would have a more negative effect on both the game, in terms of quality if not in terms of time spent waiting, and if my suggestion were implemented could penalise the player unnecessarily.

PostPosted: Sat Apr 28, 2007 8:28 pm
by GrazingCattle
IN NO RISK RULES CAN YOU CHOOSE TO SKIP YOUR TURN. People who use this as a strategy are showing poor sportsmanship. Why say that it's ok when the reality is that it isn't allowed.

I did like the point you made though and I would support them putting it on the site. If you used it I would leave a neg FB, but that's just me :wink:

PostPosted: Sat Apr 28, 2007 8:34 pm
by Bigfalcon65
what i do is have everyone attack the person who misses their turn, that usually shows them we wont put up with bullshit.

PostPosted: Sat Apr 28, 2007 8:43 pm
by GrazingCattle
Bigfalcon65 wrote:what i do is have everyone attack the person who misses their turn, that usually shows them we wont put up with bullshit.


I like that idea to! lol

PostPosted: Sat Apr 28, 2007 8:55 pm
by iAnonymous
Bigfalcon65 wrote:what i do is have everyone attack the person who misses their turn, that usually shows them we wont put up with bullshit.
The problem is when it's a double game. =/

PostPosted: Sat Apr 28, 2007 9:02 pm
by cicero
GrazingCattle

Just a couple of things (but do keep reading to the end, I'm not trying to argue - honest ;)) ...
GrazingCattle wrote:IN NO RISK RULES CAN YOU CHOOSE TO SKIP YOUR TURN.

I don't mean to sound like a Mod [;)], but this isn't Risk, it's Conquer Club. The rules of Risk, though they may be similar, don't apply.

GrazingCattle wrote:People who use this as a strategy are showing poor sportsmanship.
I'm not sure that it is poor sportsmanship ... to me it just looks like really poor strategy. But hey let's not get off topic! Let's start a new thread if we're going to discuss that ...
cicero, in his original post, wrote:[If someone would care to start a new thread to discuss the tactical advantages of deliberately missing a turn I 'd be interested to read it. For myself I've yet to be faced with a situation where I think "Darn, what do I do now? Oh, I know - miss a turn!".]


GrazingCattle wrote:Why say that it's ok when the reality is that it isn't allowed.

Here it is allowed. Join a game, wait for your turn, then wait 24 hours ... that's how it's done. I don't like it much, you like it even less, but there it is. It's allowed.

GrazingCattle wrote:I did like the point you made though and I would support them putting it on the site. If you used it I would leave a neg FB, but that's just me :wink:


Thanks GrazingCattle, good to have you aboard! :)

[And I won't be using it (skip turn button) either so if I do miss a turn you'll have had to wait 24 hours for the pleasure, so neg away ;)]

Cicero

PostPosted: Sun Apr 29, 2007 7:41 am
by Griefor
GrazingCattle wrote:IN NO RISK RULES CAN YOU CHOOSE TO SKIP YOUR TURN. People who use this as a strategy are showing poor sportsmanship. Why say that it's ok when the reality is that it isn't allowed.

I did like the point you made though and I would support them putting it on the site. If you used it I would leave a neg FB, but that's just me :wink:


I'm not saying it should be made possible for shits and giggles.

I'm saying that as long as it is already possible, why make it cost so much time? Obviously people are already doing it. What pisses me off about it is that it costs so much time, not that it gives them some supposed advantage.

PostPosted: Tue May 01, 2007 3:46 am
by japan_jeff
the other side of the coin. i was playing a game and made my turn RIGHT AFTER the player ahead of me made their's. the next day they missed their turn and i got marked as a missed turn as well. cc didn't even give me the 24 hours to take my turn. they got marked as a missed turn, next morning i look and it said i missed a turn 3 minutes after they took their's. WTF???? that is something that the CC gods need to look at and fix. but with so much on their plate, like retaliatory feedback.... :lol: :lol: :lol: :lol: