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Whose idea was it to multiply armies for missed turns?

PostPosted: Fri Aug 31, 2007 4:14 pm
by 3seven1
That doesn't even make sense. People purposly miss their first two turns so that on their third turn they get thier armies multiplied by three.

Is there a reason why it's done this way?

PostPosted: Fri Aug 31, 2007 4:17 pm
by The1exile
gives people an incentive to come back to the game.

PostPosted: Fri Aug 31, 2007 5:25 pm
by 3seven1
I'd rather them deadbeat out of the game than see "xxx's armies multiplied by 3 for missed turns."

That's just my opinion though.

PostPosted: Fri Aug 31, 2007 5:26 pm
by The1exile
I dare say it's the opinion of most people on the site. I didn't say I agreed with the sentiment in my previous post, but it is the official line.

multi armies for missed turns.

PostPosted: Sat Sep 01, 2007 9:11 am
by trk1994
i personally think it is a bad thing to reward players for missing turns. i can see how it would ba an incentive to return but it is a little unfair for tru players. in a live board game that would not be accepted.

PostPosted: Sat Sep 01, 2007 11:52 am
by misterman10
They don't even get extra armies
they get the armies that they would have gotten if they took their turn

Anyone who cries about this goes on my ignore list

PostPosted: Sat Sep 01, 2007 4:47 pm
by DAZMCFC
why would they go on your ignore list. fair enough if their computer goes down, but the people that miss on purpose should not get their armies multiplied, it is a shit way to play the game end off. :twisted:

PostPosted: Sat Sep 01, 2007 5:18 pm
by 3seven1
misterman10 wrote:They don't even get extra armies
they get the armies that they would have gotten if they took their turn

Anyone who cries about this goes on my ignore list



If they had taken their turn they should get their armies. If they miss their turns they should not.

I don't mind being added to your ignore list, you're not the only fish in the sea.

PostPosted: Sat Sep 01, 2007 6:23 pm
by Bob Janova
I thought it was going to be changed in the latest release, but apparently not. It actually helped me in one of my games as I accidentally missed a turn, but I don't think it should be an advantage to miss a turn.

It definitely is an advantage in certain circumstances to get 0 armies then 6 rather than 3 and 3, because it means you have a guaranteed 7 to attack a strategic location with.

PostPosted: Sat Sep 01, 2007 6:27 pm
by wicked
we're currently trying to come up with a suggestion that'll work and be fair for everyone, especially those of us that have lives or power outages or whatever and occassionally miss for legit reasons. Also has to be fair for freestyle players. Comments and suggestions are welcome here:
http://www.conquerclub.com/forum/viewtopic.php?t=1711

PostPosted: Sun Sep 02, 2007 4:41 pm
by Higgens
seems like it gives people incentive to purposefully miss a few turns and delay the game just for the cause of multiple armies.

PostPosted: Sun Sep 02, 2007 4:48 pm
by misterman10
Higgens wrote:seems like it gives people incentive to purposefully miss a few turns and delay the game just for the cause of multiple armies.

no, not really

PostPosted: Sun Sep 02, 2007 6:11 pm
by Beastly
Is there any way it can be a option on a game?

PostPosted: Sun Sep 02, 2007 6:34 pm
by dannyWEST
wicked wrote:we're currently trying to come up with a suggestion that'll work and be fair for everyone, especially those of us that have lives or power outages or whatever and occassionally miss for legit reasons. Also has to be fair for freestyle players. Comments and suggestions are welcome here:
http://www.conquerclub.com/forum/viewtopic.php?t=1711


Well there in lies the problem, no way of knowing whether someone has missed a turn for a legitimate reason or not and while it may be unfair for someone to purposely miss turns or to simply forget about the game and collect on all the armies they missed out on upon their return, it is equally unfair for a person to be punished for, say, a family emergency or other equally important event. More often than not, once a person "deadbeats" they are not coming back and the better players do not need to cheat to win. May as well keep it the way it is, it's really not hurting much.

PostPosted: Sun Sep 02, 2007 6:46 pm
by oVo
The "missed turn multiplier" employed as a game option sounds worthy of consideration
and if enough games occur without it being used maybe it can be elminated completely.

PostPosted: Sun Sep 02, 2007 8:50 pm
by zeroster
misterman10 wrote:They don't even get extra armies
they get the armies that they would have gotten if they took their turn

Anyone who cries about this goes on my ignore list


Add me to your ignore list then. Doing this purposefully is abusing the system and slowing the game down unnecessarily IMO.

PostPosted: Sun Sep 02, 2007 11:25 pm
by IceIceBaby
Yes, deadbeaters should burn in hell. Allow people 1 missed turn and still get armies, but if it happens again in the same game (at any time later in the same game) then no extra armies.

PostPosted: Mon Sep 03, 2007 12:53 pm
by Johnny Rockets
Damn right it affects games, and damn right it's used by morons looking for an edge. Give them some armies, but not the whole lot. Give 60% on the first and 40% on the second missed turn. That way you still have incentive to come back, and a punishing stick to noobs looking for a substitute for tactics.
You went camping? Your computer crashed? Your mom died? Tough tits.
Don't start a war and go camping. Go to an internet cafe' if your mother board burned, and if your mom dies you not going to much care about a Risk game are you?

If a game function if being abused, it's the site managements responsibility to devise and implement controls and restrictions.

Johnny Rockets
No relation to whats his face......

PostPosted: Mon Sep 03, 2007 1:43 pm
by oVo
I like to think that playing the game is enough of an incentive to get someone in here to take their turn. The multiplier has become an incentive to not worry about missing a turn and making your adversaries wait an extra 24 hours becomes no big deal.

Having no multiplier should encourage players to get off their asses, login and bust a move.

PostPosted: Sun Sep 16, 2007 7:55 pm
by tcross8361
oVo wrote:I like to think that playing the game is enough of an incentive to get someone in here to take their turn. The multiplier has become an incentive to not worry about missing a turn and making your adversaries wait an extra 24 hours becomes no big deal.

Having no multiplier should encourage players to get off their asses, login and bust a move.


Bravo man, Bravo.

I just had this Multiplier rule happen against me and it sucks. I agree with the suggestion to make it an option. If you weigh the number of times it is abused vs the number of times its legit, I bet the abused times out number by far. No way to determine if it is legit so I like the "game option' idea.

PostPosted: Sun Sep 16, 2007 8:23 pm
by elmerfudd
i know, it sucks in an assassin game, nobody who target they would be

PostPosted: Sun Sep 16, 2007 9:16 pm
by AAFitz
just plan for it...or skip a turn...there is no real advantage to skipping...it usually is a disadvantage....its set up for those who get tied up unexpectedly...and is perfectly reasonable..and easy to plan for...if you assume they are deadbeating, and they dont...its on you...not them

PostPosted: Sun Sep 16, 2007 11:01 pm
by Bean_
AAFitz wrote:just plan for it...or skip a turn...there is no real advantage to skipping...it usually is a disadvantage....its set up for those who get tied up unexpectedly...and is perfectly reasonable..and easy to plan for...if you assume they are deadbeating, and they dont...its on you...not them


In some types of games it is not a great advantage (if any at all), but in no cards teams games, getting missed armies for skipping a turn is often quite significant, especially towards middle or late rounds when large armies are off the board. For example, a (not uncommon) situation where you are protecting a continent with distance, say, 1,1,1 or 1,2 on multiple borders and the opponent has several territories with 1s right outside the defensive ring. This is usually secure from attack; and you as the continent holder can push back an attack with 3 with your bonus. But if the turn is missed, even with the bonus you often cannot adequately defend on all fronts against the coming onslaught coming against an unknown border and from an unknown attack point (7s can obviously go much further than 4s).

My partners and I have seen numerous occasions where a missed turn leading to doubled armies leads to an unfair result, although none have been game-changing so far. I think it affects play more than it should, because it causes you to have to worry about spots that normally you would not have needed to worry about. (E.g., if you are protecting a partner from elimination, and he has say, 4, in an isolated spot with enemy 1s around, you normally don't have to worry too much about that spot, but with doubled or trebled armies you would.) It also affects strategies (e.g., you have to try to eliminate the turn-misser if possible instead of focusing on intrinsic objectives), and in that respect also has negative effects on gameplay.

More generally, the missed turn rule multiplies the force of a directed thrust from multiple possible attack points and is impossible to defend, because you cannot defend every possible spot from the sudden drop of troops. (Naturally, in cards games, the turn-misser loses a card, which itself is worth about 2-3 armies, so there is often little if any net benefit there even if the turn-misser can break a bonus.)

PostPosted: Sun Sep 16, 2007 11:09 pm
by luns101
dannyWEST wrote:
wicked wrote:we're currently trying to come up with a suggestion that'll work and be fair for everyone, especially those of us that have lives or power outages or whatever and occassionally miss for legit reasons. Also has to be fair for freestyle players. Comments and suggestions are welcome here:
http://www.conquerclub.com/forum/viewtopic.php?t=1711


Well there in lies the problem, no way of knowing whether someone has missed a turn for a legitimate reason or not and while it may be unfair for someone to purposely miss turns or to simply forget about the game and collect on all the armies they missed out on upon their return, it is equally unfair for a person to be punished for, say, a family emergency or other equally important event. More often than not, once a person "deadbeats" they are not coming back and the better players do not need to cheat to win. May as well keep it the way it is, it's really not hurting much.


The biggest problem with wicked's post that you quoted is the assumption that people who play RISK on this site have lives.

PostPosted: Mon Sep 17, 2007 3:12 am
by Hrvat
I am in a game with 6 players. 2 players play one turn, than miss next 2 turns. They will not be kicked out, as they are not missing 3 consecutive turns, and in the meantime other players are waiting for 2 or 3 days to make their turn. With a bit of luck we my finish this game by Xmas, 2009. They are worse than deadbeats, who simply miss 3 turns and are gone. :evil: :!: :!: