Moderator: Community Team
LazarusLong wrote:I've said before in other threads that this "problem" probably affects no card games more than any other. (I play a lot of no card games) There are times in no card games where attacking is the last thing you want to do so breaking a continent when someone misses is not a tactically good solution. In escalating games where the play is more aggressive it doesn't seem to be such a big issue. Plus in escalating games missing the card is more punishment than the reward of extra armies. It is only in certain situations in no card games where there appears to be little or no downside to missing a turn but a significant upside.
In flat rate games many people bide their time until then can turn in a set and make a move. The double or triple armies are like this. You can place more all at once and break someone or finish taking a continent. Can you imagine a game where you can take your previous turn's army placement and move them anywhere on the board before you take your current turn? That's what the double placement is like.
One of the worst places is at the beginning of a 6 player no card game where every army is crucial and people start to slowly attack and define where they want to be. Then someone comes in after skipping two turns and can decide who rolled the worst and take over an area quite easily. How do you fort against that? You can't break his bonus because he's only getting 3 and you certainly can't wipe him out.
EvilPurpleMonkey wrote:Is it considered cheating to skip a turn on purpose just so you can get a surge of armies? I read the FAQ/Contact area and it said...20. Why do people get extra armies when they miss turns?
The fact is that things come up in real life and many people cannot reach a computer every single day. People who missed a turn are not receiving any bonus, only the armies they would have normally received. Getting the armies for turns missed encourages people to return and continue playing the game, which is one the most important things. A decent player will be able to keep track of how many missed armies an opponent can add, and act strategically to counter the extra armies.
The reason I'm asking is because I am currently in a game with GuRoove and he won't shut up about it in and out of the game (I know him outside of Conquer Club.) so I want to see what other people think about this in hopes that he will stop harrassing me about it.
TomaCzar wrote:Solutions: Blacklist (as I'm sure I will be by someone, which is fine by me as I'll take blacklist over neg feedback any day). Skip-Turn-Button, I don't think this will work as it defeats the action of missing the turn which is a feint (or bluff as it's been described). If other players know that I consciously choose not to take my turn they'll be more apt to prepare for augmented deployment. That being said there will always be those that if they don't see it, it must not be there. Shortened rounds is what I think some people really want to see. An option for 16-hour/8-hour/4-hour rounds would be interesting but wouldn't solved the problem, just mitigate the damage. At the end of the day, make it illegal or stop whining about it. If it's not your chosen method don't do it and don't play games with people who do. With 3000+ members, I don't see why anyone should have to play with anyone that they don't want to.
Lastly, I would like to reiterate, each person has the RIGHT to a 24 hour time period to take their turns. It is right granted by the framework of the site, independent of whatever reason they (or you) deem is appropriate. Get off your high horse with neg feedback for missing turns!!
BTW, I'm in a game right now with a guy that misses about every other turn and usually if he does take a turn it's within the last hour possible. Yes, it's annoying BUT it's also interesting and adds a dynamic to the game I've never played with before. He will not receive neg feedback for exercising his rights (at least not from me).
Here's the problem I have with what you just said. The solution you proffer is not to play with a player who wishes to exercise his right to miss turns. That's fine. Explain to me how I can identify players who wish to miss turns (as is their right) for tactical reasons, if it's not appropriate to leave negative feedback when a player does this in a game. If it's not appropriate for a player to leave negative feedback for someone who misses his turn for a tactical advantage, then how will I know not to play with that person, how will I know I should add that player to my ignore-list? If you really believe in the solution you proposed, namely a blacklist for players who use missing their turns for tactical advantage, then you either have to be in favor of players leaving such people negative feedback for missing their turns, or you have to be in favor of a community ignore-list that lists such players, or the solution is effectively useless and unlikely to lessen the amount of whining that offends you so much.
TomaCzar wrote:Solutions: Blacklist (as I'm sure I will be by someone, which is fine by me as I'll take blacklist over neg feedback any day).
TomaCzar wrote:Personally, I only leave negative feedback for people who break the rules, which in this game means secret alliances, multis, or not following a rule they agreed to, such as a truce. IF I wanted to pass on information about another player I would use the neutral feedback option instead of the negative feedback. No feedback goes to average/regular players and if a player does something outstanding they get positive feedback. Which is why I very rarely give (or receive) positive feedback. All of this "he deploys his armies so well!!" positive feedback is ridiculous.
EvilPurpleMonkey wrote:You know Guroove, I think you're blowing this out of proportion. I have only ever missed one turn on conquer club, The one which sparked this whole topic, and if I hadn't skipped that turn I probably already would have lost that game.
tahitiwahini wrote:You own Oceania for which you are getting a 2 army bonus. You own less than 12 countries so you are getting 5 total armies per turn. Your continent is protected by the formidable standard configuration (India, China, and Siam), to the point where it may be said to nearly impregnable at this stage of the game.
Your opponent owns North America which he controls with forces at each border (Alaska, Greenland, and Central America). Your opponent maintains 7 armies on each border.
You are lucky enough to own Kamchatka, Iceland, and Venezuela, each with 2 armies.
You can deploy your 5 armies adjacent to one of your opponent's borders, where you may launch a 7v7 with expected probability of success of 42%.
If you don't launch the attack, your opponent merely forts the border adjacent to where you deployed.
Or you can miss your turn and deploy your 10 armies one turn later on one of your opponent's borders, where you will launch a 12v9 attack with expected probability of success of 72%.
At any point in the game where a player can reasonably deploy to more than one area (and that is the case the vast majority of the time), the ability to deploy with 2 or 3 times his normal allotment is of strategic significance, not only in what it allows that player to do but what the uncertainty does to the plans of the other players. The advantage is further enhanced when the fortification is not unlimited because that magnifies the importance of deployment since fortification is restricted.