Moderator: Community Team
stringybeany wrote:It depends on the board.
You have to try and read their intent, and make a plan based on your conclusion.
the difficulty is that they will have the option to modify their plan based on what you do.
It's best (generally speaking) to prepare to cope with what you see as their strongest play on their return. If possible, prepare for the next one or two most likely contingencies.
As always, there is no "easy button" strategy. You have to read the board, make a plan, and hope you got it right.
chessplaya wrote:ummm ignore list and neg feedback this is how i resolve it
robbart wrote:chessplaya wrote:ummm ignore list and neg feedback this is how i resolve it
Of course, that doesn't solve the issue if you are in a game with players skipping turns. Nor, does that technique insure you never play a "skipper" again.
boberz wrote:chessplaya wrote:ummm ignore list and neg feedback this is how i resolve it
i personally consider it a legitimate strategy which is why i wholehaertedly support the skip turn button
chessplaya wrote:robbart wrote:chessplaya wrote:ummm ignore list and neg feedback this is how i resolve it
Of course, that doesn't solve the issue if you are in a game with players skipping turns. Nor, does that technique insure you never play a "skipper" again.
yes it does ....
robbart wrote:boberz wrote:chessplaya wrote:ummm ignore list and neg feedback this is how i resolve it
i personally consider it a legitimate strategy which is why i wholehaertedly support the skip turn button
Ok, while you might feel it's a legitimate strategy, it sucks for everyone sitting around waiting for you to take your turn, not knowing if/when you are going to go.
Personally, with the lack of a "skip turn" button, that players should announce they are doing that...
chessplaya wrote:robbart wrote:boberz wrote:chessplaya wrote:ummm ignore list and neg feedback this is how i resolve it
i personally consider it a legitimate strategy which is why i wholehaertedly support the skip turn button
Ok, while you might feel it's a legitimate strategy, it sucks for everyone sitting around waiting for you to take your turn, not knowing if/when you are going to go.
Personally, with the lack of a "skip turn" button, that players should announce they are doing that...
i dont like it when other players miss a turn unless they tell me in chat why they missed a turn
but nothing i can do about it , unless try to weaken that player as much as i can
Jove wrote:I'm in a game with 2 others and one skipped a turn to get more troops and took a continent with it. Now both have skipped a turn, how would you deal with this sort of situation?
Gengoldy wrote:Of all the games I've played, and there have been some poor sports and cursing players out there, you are by far the lowest and with the least class.
aage wrote:Never trust CYOC or pancake.
pancakemix wrote:Wait for Lack to change it so skipped turns don't provide extra armies.
Jove wrote:Just to clearify- 3 people, Standard, Freestyle, no cards, fort. unlimited
Chalupacabra wrote:If you completely remove any armies gained on a missed turn then anyone with occasional commitments in real life is discouraged from playing at all.
Chalupacabra wrote:My suggestion would be to make it so that if you miss 3 turns in a game (and they don't have to be consecutive) then you're out. It may be tough for those longer games, but it will provide some incentive to play the game as it was meant to be. While it's a valid tactic, I don't consider it to be an honorable one.
Chalupacabra wrote:pancakemix wrote:Wait for Lack to change it so skipped turns don't provide extra armies.
That's a tough line to draw. I missed a turn in a few games this weekend because I was on travel and the hotel wireless was acting up before I left. I tried to have no games going when I left, but many games will run longer than a few weeks so it's tough to plan accordingly. If you completely remove any armies gained on a missed turn then anyone with occasional commitments in real life is discouraged from playing at all.
My suggestion would be to make it so that if you miss 3 turns in a game (and they don't have to be consecutive) then you're out. It may be tough for those longer games, but it will provide some incentive to play the game as it was meant to be. While it's a valid tactic, I don't consider it to be an honorable one.
aage wrote:Never trust CYOC or pancake.
Sparqs wrote:Chalupacabra wrote:My suggestion would be to make it so that if you miss 3 turns in a game (and they don't have to be consecutive) then you're out. It may be tough for those longer games, but it will provide some incentive to play the game as it was meant to be. While it's a valid tactic, I don't consider it to be an honorable one.
This sounds like a reasonable improvement to me. Arguments against?
Good point. The formula could be a little more complex. For example, it might include some or all of these components:yorkiepeter wrote:Sparqs wrote:Chalupacabra wrote:My suggestion would be to make it so that if you miss 3 turns in a game (and they don't have to be consecutive) then you're out. It may be tough for those longer games, but it will provide some incentive to play the game as it was meant to be. While it's a valid tactic, I don't consider it to be an honorable one.
This sounds like a reasonable improvement to me. Arguments against?
missing 3 turns out of 500 rounds in a 6 month game is not deadbeating
Sparqs wrote:
[...] The formula could be a little more complex. For example, it might include some or all of these components:It would seem this is all moot, though, if the plan is really to eliminate the army multiplication.
- Miss 3 consecutive turns and you're out, overrides everything else.
- Miss a turn, get a strike.
- 3 strikes and you're out.
- Clear a strike for taking X turns in a row (e.g. 10).
- To accommodate those with access limited to the work week, allow players to register a 60-hour weekend (shown in their profile) when they won't have access. No booting if your 3rd strike falls on the weekend (consecutive missed turns still applies).
- When a player takes a turn, note that in a "timestamp of most recent turn" field in the DB (I'm sure it does this already, given the 'active players' list). When it comes time for CC to skip a player's turn in a game, check that player's timestamp. If they took a turn in different game in the last 24 hours, then BOOT.
flashleg8 wrote:Sparqs wrote:
[...] The formula could be a little more complex. For example, it might include some or all of these components:It would seem this is all moot, though, if the plan is really to eliminate the army multiplication.
- Miss 3 consecutive turns and you're out, overrides everything else.
- Miss a turn, get a strike.
- 3 strikes and you're out.
- Clear a strike for taking X turns in a row (e.g. 10).
- To accommodate those with access limited to the work week, allow players to register a 60-hour weekend (shown in their profile) when they won't have access. No booting if your 3rd strike falls on the weekend (consecutive missed turns still applies).
- When a player takes a turn, note that in a "timestamp of most recent turn" field in the DB (I'm sure it does this already, given the 'active players' list). When it comes time for CC to skip a player's turn in a game, check that player's timestamp. If they took a turn in different game in the last 24 hours, then BOOT.
Overly complicated and draconian in my opinion. I really don't think this phenomenon is much of a problem. People miss turns - things happen in real life unexpectedly and especially over longer games. Players sometimes have limited times to take there turns (wife/gf/boss screaming at them to leave the computer alone!) and sometimes it’s just not possible to get through all your games in the limited time you have – your rule would penalise you harshly for this. I really don't think the double army is much of a problem either (or an effective strategy) - just deploy a defense towards the expected counter assault. You had the same amount of troops - what did you do with yours? Waste them? Why complain then? I personally see it as a lucky bonus if an opposing player misses a turn – I have free reign for a turn to make him/her respond to my move.
If you’re premium then it doesn't matter if the game is slowed up by someone missing a turn and if you’re not premium and you’re so worked up about it - for f***'s sake go premium tight fist, it'll hardly break the bank!
Using all components may be too complicated, but those are just some options.Overly complicated
I disagree. If you don't have time to play enough of your games in a CC session to keep from being booted under such flexible conditions, you are entered in too many games. And your inability to manage your time is affecting other people. Yes, real life takes priority - by far - but the point of additional complexity it to help account for that while retaining fair play. The current system might be considered draconian by someone who gets booted under its rules - there's always a line. The question here is, where should that line be drawn?sometimes it’s just not possible to get through all your games in the limited time you have – your rule would penalise you harshly for this
I somewhat agree with this. I used to fully agree, but when someone put forth the explanation that the double or triple armies have much more flexibility in placement than you did, that they get to deploy a big stack on whatever your weakest available point is, and you had to spread thin to keep from leaving a hole - it changed my perception. Suffering the results of such occurrences, intentional strategy or otherwise, helps too. While not a magic roll-a-6 button, it is certainly an advantage. As mentioned, it appears that the PTB have this on the change list, so it might be that they agree it is an unfair advantage.I really don't think the double army is much of a problem either (or an effective strategy)
I'm going to assume that this whole section is rhetorical, as clicking the Profile button would indicate my membership status. I play plenty of games, and it matters to me when they're slow. I'm not looking for realtime in these games, but only 1 turn every 4 or 5 days due to semi-deadbeats absolutely matters. And I've seen plenty of chat in games from New Recruits who didn't expect 2-4 days between turns. Some didn't come back. That's a potential loss of not-yet-premium players that is unnecessary.If you’re premium then it doesn't matter...
Return to Conquer Club Discussion
Users browsing this forum: No registered users