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:sadpanda:

Posted: Fri Apr 28, 2006 5:47 am
by Itrade
lackattack wrote:I hear you guys. I'm going to have variable round times, including 5 minute Speed Risk. Will be available sometime in February.


Dude, it's like almost June. And this option would be so awesome to have.

Posted: Fri Apr 28, 2006 7:10 am
by wacicha
give lack a break withall the changes he is doing the cheaters he is finding the new servors he has to keep moving the site tothe maps he keeps adding i'm amazed he done what he did

Re: :sadpanda:

Posted: Fri Apr 28, 2006 7:32 am
by lackattack
Itrade wrote:
lackattack wrote:I hear you guys. I'm going to have variable round times, including 5 minute Speed Risk. Will be available sometime in February.


Dude, it's like almost June. And this option would be so awesome to have.


Ummm.. yeah, like February 2007!

Posted: Fri Apr 28, 2006 7:37 am
by Black Jack
I'm easy to please... I would settle for:

1. 24-hr time limit

2. 12-hr time limit

3. 8-hr time limit

lmao....

Posted: Fri Apr 28, 2006 7:39 am
by YP_Legend
:arrow:
Ummm.. yeah, like February 2007!


heh heh heh heh..... :D

YP

Posted: Fri Apr 28, 2006 9:57 am
by hotgun
Black Jack wrote:I'm easy to please... I would settle for:

1. 24-hr time limit

2. 12-hr time limit

3. 8-hr time limit


those ARE good times limits to have... but there should be a 4 hour one to go with it

Posted: Fri Apr 28, 2006 11:47 am
by thegrimsleeper
While you're at it, why not go down to 2 hours and 1 hour.

Of course, what we're all REALLY after is 5 minute Speed Risk, isn't it?

Posted: Fri Apr 28, 2006 12:15 pm
by Pristella
I'd say that with 24 hour time limit, maybe 12 hours too, but the next thing should be something like ten minutes, as five minutes sounds a bit short. 4 and 8 hours sound pretty silly, as people need to sleep and work, too. ;) 1 hour even worse - a 6 player game could take max 6 hours per round with that, whereas 10 minute time limit would make it max one hour per round. Even one person missing turns slows a round, so four rounds with 1 hour limit per turn would take about 5 hours if one player were a deadbeat and others were plaing pretty fast...

Speed Risk sounds great. :)

Posted: Fri Apr 28, 2006 12:26 pm
by Jota
I often can't even finish a turn in five minutes. Fifteen or twenty would be better, especially considering the need for bathroom breaks.

Posted: Fri Apr 28, 2006 12:54 pm
by Black Jack
I can see where some players may wish to hot-seat it... I hope you get it.

Two or three game-turns a day... is more suited for my type of play.

Plus, I figured that the programming would be a lot easier for 24, 12, 8 hour time limits... than fast play.

Posted: Fri Apr 28, 2006 8:06 pm
by nhulbert
lackattack wrote:I hear you guys. I'm going to have variable round times, including 5 minute Speed Risk. Will be available sometime in February.


You said "Risk". Might want to change that, Lack.

Posted: Sat Apr 29, 2006 12:14 am
by Itrade
nhulbert wrote:
lackattack wrote:I hear you guys. I'm going to have variable round times, including 5 minute Speed Risk. Will be available sometime in February.


You said "Risk". Might want to change that, Lack.


Hush, he also said February :/

What happened mang? I wasn't actively looking forward to this but re-reading this old thread made me go all "Yeeeeeeeah, about that..."

Posted: Sat Apr 29, 2006 7:36 pm
by Hoff
A 5 minute speed risk would be the best option ever. I can't wait.

Time limit selection?

Posted: Sun May 07, 2006 12:11 pm
by BigGag
I love this site and I appreciate the fact that you are open to suggestions. I would love to see a time limit selection when you make a game. Instead of the 24 hours time limit for turns could you add some more options? 10 min, 30 min, 1 hour, 2hour, 12 hour and 24 hours. Just a thought!

Posted: Sun May 07, 2006 12:14 pm
by juggalonw
Great minds think alike. I just posted a similar post

Quick Game Room

Posted: Wed May 10, 2006 11:24 am
by vanmonster
I think it would be a great idea to add a quick game room with round times of an hour and turn times of 15 min.

This room would be for people that don't want to spend 3 days in one game.

There could also be a new stat with this so people can pick up alot of points. Like number of quick game won or points. or these game could be worth less points.

Posted: Wed May 10, 2006 2:06 pm
by UTGreen
Hmm, for some reason I double posted... I'm going to blame the browser. Anyway, my response is below.

Posted: Wed May 10, 2006 2:15 pm
by UTGreen
Yeah, I'm going to contend again that quick game rooms don't work. But the topic's being discussed at http://www.conquerclub.com/forum/viewtopic.php?t=1321 for being able to set the turn time. At first glance it seems like a good idea, but it just really doesn't work... Either you don't give people enough time to make their turns, or you end up forcing people to sit by a computer for 10 hours or we have a ton of forfeits, making scores less meaningful and having people ditch out on interesting games.

Risk is inherently a long, turn based game. It's not checkers, it's not even chess... you can't make a meaningful declaration as to how long a game *should* take.

Besides, if when the 6th person started the game the timer was operating that would mean everyone would have to be ready to go immediately or risk deadbeating a game in 40 minutes. Do you want to create a game and then wait by your computer patiently until a game starts? Do you believe all of your opponents will.

Not to mention (though Lack or someone else who understands such things better would have to back me up) this would likely increase the number of people taking turns at any one time and put pressure on the server.

Finally, your score doesn't and won't move quickly playing Risk. Even with a premium membership, and 90 games at a time your ability to move your score quickly means being really skilled or really unskilled, or otherwise just being patient and accepting the fact that most everyone spends a lot of time in the 800-1300 range.

If you want a fast game, invest $25 with Hasbro and find some friends... but even then many games span over 2 or 3 days.

Round Time

Posted: Sun May 14, 2006 2:07 pm
by howie
Is 24 hours to long, I reckon it is, but I can see why it is this long however wouldn't it be nice to have a setting where a person can choose how long each round lasts?

Posted: Sun May 14, 2006 2:49 pm
by qeee1
Firstly, this should be in the suggestions forum. But anyway, yeah, it's been brought up many times and is on Lacks to do list... I'm pretty sure...

Posted: Mon May 15, 2006 8:27 am
by howie
Ok thanks for the reply qee :) sorry posted it in wrong forum

new suggestion for "fast" games

Posted: Tue May 16, 2006 12:01 pm
by eddymush
For some of us who work and have free time, we have the abailty to play all day, can you make a game setting the=at would be called, something like fast, or quick or something that would indicatre that people who play in this parfticular game want this to be a fast game. to get over in a few hours.

game speed

Posted: Thu Jun 01, 2006 10:20 pm
by evster
Sometimes you would prefer a real-time game.

I suggest time limit compression either variable turn/round length or 15 min/1 hour

There needs to be a way to change the time on turns

Posted: Fri Jun 02, 2006 10:31 am
by MotorBoatnSOB
24 hours is a long turnaround. Some of us wish to play an 8 hour game (at the longest, while at work ;) ). I don't want to play this game for 3 months. Also there has to be a surrender button. We made the mistake of creating a public game for private people and some of you truly take 24 hours for a move. I wish to quit this game and open a private one.

Posted: Fri Jun 02, 2006 10:45 am
by Jota
Twill, is there any sort of moderation option for consolidating new threads (started by people who apparently haven't actually read anything anyone else has posted) into existing threads on the same topics?