[GP/UI] Polymorphic Deadbeats[Implemented]

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Gilligan
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[GP/UI] Polymorphic Deadbeats[Implemented]

Post by Gilligan »

Concise description:
  • Change the conditions necessary for a polymorphic deadbeat

Specifics/Details:
  • Currently, the same player on a polymorphic team has to miss 3 in a row to deadbeat. In these games, you can be waiting up to 12 days for a full team to deadbeat. Not to mention if players come back after 11 misses. I propose that ANY consecutive 3 misses, regardless of color, is a win for the other team.

How this will benefit the site and/or other comments:
  • Makes polymorphic games a bit more fair
  • Makes games shorter for those waiting on deadbeats
  • It's essentially the same player missing 3 turns, so should be treated no differently than other deadbeating standards
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koontz1973
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Re: Polymorphic Deadbeats

Post by koontz1973 »

And here I was thinking that is was three turns (different colours as well) for deadbeats. This does need to be changed.
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DoomYoshi
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Re: Polymorphic Deadbeats

Post by DoomYoshi »

I don`t think that there is any doubt this is not how it was meant to be. I would almost consider this a bug.

SUBMITTED
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Metsfanmax
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Re: Polymorphic Deadbeats

Post by Metsfanmax »

DoomYoshi wrote:I don`t think that there is any doubt this is not how it was meant to be. I would almost consider this a bug.

SUBMITTED


I'm fine with this being submitted -- but take a look at this thread to see bigWham's comments on the subject.

viewtopic.php?f=472&t=197336
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DoomYoshi
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Re: Polymorphic Deadbeats

Post by DoomYoshi »

Sure, it will take a while.

This is sort of like not getting cards if you don`t click end turn.

It was never intended, and may never be fixed. But it belongs in submitted.
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agentcom
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Re: Polymorphic Deadbeats

Post by agentcom »

DoomYoshi wrote:Sure, it will take a while.

This is sort of like not getting cards if you don`t click end turn.

It was never intended, and may never be fixed. But it belongs in submitted.


Great analogy!
chompskie
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deadbeaters carry on for multiple turns in polymorphic games

Post by chompskie »

please changes the rules so that during polymorphic games you don't have to play x #ofplayers x 2 turns. Should be if they miss 2-3 turns that's it. game over. If your playing 3 v 3 poly you currently have to play 11 turns before the sys kicks the deadbeat.
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Swimmerdude99
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Re: [GP/UI] Polymorphic Deadbeats

Post by Swimmerdude99 »

I think this should be changed! Takes way to long for a deadbeat to beat and can be obnoxious in a speed game. 9 turns on 3 minutes = 27 minutes of waiting to make sure they aren't cheating and gonna come back O_O
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spiesr
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Re: deadbeaters carry on for multiple turns in polymorphic g

Post by spiesr »

This is not a Bug. Requests for changes belong in the Suggestions Forum.
A suggestion exists to change this behavior. Feel free to express your opinion in that thread if you desire.
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Jdsizzleslice
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Re: deadbeaters carry on for multiple turns in polymorphic g

Post by Jdsizzleslice »

MOVED to Suggestions
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spiesr
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Re: [GP/UI] Polymorphic Deadbeats

Post by spiesr »

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Gweeedo
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Re: [GP/UI] Polymorphic Deadbeats

Post by Gweeedo »

Please change the rule for habitual deadbeating.
You reach a certain attendance percentage, you only get to miss two turns per game...attendance percentage drops further you are allowed only one turn before you are ejected from the game.

I think this might curb further turn loss from those who use it as a strategy.
Maybe link the penalty to Ratings. If another players rates them as a deadbeat along with low attendance percentage, they receive the one or two turn loss per game before they are ejected.
This would allow for games that encourage deadbeating (lost games or other type situations).
ManBungalow
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Polymorphic...actually deadbeat after 3 consecutive misses

Post by ManBungalow »

Concise description:
  • An opponent should be kicked after three consecutive misses in a polymorphic game.

Specifics/Details:
  • At the moment, manbungalow-red, manbungalow-green, manbungalow-blue and manbungalow-yellow must all miss 3 consecutive turns in order for manbungalow to be kicked.
  • This equates to 6 consecutive missed turns for doubles, 9 for triples, 12 for quads. That's a long time to wait.

How this will benefit the site and/or other comments:
  • Deadbeaters won't be quite so irritating to polymorphic players.
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Metsfanmax
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Re: [GP/UI] Polymorphic Deadbeats

Post by Metsfanmax »

Merged
ManBungalow
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Re: [GP/UI] Polymorphic Deadbeats

Post by ManBungalow »

Oops, I didn't see this thread. I didn't think to check the submitted suggestions area.
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Shannon Apple
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Re: [GP/UI] Polymorphic Deadbeats

Post by Shannon Apple »

Gweeedo wrote:Please change the rule for habitual deadbeating.
You reach a certain attendance percentage, you only get to miss two turns per game...attendance percentage drops further you are allowed only one turn before you are ejected from the game.

I think this might curb further turn loss from those who use it as a strategy.

Um, I think you're missing the point, Gweedo. In this case, people aren't using it as a strategy. They are using it to get out of a polymorphic game they have already lost because there is no forfeit button. This should not be against the rules, but should in fact be easier to do.

Possibly the worst thing about this is games like USA 2.1. After a few rounds, the game is decided. Say if you are playing Poly quads and it last 10 rounds, that is in fact equal to 40 rounds while it may have been decided at round 4. People tend to deadbeat to get out of it, but it takes what appears like 12 rounds to actually deadbeat.

I would love to see this fixed as well.
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blakebowling
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Re: [GP/UI] Polymorphic Deadbeats

Post by blakebowling »

I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)
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Dukasaur
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Re: [GP/UI] Polymorphic Deadbeats

Post by Dukasaur »

blakebowling wrote:I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)

Good work!
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king achilles
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Re: [GP/UI] Polymorphic Deadbeats

Post by king achilles »

Returned to Submitted Suggestions forum until further update or notice.
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Donelladan
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Re: [GP/UI] Polymorphic Deadbeats

Post by Donelladan »

Still waiting for it. Really painful when playing speed games. Is there any hope this will be fixed anytime soon?
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Kexor
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Deadbeating in polymorphic games

Post by Kexor »

Concise description:
  • Make the missed turns counter for deadbeating in polymorphic games player (polymorphic team) based rather than slot based.

Specifics/Details:
  • Right now in polymorphic games each slot of a player deadbeats separately which can mean 12 days to deadbeat in Polymorphic with 4 slots per player.
  • I suggest changing this to 3 consecutive turns by a player (so polymorphic team) to be more along the lines of 3 days in other game types.

How this will benefit the site and/or other comments:
  • It will shorten the amount of time a game drags on if a player doesn't log back in to take turns. Especially in games where cleaning up is slow and tedious (trench, no forts, big maps).
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spiesr
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Re: [GP/UI] Polymorphic Deadbeats

Post by spiesr »

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iAmCaffeine
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Re: [GP/UI] Polymorphic Deadbeats

Post by iAmCaffeine »

Any ideas when this will be implemented? I assume it's one of the most simple yet logical submitted suggestions at the moment.
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stahrgazer
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Re: [GP/UI] Polymorphic Deadbeats

Post by stahrgazer »

What happened with this:

blakebowling wrote:I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)
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kennys777
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Re: [GP/UI] Polymorphic Deadbeats

Post by kennys777 »

Still a bug then, because...

Game 14849785

Game 14849787

Both of these games should have been over...Guess I will wait the 9 days for it end...But by then my opponents deferred troops will be so great it won't even matter what strategic moves I make if he returns on the 8th day...
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