[GP] Surrender/Resign/Forfeit Button
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- Laughing.Boy
- Posts: 31
- Joined: Fri Mar 27, 2009 11:39 am
Re: kick players for missing turns quicker
What about this option?
This is only for casual game times of 24-hour turns. In any consecutive three-turn miss streak, the first round you have the full 24 hours, like any other round. Miss that, and your next round gives you eight-less hours; 16. Miss that, and you have eight-less hours the next and final round; 8. Assuming that everyone takes their turn instantly and wastes no time, that's essentially 48 hours instead of 72. (Assuming the games is more realistic, there will be at least a few hours between each turn.) If you miss a turn, but take your next turn, clock resets to 24-hours.
Now, the obvious flaw in this is sixteen hours can easily cover a normal sleep and work cycle; something that normally exists back-to-back. Eight hours is even easier.
Potentially this could be circumvented by reseting the clock whenever a player with a missed turn Enters the game they missed a turn in. It doesn't reset their missed turns, but it doesn't reduce the time they have when their turn does come up. i.e. Bob misses turn #3. He sleeps through his reduced, 16-hour turn window for turn #4, but logs into conquerclub an hour after his 2nd turn expired and enters the game to see what happened. This resets the clock, so his window for turn #5 is 24-hours again. However, Bob's really a complete deadbeat and misses that 24-hour window, missing turn #5 and thus has missed three turns in a row. Thus, he is dropped from the game.
Total time he's wasted of the other players: 60 hours. Big difference? Not really, but 12 hours saved is 12 hours saved. Had he not logged in, he would have wasted only 48 hours of the other players; a full day saved.
But, if the rules haven't changed by now with the other ideas, I'm sure they won't change without some sort of really, really good reason.
This is only for casual game times of 24-hour turns. In any consecutive three-turn miss streak, the first round you have the full 24 hours, like any other round. Miss that, and your next round gives you eight-less hours; 16. Miss that, and you have eight-less hours the next and final round; 8. Assuming that everyone takes their turn instantly and wastes no time, that's essentially 48 hours instead of 72. (Assuming the games is more realistic, there will be at least a few hours between each turn.) If you miss a turn, but take your next turn, clock resets to 24-hours.
Now, the obvious flaw in this is sixteen hours can easily cover a normal sleep and work cycle; something that normally exists back-to-back. Eight hours is even easier.
Potentially this could be circumvented by reseting the clock whenever a player with a missed turn Enters the game they missed a turn in. It doesn't reset their missed turns, but it doesn't reduce the time they have when their turn does come up. i.e. Bob misses turn #3. He sleeps through his reduced, 16-hour turn window for turn #4, but logs into conquerclub an hour after his 2nd turn expired and enters the game to see what happened. This resets the clock, so his window for turn #5 is 24-hours again. However, Bob's really a complete deadbeat and misses that 24-hour window, missing turn #5 and thus has missed three turns in a row. Thus, he is dropped from the game.
Total time he's wasted of the other players: 60 hours. Big difference? Not really, but 12 hours saved is 12 hours saved. Had he not logged in, he would have wasted only 48 hours of the other players; a full day saved.
But, if the rules haven't changed by now with the other ideas, I'm sure they won't change without some sort of really, really good reason.
Re: kick players for missing turns quicker
Woodruff wrote:I also receive an email for each turn for every game (when it's my turn).
Only the initial game email is automatic for all players, the RSS feed, plugin or whatever type of notifyer you use is an add-on option.
Re: kick players for missing turns quicker
oVo wrote:Woodruff wrote:I also receive an email for each turn for every game (when it's my turn).
Only the initial game email is automatic for all players, the RSS feed, plugin or whatever type of notifyer you use is an add-on option.
I do not use an RSS feed, plugin or any other notifier. I get many e-mails from info@conquerclub.com (I believe that is the sender, can't check just now) telling me it is my turn in game such-and-such. These are sent to the e-mail address on the Profile tab on the User Control Panel. You might want to check your ConquerClub-registered e-mail account. You might have a dead account, or spam filtering, or a REALLY full inbox.
- PersonalCommande
- Posts: 5
- Joined: Mon Dec 08, 2008 8:12 am
- Location: Melbourne, Australia
Re: kick players for missing turns quicker
My 2c worth...
Half troop builds for deadbeats, don't let them save up to see how the game is going.
1 miss in first 5 rounds
2 misses to 10 rounds
3 misses to 20 rounds
3 consecutive after that.
PC
Half troop builds for deadbeats, don't let them save up to see how the game is going.
1 miss in first 5 rounds
2 misses to 10 rounds
3 misses to 20 rounds
3 consecutive after that.
PC
Re: kick players for missing turns quicker
I'm a brand new player (I'm in four games) and I already see the problem people are talking about since two games have people that missed their first two turns.
If you miss your first turn you should be out. This takes care of people who sign up and forget...people who don't really want to play...people who join just to disrupt playing by never showing up...and people who are going to stockpile and come back in.
You'll lose more good players out of frustration of deadbeats than you will by losing the people you kick from games. The people who stay will be ones who actually play.
If you miss your first turn you really didn't want to play that bad AND if something happened to come up out of your control you can join another game anyway.
If you miss your first turn you should be out. This takes care of people who sign up and forget...people who don't really want to play...people who join just to disrupt playing by never showing up...and people who are going to stockpile and come back in.
You'll lose more good players out of frustration of deadbeats than you will by losing the people you kick from games. The people who stay will be ones who actually play.
If you miss your first turn you really didn't want to play that bad AND if something happened to come up out of your control you can join another game anyway.
-
TheBro
- Posts: 750
- Joined: Tue Apr 24, 2007 3:24 pm
- Gender: Male
- Location: The dark side of the moon.
Re: kick players for missing turns quicker
Maybe one should be kicked from the game if they have not logged into their account for a certain amount of days.
No eternal reward will forgive us now for wasting the dawn.
Re: kick players for missing turns quicker
oVo wrote:Woodruff wrote:I also receive an email for each turn for every game (when it's my turn).
Only the initial game email is automatic for all players, the RSS feed, plugin or whatever type of notifyer you use is an add-on option.
I don't use any sort of RSS feed, plug-in or any other add-on for a notifyer. Yet I DO INDEED get an email message for every single turn of every game I'm in. Believe me, I know...I'm usually in between 50-80 games at a time so it's a boatload of emails every day when I get home.
- Dvd Avins
- Posts: 23
- Joined: Sun Oct 28, 2007 12:28 pm
- Gender: Male
- Location: dvdavins at pobox dot com
Request: Unanimous concede option
Request: Unanimous concede option
Specifics:
When it's obvious to everyone who will win, it should be possible for everyone to jointly concede, rather than playing out a foregone conclusion. And to do so without lack of "attendance" or waiting for everyone to time out.
This will improve the following aspects of the site:
Specifics:
When it's obvious to everyone who will win, it should be possible for everyone to jointly concede, rather than playing out a foregone conclusion. And to do so without lack of "attendance" or waiting for everyone to time out.
This will improve the following aspects of the site:
- It would let us focus on competitive games without the chore of attending to games that are effectively over.
- It would lighten the load on the game server.
- hwhrhett
- Posts: 3120
- Joined: Fri Jun 02, 2006 8:55 pm
- Gender: Male
- Location: TEXAS --- The Imperial Dragoons
Re: Request: Unanimous concede option
Dvd Avins wrote:Request: Unanimous concede option
Specifics:
When it's obvious to everyone who will win, it should be possible for everyone to jointly concede, rather than playing out a foregone conclusion. And to do so without lack of "attendance" or waiting for everyone to time out.
This will improve the following aspects of the site:
- It would let us focus on competitive games without the chore of attending to games that are effectively over.
- It would lighten the load on the game server.
bad idea, would be HEAVILY abused im sure... to manipulate in ways that we have not even imagined before....

Re: Request: Unanimous concede option
well the question comes, how big must the game be in order for this to be allowed?
if 1v1 are allowed then anyone could abuse this left and right,
make a few multi's and beat em all in a couple 1v1s
if 1v1 are allowed then anyone could abuse this left and right,
make a few multi's and beat em all in a couple 1v1s
- Dvd Avins
- Posts: 23
- Joined: Sun Oct 28, 2007 12:28 pm
- Gender: Male
- Location: dvdavins at pobox dot com
Re: Request: Unanimous concede option
How can it be abused if it requires unanimous consent? I suppose sockpuppets could throw points to a cheater's account a little faster than could be done now, but not that much faster. And for how lopsided a game would need to be, that would be entirely up to the players who were losing. So long as there are two players who don't set their resign flags (the leader and one other) the game continues.
Re: Request: Unanimous concede option
This is similar to the single player "concede" option or the SMT (Skip my turn) option already in the forum.
Cut/paste basically the same arguments here.
Cut/paste basically the same arguments here.
- Dvd Avins
- Posts: 23
- Joined: Sun Oct 28, 2007 12:28 pm
- Gender: Male
- Location: dvdavins at pobox dot com
Re: Request: Unanimous concede option
When one player concedes and more than one wants to play on, it's unfair to the players who remain. When EVERYONE views the competitive part of the game over, that doesn't apply. I'll search for the thread you mentioned, but I already know that this one big difference applies.
- Dvd Avins
- Posts: 23
- Joined: Sun Oct 28, 2007 12:28 pm
- Gender: Male
- Location: dvdavins at pobox dot com
Re: Request: Unanimous concede option
OK, I waded through several pages of that, but I admit I didn't get to the end. I see lots of good arguments for not letting one player concede in a multi-=player game. I don't see compelling arguments to keep a game going when the players UNANIMOUSLY decide the outcome is inevitable.
I don't think this would have much use in Escalating spoils games, but it would be useful in Flat Rate and No Spoils.
I don't think this would have much use in Escalating spoils games, but it would be useful in Flat Rate and No Spoils.
Re: Request: Unanimous concede option
Excellent idea.
Rocket.
Rocket.
Re: Request: Unanimous concede option
Dvd Avins wrote:Request: Unanimous concede option
Specifics:
When it's obvious to everyone who will win, it should be possible for everyone to jointly concede, rather than playing out a foregone conclusion. And to do so without lack of "attendance" or waiting for everyone to time out.
This will improve the following aspects of the site:
- It would let us focus on competitive games without the chore of attending to games that are effectively over.
- It would lighten the load on the game server.
Here's how I see this suggestion:
If the game is that clearly no longer in doubt, then it should only take one or two turns to finish it...so just play it out. If the game is not in a position where it could be finished in that sort of timeframe, then I would say it's not actually "no longer in doubt" and everyone but the board leader should be ganging up on the board leader rather than conceding.
- sailorseal
- Posts: 2735
- Joined: Sun May 25, 2008 1:49 pm
- Gender: Male
- Location: conquerclub.com
Re: Request: Unanimous concede option
There was this option long ago but it was removed
-
TruePurple
- Posts: 150
- Joined: Thu Apr 16, 2009 2:13 am
Re: Request: Unanimous concede option
I thought of a alternative to a concede option Victory points for quicker games. So far noones really commented except to ask a question.
- L M S
- SoC Training Adviser
- Posts: 2103
- Joined: Fri Dec 01, 2006 5:00 pm
- Gender: Male
- Location: Denver, Colorado USA
Re: kick players for missing turns quicker
I posted this earlier in the general forum to try and get a discussion going but I was locked and told to report to the suggs and bugs forum.... so here we are.
Deadbeats...grrrr
Postby L M S » Wed Apr 22, 2009 10:57 am
I have increasingly become more and more frustrated by the deadbeat problem. I know its going to happen and I also know CC has done many things to try and mitigate the impact on the game being played. I have two ideas to ADD to the current way CC deals with this issue.
#1- A deadbeat can FUNDAMENTALLY change the dynamics of the game.... this is not ok. For example: 6 person game, into the game lets say 50 rounds (so the army counts are up there and territory borders are well established), a person deadbeats and leaves HUGE stack that is now protecting another players border...... grrr. Sometimes you are the beneficiary of this situation and sometimes not, however this scenario IS common and very unfair. I suggest this possible solution: When a person deadbeats change ALL their remaining army counts (that were greater than 3) to 3 neutral, this would make it to be as if they were never there, thus eliminating the "deadbeat advantage."
Comments?
Also, three missed turns is too long IMO. it should be two.
An unrelated idea is this: add a "skip/forfeit" turn button, this would allow a player to intentionally miss their turn, while it could be misused, I think that in a game that is decided it would help move things along. It seems that near the end of a game it takes way too long to finish when the outcome is clear due to people just giving up.
That is all.
Discuss.
Thanks.
User avatar
Lieutenant L M S
I got this response from Night Strike:
Postby Night Strike » Wed Apr 22, 2009 11:19 am
If games have already lasted 50+ rounds, it probably means that player had an issue come up which forced them to be unavailable. I'm pretty sure those cases don't happen frequently.
Nevertheless, there are already several different topics on these subjects in the Suggestions and Bug Reports forum. You should read through those threads and continue the debates there.
I say this, it is irrelevant what issue a player had come up that force him/her to deadbeat...the impact on the game is the same. Nowhere did I suggest punishment for the "Offending" player, just away to possible lessen the impact of such player on the game in progress
Deadbeats...grrrr
Postby L M S » Wed Apr 22, 2009 10:57 am
I have increasingly become more and more frustrated by the deadbeat problem. I know its going to happen and I also know CC has done many things to try and mitigate the impact on the game being played. I have two ideas to ADD to the current way CC deals with this issue.
#1- A deadbeat can FUNDAMENTALLY change the dynamics of the game.... this is not ok. For example: 6 person game, into the game lets say 50 rounds (so the army counts are up there and territory borders are well established), a person deadbeats and leaves HUGE stack that is now protecting another players border...... grrr. Sometimes you are the beneficiary of this situation and sometimes not, however this scenario IS common and very unfair. I suggest this possible solution: When a person deadbeats change ALL their remaining army counts (that were greater than 3) to 3 neutral, this would make it to be as if they were never there, thus eliminating the "deadbeat advantage."
Comments?
Also, three missed turns is too long IMO. it should be two.
An unrelated idea is this: add a "skip/forfeit" turn button, this would allow a player to intentionally miss their turn, while it could be misused, I think that in a game that is decided it would help move things along. It seems that near the end of a game it takes way too long to finish when the outcome is clear due to people just giving up.
That is all.
Discuss.
Thanks.
User avatar
Lieutenant L M S
I got this response from Night Strike:
Postby Night Strike » Wed Apr 22, 2009 11:19 am
If games have already lasted 50+ rounds, it probably means that player had an issue come up which forced them to be unavailable. I'm pretty sure those cases don't happen frequently.
Nevertheless, there are already several different topics on these subjects in the Suggestions and Bug Reports forum. You should read through those threads and continue the debates there.
I say this, it is irrelevant what issue a player had come up that force him/her to deadbeat...the impact on the game is the same. Nowhere did I suggest punishment for the "Offending" player, just away to possible lessen the impact of such player on the game in progress
- L M S
- SoC Training Adviser
- Posts: 2103
- Joined: Fri Dec 01, 2006 5:00 pm
- Gender: Male
- Location: Denver, Colorado USA
Re: kick players for missing turns quicker
Whoops! sorry I did not mean to hijack your thread..... I was searching for a topic and got excited....
- L M S
- SoC Training Adviser
- Posts: 2103
- Joined: Fri Dec 01, 2006 5:00 pm
- Gender: Male
- Location: Denver, Colorado USA
Deadbeats are changing the game
I posted this earlier in the general forum to try and get a discussion going but I was locked and told to report to the suggs and bugs forum.... so here we are.
Deadbeats...grrrr
Postby L M S » Wed Apr 22, 2009 10:57 am
I have increasingly become more and more frustrated by the deadbeat problem. I know its going to happen and I also know CC has done many things to try and mitigate the impact on the game being played. I have two ideas to ADD to the current way CC deals with this issue.
#1- A deadbeat can FUNDAMENTALLY change the dynamics of the game.... this is not ok. For example: 6 person game, into the game lets say 50 rounds (so the army counts are up there and territory borders are well established), a person deadbeats and leaves HUGE stack that is now protecting another players border...... grrr. Sometimes you are the beneficiary of this situation and sometimes not, however this scenario IS common and very unfair. This is ONE example, it can be in a brand new game as well. I suggest this possible solution: When a person deadbeats change ALL their remaining army counts (that were greater than 3) to 3 neutral, this would make it to be as if they were never there, thus eliminating the "deadbeat advantage."
Comments?
Also, three missed turns is too long IMO. it should be two.
An unrelated idea is this: add a "skip/forfeit" turn button, this would allow a player to intentionally miss their turn, while it could be misused, I think that in a game that is decided it would help move things along. It seems that near the end of a game it takes way too long to finish when the outcome is clear due to people just giving up.
That is all.
Discuss.
Thanks.
I got this response from Night Strike:
Postby Night Strike » Wed Apr 22, 2009 11:19 am
If games have already lasted 50+ rounds, it probably means that player had an issue come up which forced them to be unavailable. I'm pretty sure those cases don't happen frequently.
Nevertheless, there are already several different topics on these subjects in the Suggestions and Bug Reports forum. You should read through those threads and continue the debates there.
I say this, it is irrelevant what issue a player had come up that force him/her to deadbeat...the impact on the game is the same. Nowhere did I suggest punishment for the "Offending" player, just away to decrease the impact of said deadbeat on the game in progress
Deadbeats...grrrr
Postby L M S » Wed Apr 22, 2009 10:57 am
I have increasingly become more and more frustrated by the deadbeat problem. I know its going to happen and I also know CC has done many things to try and mitigate the impact on the game being played. I have two ideas to ADD to the current way CC deals with this issue.
#1- A deadbeat can FUNDAMENTALLY change the dynamics of the game.... this is not ok. For example: 6 person game, into the game lets say 50 rounds (so the army counts are up there and territory borders are well established), a person deadbeats and leaves HUGE stack that is now protecting another players border...... grrr. Sometimes you are the beneficiary of this situation and sometimes not, however this scenario IS common and very unfair. This is ONE example, it can be in a brand new game as well. I suggest this possible solution: When a person deadbeats change ALL their remaining army counts (that were greater than 3) to 3 neutral, this would make it to be as if they were never there, thus eliminating the "deadbeat advantage."
Comments?
Also, three missed turns is too long IMO. it should be two.
An unrelated idea is this: add a "skip/forfeit" turn button, this would allow a player to intentionally miss their turn, while it could be misused, I think that in a game that is decided it would help move things along. It seems that near the end of a game it takes way too long to finish when the outcome is clear due to people just giving up.
That is all.
Discuss.
Thanks.
I got this response from Night Strike:
Postby Night Strike » Wed Apr 22, 2009 11:19 am
If games have already lasted 50+ rounds, it probably means that player had an issue come up which forced them to be unavailable. I'm pretty sure those cases don't happen frequently.
Nevertheless, there are already several different topics on these subjects in the Suggestions and Bug Reports forum. You should read through those threads and continue the debates there.
I say this, it is irrelevant what issue a player had come up that force him/her to deadbeat...the impact on the game is the same. Nowhere did I suggest punishment for the "Offending" player, just away to decrease the impact of said deadbeat on the game in progress
- cicero
- Posts: 1358
- Joined: Wed Mar 07, 2007 1:51 pm
- Location: with the infected neutrals ... handing out maps to help them find their way to CC
Re: Deadbeats are changing the game
Hiya LMS, good to see you in Suggestions & Bug Reports.
The two ideas you raise have both been suggested already:
"Skip Turn" button
kick players for missing turns quicker (which you seem to have found already
)
Please join in the discussion in the existing topics.
Cicero
The two ideas you raise have both been suggested already:
"Skip Turn" button
kick players for missing turns quicker (which you seem to have found already
Please join in the discussion in the existing topics.
Cicero
- cicero
- Posts: 1358
- Joined: Wed Mar 07, 2007 1:51 pm
- Location: with the infected neutrals ... handing out maps to help them find their way to CC
Re: "Skip turn" button
Merge post:
Skip Turn - posts 20 May 2006 to 26 April 2008 - first post here
"Skip turn" button - posts 19 to 22 May 2008 - first post here
Cicero
Skip Turn - posts 20 May 2006 to 26 April 2008 - first post here
"Skip turn" button - posts 19 to 22 May 2008 - first post here
Cicero
- L M S
- SoC Training Adviser
- Posts: 2103
- Joined: Fri Dec 01, 2006 5:00 pm
- Gender: Male
- Location: Denver, Colorado USA
Re: "Skip turn" button
How about a forfeit turn button.... this would be handy at the end of games when the outcome is clear.... using this option you would forfeit your turn AND your armies.
