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[PC] Average Turn Taking Time

Posted:
Wed Nov 15, 2006 4:54 pm
by conman71
i dont know if this is possible, but...with all of the data the game logs record, maybe there is some way to make a little "Average Turn Time" Box, next to the feedback score for each player perhaps. It might be possible to take the times between the end of the previous players' turns, and the beginning of "John Doe's" turns, and average them together to make a score. It would be helpful in choosing games to enter and players to play with -- obviously a player with a 1 hour score would be a better choice than a 10 hour average. just an idea, i have no idea if or how its possible

Posted:
Wed Nov 15, 2006 6:04 pm
by what,me worry?
Thats a really good idea. I second the motion to create an average time clock.

Posted:
Wed Nov 15, 2006 6:14 pm
by tals
Nice idea - although bear in mind time zone can factor very heavily in how quickly turns occur.
I'd like to see the nation flags against players names in the games list so we can see at a glance tz games which may suit
Tals

Posted:
Wed Nov 15, 2006 6:19 pm
by Megatron
while your at it, why not include a number of missed turns on a persons profile, that way if you saw someone has missed 300 turns in 100 games, you would know to expect missed turns from that person.

Posted:
Wed Nov 15, 2006 7:01 pm
by RexRegis
Great idea...
average time next to scores...
and maybe total missed turns in profile... to see who is likely to miss turns...
everyone misses a turn now and then so don't start to complain about that. but the ones the frequently misses turns, strategic or not would be nice to look up.
question would a missed turn count as 24 hours in the average or wouldn't it count?
I think
a) if we have # missed turns in profile a missed turn shouldn't be counted at all.
b) if we don't have # missed turns in profile the missed turn should be calculated as 24 hours.

Posted:
Wed Nov 15, 2006 7:10 pm
by AndyDufresne
I am intrigued by the idea of number of missed turns in the profile, but not by the other average time idea.
--Andy

Posted:
Wed Nov 15, 2006 7:25 pm
by sfhbballnut
Agreed, missed turns counter is a good idea, but a score based on how often you take your turn is just stupid.


Posted:
Wed Nov 15, 2006 7:30 pm
by Misiek
Both ideas could turn out to be useful,great thinking.Hopefully someone will take a closer look at the possibilty of initating that.

Posted:
Thu Nov 16, 2006 2:40 pm
by Dlakavi
Missed turns: good idea
Average turn time:bad idea
Why is it a bad idea:
I play a lot of rt games and because of that me and people like me would get very fast turn time even if they usually take forever to play

Posted:
Thu Nov 16, 2006 4:10 pm
by wcaclimbing
Megatron wrote:while your at it, why not include a number of missed turns on a persons profile, that way if you saw someone has missed 300 turns in 100 games, you would know to expect missed turns from that person.
what if it was a premium member playing 100 games at a time, that went on a one week vacation and deadbeated each game.
deadbeat=3 missed turns
3 missed turns X 100 games = 300 missed turns.

Posted:
Thu Nov 16, 2006 4:14 pm
by Megatron
wcaclimbing wrote:Megatron wrote:while your at it, why not include a number of missed turns on a persons profile, that way if you saw someone has missed 300 turns in 100 games, you would know to expect missed turns from that person.
what if it was a premium member playing 100 games at a time, that went on a one week vacation and deadbeated each game.
deadbeat=3 missed turns
3 missed turns X 100 games = 300 missed turns.
I would hope most premium players know better than to join that many games when vacation is coming up, however, even so, if they were not a chronic deadbeater and played a lot of games like that, then the ratio of missed turns to games completed would not be that bad.
I'm willing to bet that if they do this, you will see some people with 5 to 1 missed turns to completed games ratio or worse, and those are the people you will avoid if you don't like to play people who miss turns frequently.

Posted:
Thu Nov 16, 2006 4:58 pm
by tals
Dlakavi wrote:Missed turns: good idea
Average turn time:bad idea
Why is it a bad idea:
I play a lot of rt games and because of that me and people like me would get very fast turn time even if they usually take forever to play
Your logic mystifies me - indulge me. If you usually take a long time to do a turn then your average turn time will be poor, if you usually do it quickly then it will be short. What makes you think this wouldn't be the case.
I still think it doesn't work because of time zones - just your logic is strange
Tals

Posted:
Thu Nov 16, 2006 5:59 pm
by Dlakavi
tals wrote:Dlakavi wrote:Missed turns: good idea
Average turn time:bad idea
Why is it a bad idea:
I play a lot of rt games and because of that me and people like me would get very fast turn time even if they usually take forever to play
Your logic mystifies me - indulge me. If you usually take a long time to do a turn then your average turn time will be poor, if you usually do it quickly then it will be short. What makes you think this wouldn't be the case.
I still think it doesn't work because of time zones - just your logic is strange

Tals
lets say I play at least rt game everyday
Everyday i play about 7 turns in that rt and get a average time of 1 minute
In a normal game I take a turn in 12 hours.
Im not a premium so i have 3 of the other game slots free.
That means 3 turns a day that are on the average 12 hours long.
So my average time would be 3*12hours + 7*1 minutes=36 hours and 7 minutes/10turns = 3 and 35 mins.
So my responce time would say 3:40 which isnt true.
Hope you understand:you could lower your average turn time very quickly by playing rt games and mask that you usually take forever to play.
That is what i meant with that post

Posted:
Thu Nov 16, 2006 6:28 pm
by stlcard1521
i like the score idea better than just # of missed turns straight up. maybe do % turns missed- so it is easier to gauge how often the person actually misses turns. 10 missed turns is no big deal for a guy who has been playing several months, but its a lot for someone playing 2 weeks. itd make the statistic more meaningful
and if people have concerns about good players missing a bunch of turns just once, maybe you could just do % of turns missed in the last 30 days or something so it doesnt follow them forever

Posted:
Thu Nov 16, 2006 7:37 pm
by what,me worry?
WCA,
If you missed one week of games and played one hundred people in one hundred games, the least you deserve is a number next to your name saying 300. remind me to never play any games with you on that note.lol

Posted:
Thu Nov 16, 2006 8:30 pm
by Risker33
what,me worry? wrote:WCA,
If you missed one week of games and played one hundred people in one hundred games, the least you deserve is a number next to your name saying 300. remind me to never play any games with you on that note.lol
Maybe it would be better if players could choose either to display the number of missed turns, or the ratio of taken turns to missed turns. This would allow newer players who haven't missed any turns to display their zero missed turns, but premium player "john doe" who happens to miss 100 games over a week would hopefully have enough taken turns to get a good ratio score. So say he's taken about 3000 turns (which isn't too unlikely if he's been playing 100 games at a time) and then he misses 300, so his ratio score would be 10/1, which wouldn't be a great score, but still better then having 300 missed turns displayed in his profile.
So would ratios perhaps be a better way to do it?

Posted:
Thu Nov 16, 2006 8:34 pm
by AndyDufresne
I think a ratio of missed turns would be an interesting idea.
One thing everyone needs to consider...it would need to be constantly updated for every user and their profile. I could see this straining the server, and if it would strain the server...I'd rather not have it at all.
Perhaps lack can divulge a little of his thoughts pertaining the server overload and plausability of such a feature/option in profiles.
--Andy

Posted:
Thu Nov 16, 2006 9:26 pm
by Risker33
Perhaps instead of constantly updating it, there could be a period at the end of 24 hours where the all the information is updated at once. This would severely slow the server, but only for a short time period rather than the whole day and users could catch onto the time that it is slowed.
I'm not quite sure how this would work, because all the turn information from the 24 hour period would have to be stored rather than computed and deleted, so that might slow the server even more.. and I agree that if it strained the server it would be better not to have it.