Page 36 of 37

Deferred Troops Revamp

PostPosted: Fri Jul 27, 2012 3:51 pm
by Dibbun
Concise description: No more rewards for missing turns.
  • Missing turns to get an advantage is absolute horseshit and should stop.



Specifics/Details:
  • No more deferred troops
  • Teammate does not get troops/cards upon deadbeating
  • Card is awarded at end of turn if a territory was conquered, even if time runs out



How this will benefit the site and/or other comments:
  • Sick of cheaters who use loopholes to exploit game mechanics.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Fri Jul 27, 2012 3:54 pm
by Campin_Killer
Agree with #1 and #3.

#2, not so much, if you had an RL issue come up

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Fri Jul 27, 2012 4:37 pm
by Lindax
Kind of agree, but it may create more account sitting abuse.

Let's get that account sitting feature first, then implement the suggested changes.

Lx

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Fri Jul 27, 2012 6:30 pm
by zimmah
losing a turn is never a good thing. if you allow people to get an advantage of missing turns, you're playing badly.

Re: Eliminate Deferred Troops [REJECTED]

PostPosted: Fri Jul 27, 2012 9:04 pm
by scotthansen1
I say get rid of it , you already get 24 hours to take your turn and should not be afforded the luxury of keeping your troops . I've had to many contest in the early rounds lost because of a large stack attacking you and taking your bonus away and then playing catch-up the whole game. I played one game where and opponet missed 10 turns ( 10) days, ridiculous

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sat Jul 28, 2012 2:38 am
by Woodruff
Dibbun wrote:Concise description: No more rewards for missing turns.
  • Missing turns to get an advantage is absolute horseshit and should stop.


It is a very rare situation when missing a turn is an advantage, if the opponent is competent.
That being said, one of your points is definitely relevant:

Dibbun wrote:[*]Card is awarded at end of turn if a territory was conquered, even if time runs out[/list]


This really needs to be corrected, at least for nuclear spoils. It just doesn't make sense to
allow it to continue.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sat Jul 28, 2012 2:50 am
by gimli1990
i completely agree with woodruff here you should get a card of you took a region no matter what period..

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sat Jul 28, 2012 8:36 am
by nicestash
Dibbun wrote:[*]Card is awarded at end of turn if a territory was conquered, even if time runs out[/list]


No way! This would completely ruin doodle earth games where much of the game is won and lost from the ability to end your turn.
-1 from me

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sat Jul 28, 2012 1:06 pm
by ad10r3tr0
While it would be excellent for sequential games..

For Freestylers - not so much.. Especially the 8 man Classic Escalating where people use the last 10 seconds to conquer 20 terts and still have time to end..If you implemented that suggestion, they would get a card no matter what..which isnt right

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sat Jul 28, 2012 4:09 pm
by Robert The Red
Quite right you should not get deffered troops if you miss your turn, that will encourage us all to take our turns and keep the game flowing.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sat Jul 28, 2012 7:25 pm
by _sabotage_
Deadbeat and you're out. Keep it simple. We have 24 hours to play. If that isn't long enough, most people have sitters. If you're just not into the game, don't join.

I don't have a sitter, I have missed turns, I would be happy to accept this.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sat Jul 28, 2012 10:48 pm
by nicestash
_sabotage_ wrote:Deadbeat and you're out. Keep it simple. We have 24 hours to play. If that isn't long enough, most people have sitters. If you're just not into the game, don't join.

I don't have a sitter, I have missed turns, I would be happy to accept this.

You certainly couldn't do this for speed games. Oftentimes games can take several hours to fill up, and sometimes people don't hear the beep that the game has started or are going to the bathroom or grabbing some food or doing some sort of chores and miss the first turn. I've done it plenty of times, but that doesn't mean I'm not into the game. Also, if you consider running out of time deadbeating, then a single 3 second lag could eject 6 or 7 players from a doodle game.
Another -1

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sun Jul 29, 2012 1:00 am
by IcePack
Big fat no from me here

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sun Jul 29, 2012 2:03 am
by x-raider
This should be available as a special game-play option e.g: "Compulsory turns" .
No point forcing these changes on people. If they wish to abide by these settings they can.
I believe the same can be said about many of the suggestions.

Personally, I would use this selectively.

Lindax wrote:Kind of agree, but it may create more account sitting abuse.

Let's get that account sitting feature first, then implement the suggested changes.

Lx
Here, here! ...keep things from getting messy.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sun Jul 29, 2012 4:17 am
by Dibbun
x-raider wrote:This should be available as a special game-play option e.g: "Compulsory turns" .
No point forcing these changes on people. If they wish to abide by these settings they can.
I believe the same can be said about many of the suggestions.


I'd be good with that.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sun Jul 29, 2012 9:25 am
by nudge
x-raider wrote:This should be available as a special game-play option e.g: "Compulsory turns" .


More often than not the game I start will have that option ticked...

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sun Jul 29, 2012 12:06 pm
by MrBenn
You should still get your deferred troops, but why not allow them to be distributed at the end of the first turn back? That would prevent the unexpected drop/attack and negate the advantage while retaining the compensation for RL absences.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sun Jul 29, 2012 12:17 pm
by Dukasaur
MrBenn wrote:You should still get your deferred troops, but why not allow them to be distributed at the end of the first turn back? That would prevent the unexpected drop/attack and negate the advantage while retaining the compensation for RL absences.

It's already been changed so you get your deferred troops after the attack. You can still reinforce with them, but you can't attack with them.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Sun Jul 29, 2012 9:43 pm
by Dibbun
Dukasaur wrote:
MrBenn wrote:You should still get your deferred troops, but why not allow them to be distributed at the end of the first turn back? That would prevent the unexpected drop/attack and negate the advantage while retaining the compensation for RL absences.

It's already been changed so you get your deferred troops after the attack. You can still reinforce with them, but you can't attack with them.


The problem is with assassin games. I have had my target deadbeat and that is a GAME BREAKER no question because I've spent 2 turns knocking him down and then he deadbeats and I have his target who has had absolutely no work done on them while my resources are depleted...

So of course someone can miss two turns and I'm like shit should I still attack this guy... if I back off then he comes back with a huge stack what kind of shit is that? f*ck that shit, end that bullshit that's not how the game is supposed to be played.

Re: The Take Your Goddamn Turn Act of 2012

PostPosted: Mon Jul 30, 2012 2:00 pm
by _sabotage_
Intentional dead beating is against the rules. There are many instances where this would effect a game.

I was on a no spoils game where a player did this systematically, i would go into details but i might die of boredom. I just lost a triples game bc my partner did it on accident, if we look at the current conquer cup, we see red has come back with 90 minutes to go after missing his last two turns. He hadn't been attacked in his absence, two others cashed cards in front of him and he receives his deferred troops. MC0 was accused of using dead beating as a stratagem, I know this can't be true as his only strategy is utter agression, throw caution to the wind.

I read recently that 8 million children disappeared in a single year in America, once their social security no was required to list them as a dependent on the tax return. Giving the option people will cheat. I would never declare a child on my tax form as I wouldn't file one. I'm hoping to stay out of that whole thing. That being said, I won't renew my premium here either. This site is trying to function as a business and yet ignoring its customer.

A setting no setting, cheating no cheating. It's all bs. If you join a speed game, pay attention. If you join a regular game, pay attention.

I couldn't get online. Sure. I was thought my wife was in labor. Congrats, you've deadbeated intentionally. This is a game, there are rules. You get kicked out for dead beating. bc any smart phone, tablet, desktop or sitter could have prevented this.

If you haven't made the effort to find one of these available, you probably don't really care. It's a game, you don't really need to care, so continue not caring about the lost points, or make the effort.

We have deadbeating in four instances:

1. Strategy
2. Apathy
3. Lack of access
4. Speed games

In all of these instances, a forced one deadbeat and your out would solve the problem. No more strategy in it, the apathetic would be eliminated quickly, people would acquire access or not join or occasionally suffer when they really are on the moon, or find a sitter and people wouldn't join speed games that they weren't paying attention to.

It creates one problem, team games. A saboteur could be placed on an opposing team and let his time run out handicapping the team. Mind you, this could be done anyway and there are rules governing it separately.

Of course, if implemented, it wouldn't be no deadbeating, but no missed turns. And of course this idea will be despised by:

1. Someone who generally dislikes rules, ie me,
2. People who strategically/systematically deadbeat,
3. People who can be bothered to comment on this but not bothered to take their turn and expect no punishment for it

Re: Eliminate Deferred Troops [REJECTED]

PostPosted: Wed Aug 29, 2012 11:33 pm
by agentcom
Another thread MERGED and the introduction has been edited.

Re: Eliminate Deferred Troops [REJECTED]

PostPosted: Sat Nov 03, 2012 2:03 pm
by agentcom

Re: Eliminate Deferred Troops [REJECTED]

PostPosted: Thu Jan 10, 2013 2:55 pm
by ZeekLTK
I think the main gripe with deferred armies is that it allows the player who missed a turn to be extra aggressive on the turn after they've missed - they can attack with more troops than they otherwise would risk, because they know that they have deferred troops to put down as defenders once their attack is over.

So people think maybe if their opponent hadn't missed a turn, they wouldn't have been willing to risk attacking because then they would leave themselves in a vulnerable position. But instead, they get to attack you and then still have a strong defense of the troops that are deferred.

Like let's say you are busying fighting another opponent and you have a border with someone who misses a turn. Let's say you have 8v8 on that border and are getting 4 per turn. Normally, if your opponent drops his 4 there and attacks 12v8, you can then respond to that by hitting whatever he has left on the following turn. However, if he misses a turn and comes back and attacks the 12v8, he then gets to drop EXTRA troops after the battle that he normally wouldn't be able to do.

So let's say in a normal case, attacking 12v8 drops us to 3v2. On a normal turn, him only have 3 armies left is a problem (for him) because I can hit him back with 2+4 = 6 on my turn. However, if he's missed a turn, he drops his extra 4 there after the attack and all of a sudden it's 7v2. Even if I drop on that territory to respond, I'm only able to make it 6v7 - he still has the advantage. That's what makes it "unfair" when it comes to deferred troops, because without those deferred troops (had he attacked me the previous turn he missed), then I would have had the advantage, but now I don't just because he missed a turn.

Re: Eliminate Deferred Troops [REJECTED]

PostPosted: Thu Jan 10, 2013 3:43 pm
by spiesr
ZeekLTK wrote:
show
The counter to that is since he wasn't able to attack you on the turn that he missed you could have used your turn that round to either preemptively increase your defenses on that border or make potentially valuable gains elsewhere. So, unless you get dice screwed or fail to anticipate or opponent's return from his absence you should be just a prepared for your opponents attack, or even more so, than you would had he not missed that turn.

Re: Eliminate Deferred Troops [REJECTED]

PostPosted: Thu Jan 10, 2013 4:19 pm
by greenoaks
spiesr wrote:
ZeekLTK wrote:
show
The counter to that is since he wasn't able to attack you on the turn that he missed you could have used your turn that round to either preemptively increase your defenses on that border or make potentially valuable gains elsewhere. So, unless you get dice screwed or fail to anticipate or opponent's return from his absence you should be just a prepared for your opponents attack, or even more so, than you would had he not missed that turn.

those are wise words. it's a pity so many don't understand the advantages to be gained by others missing turns.