owenshooter wrote:ronc8649 wrote: i have in fact been abusing city mogul at an alarming rate.
i love that people can admit these sort of things, and nothing will ever happen to them...-0
Why should anything ever happen to him???
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owenshooter wrote:ronc8649 wrote: i have in fact been abusing city mogul at an alarming rate.
i love that people can admit these sort of things, and nothing will ever happen to them...-0
overanalyzer wrote:OK folks - a lot of us play free style because we work, have commitments during the day and generally have a life... I have the premium account and I like to tryout new maps.... tried out the city mogul map and kept getting my arse handed to me by one Mr. Artimis..... well as I finally figured out that he was buggering the system I scroll down and read his little spiel on this double turns....
It needs to end and here is why:
#1 it violates the letter of the law (last person to end can not go next)
#2 it violates the spirit of conquer club. The idea that this is made up after a board game (which I won't name so lawyers can begin to un-bunch their undies).... well if we were sitting around on someone's patio playing and they stopped their turn and set a timer I'm pretty sure I'd go upside their head for breaking the rules...
#3 all the justifications in the thread are such that they are straw men (well it lets me do it so I should be able to ... try that one next time you get a speeding ticket).....
C'mon folks this should be a no brainer based on #1 alone.... but for integrity sake #2 and #3 play a role as well.
lancehoch wrote:If one person starts their turn, but runs out of time, they should get locked out for half of the next round or when another person starts their turn. What about if it is more than one person? Should they both (all) get locked out? What if it is every person in the game?
Personally, I would like to see that everyone gets locked out, no matter the situation, but how does everyone else feel?
cramill wrote:lancehoch wrote:If one person starts their turn, but runs out of time, they should get locked out for half of the next round or when another person starts their turn. What about if it is more than one person? Should they both (all) get locked out? What if it is every person in the game?
Personally, I would like to see that everyone gets locked out, no matter the situation, but how does everyone else feel?
Read the thread - this has been discussed.
lancehoch wrote:If one person starts their turn, but runs out of time, they should get locked out for half of the next round or when another person starts their turn. What about if it is more than one person? Should they both (all) get locked out? What if it is every person in the game?
Personally, I would like to see that everyone gets locked out, no matter the situation, but how does everyone else feel?
cramill wrote:I agree. I still ask why hasn't anything been done about this? Has there been any official stance on this - as far as what they think and if this is going to be changed or not?
King_Herpes wrote:I think that if I don't get to my turn until the last 20 minutes then I should get a triple turn... Only seems fair.
lancehoch wrote:If one person starts their turn, but runs out of time, they should get locked out for half of the next round or when another person starts their turn. What about if it is more than one person? Should they both (all) get locked out? What if it is every person in the game?
Personally, I would like to see that everyone gets locked out, no matter the situation, but how does everyone else feel?
sailorseal wrote:lancehoch wrote:If one person starts their turn, but runs out of time, they should get locked out for half of the next round or when another person starts their turn. What about if it is more than one person? Should they both (all) get locked out? What if it is every person in the game?
Personally, I would like to see that everyone gets locked out, no matter the situation, but how does everyone else feel?
I say the person(s) that run out of time get locked out for half a round, as if they ended but if it is everyone then everyone can start
Kotaro wrote:Calling it a bug doesn't make it a bug. It's a perfectly valid strategy; if you don't like it don't play the game type. Don't change the game type for those that just aren't good at it.
Fred/Jeff wrote:And what about those of us that are good at it but would still like to see this loophole eliminated?
Kotaro wrote:Calling it a bug doesn't make it a bug. It's a perfectly valid strategy;
Instructions Page wrote:The player who triggers a new round is blocked from taking a second back-to-back turn and must wait until either an opponent begins their turn or half of the round passes.
Kotaro wrote:if you don't like it don't play the game type. Don't change the game type for those that just aren't good at it.
And just to clarify, anti-double-turn block is only meant to prevent "surprise" double turns when the round ends before the 24 hours are up. Any other sort of double turn (e.g. when someone didn't play or ran out of time) is allowed because everyone knows when the turn expires and it isn't a surprise.
Kotaro wrote:Calling it a bug doesn't make it a bug. It's a perfectly valid strategy; if you don't like it don't play the game type. Don't change the game type for those that just aren't good at it.
Artimis(pertinent section) wrote:Before the usual suspects descend with the typical well worn record of "If you don't like Freestyle, play Sequential instead." It's not Freestyle I've got the problem with, so take a back seat and listen carefully. It's the unintended exploit that is the result of a minor oversight when the Freestyle Turn Delay was first implemented.
Artimis wrote:obliterationX wrote:Makes it more strategic. Know how freestyle works before you join any games, that's what I say.
If double turns are so cool and such good strategy, then answer me this: Why was a turn delay implemented for the player that ends the round in a freestyle game in the first place?
Artimis wrote:NOTE: in a speed game there is no advantage to running out the clock as all players are present through out the game.
poo-maker wrote:God damnit, what is it with people trying to change things that others like. First classic, now freestyle...
Artimis wrote:NOTE: Only casual needs fixing as players may not be around when someone runs out the clock, in a speed game there is no advantage to running out the clock as all players are present through out the game.
QFT.KoE_Sirius wrote:poo-maker wrote:God damnit, what is it with people trying to change things that others like. First classic, now freestyle...
QFT...I have no idea what wrong with freestyle the way it is.
After the last player takes his turn, a new round begins immediately. The player who triggers a new round is blocked from taking a second back-to-back turn and must wait until either an opponent begins their turn or half of the round passes.
lackattack wrote:Logging end of turn
Now you can always know exactly when a player clicked End Reinforcement in a no spoils game. The game log will now display either X ended the turn or X ended the turn and got spoils as the case may be. This should be particularly handy in shedding some light on confusing situations in freestyle games.
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