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Stephan Wayne wrote:Every day is Fool's Day on CC.
Bantam wrote:I think this is being addressed from the wrong angle and we seemingly want to make everything more complicated.
If you miss 3 turns you are out - no consecutive or other calculation. 3 strikes and gone.
But more importantly you get no deferred troops on each missed turn.
What other event would you turn up late for and get to play and get fresh ammunition.
For polymorph you amend it to be 3 misses for the 1 team
Gweeedo wrote:Maybe you could apply some kind of game start, once a player logs in.
I have noticed players logging in while ignoring certain game/turn....logging in and selecting what games they wish to make their move, ignoring other games altogether.
Logging in will automatically start your games for you.
I'm good with the current system of 3 and you are out...
Gweeedo wrote:Gweeedo wrote:Maybe you could apply some kind of game start, once a player logs in.
I have noticed players logging in while ignoring certain game/turn....logging in and selecting what games they wish to make their move, ignoring other games altogether.
Logging in will automatically start your games for you.
I'm good with the current system of 3 and you are out...
As long as you are logged in, you have one hour to complete your move.
This would put a stop to players who intentionally miss turns.
Once you log in, the start button has been activated.
If there is a down side (too many games activated) limit the games that will be activated.
Extreme Ways wrote:Gweeedo wrote:Gweeedo wrote:Maybe you could apply some kind of game start, once a player logs in.
I have noticed players logging in while ignoring certain game/turn....logging in and selecting what games they wish to make their move, ignoring other games altogether.
Logging in will automatically start your games for you.
I'm good with the current system of 3 and you are out...
As long as you are logged in, you have one hour to complete your move.
This would put a stop to players who intentionally miss turns.
Once you log in, the start button has been activated.
If there is a down side (too many games activated) limit the games that will be activated.
I log in a lot, but I need to stall clangames until I get input sometime. This will kill clangames.
Gweeedo wrote:Extreme Ways wrote:Gweeedo wrote:Gweeedo wrote:Maybe you could apply some kind of game start, once a player logs in.
I have noticed players logging in while ignoring certain game/turn....logging in and selecting what games they wish to make their move, ignoring other games altogether.
Logging in will automatically start your games for you.
I'm good with the current system of 3 and you are out...
As long as you are logged in, you have one hour to complete your move.
This would put a stop to players who intentionally miss turns.
Once you log in, the start button has been activated.
If there is a down side (too many games activated) limit the games that will be activated.
I log in a lot, but I need to stall clangames until I get input sometime. This will kill clangames.
or maybe you could just pay for premium and stop whining about how long it takes people to take turns, because you can only have 4 active games at a time. not our issue, wholly on your plate. i log in often to check the forums, look for games i might want to join, see if games have started, check global, look at certain threads, etc... maybe i'll rattle off one or two turns, depending on how much time i have and if i'm waiting for input in a team game... forcing people to play within an hour is just non-sensical. there are time limits set on turns for a reason, and one of them isn't "gweedo is too cheap to pay for premium, so please play within 1 hour of logging in."
however, i still stand by 3 total missed turns AND/OR get rid of deferred troops... too many people use it as a cheap tactic...-Jésus noir™
Ah, so you are slowing down the game...this can offer new dynamics to the game.
Often times (in War) it is difficult to get orders to the front in a timely fashion.
He who has better communication network will have an advantage.
owenshooter wrote:Gweeedo wrote:Extreme Ways wrote:Gweeedo wrote:Gweeedo wrote:Maybe you could apply some kind of game start, once a player logs in.
I have noticed players logging in while ignoring certain game/turn....logging in and selecting what games they wish to make their move, ignoring other games altogether.
Logging in will automatically start your games for you.
I'm good with the current system of 3 and you are out...
As long as you are logged in, you have one hour to complete your move.
This would put a stop to players who intentionally miss turns.
Once you log in, the start button has been activated.
If there is a down side (too many games activated) limit the games that will be activated.
I log in a lot, but I need to stall clangames until I get input sometime. This will kill clangames.
Ah, so you are slowing down the game...this can offer new dynamics to the game.
Often times (in War) it is difficult to get orders to the front in a timely fashion.
He who has better communication network will have an advantage.
or maybe you could just pay for premium and stop whining about how long it takes people to take turns, because you can only have 4 active games at a time. not our issue, wholly on your plate. i log in often to check the forums, look for games i might want to join, see if games have started, check global, look at certain threads, etc... maybe i'll rattle off one or two turns, depending on how much time i have and if i'm waiting for input in a team game... forcing people to play within an hour is just non-sensical. there are time limits set on turns for a reason, and one of them isn't "gweedo is too cheap to pay for premium, so please play within 1 hour of logging in."
however, i still stand by 3 total missed turns AND/OR get rid of deferred troops... too many people use it as a cheap tactic...-Jésus noir™
Stephan Wayne wrote:Every day is Fool's Day on CC.
JamesKer1 wrote:Liking where this is headed- keep in mind that three missed turns total is nothing in a multi-hundred round game, and there may be some issues with that.
JamesKer1 wrote:Liking where this is headed- keep in mind that three missed turns total is nothing in a multi-hundred round game, and there may be some issues with that.
demonfork wrote:JamesKer1 wrote:Liking where this is headed- keep in mind that three missed turns total is nothing in a multi-hundred round game, and there may be some issues with that.
So what. If you cant be bothered to take your turns despite given 3 chances then you shouldn't be in the game regardless of how many rounds
Donelladan wrote:I have seen many people asking to remove the deferred troops in case of missed turns.
I hope this is not even an option for the developer.
The deferred troops are never an advantage in comparison to having them on your own turn. Never.
Furthermore I very often miss my first turn in speed game because the fucking pop-up didn't work, and when you wait 30 mins for a 1min speed to start you may miss the 1st turn. Without the deferred troops I would simply lose half of my games directly.
Deferred troops are a small compensation for people that miss turns. And missing a turn happens to everyone, you never know when you'll have a real life issue that will prevent you from taking a turn.
Concering polymorph. I understood the fact that people are not kicked after missing 3 turn on polymorph was a bug, isn't it?? This should be fixed and treated independently of the pbs of people missing many turns in very long games.
Now on the real topic. I barely ever had the problem of people missing many turns but not being kicked because they play 1 turn over 3 or 1 turn over 2.
I think it affect very very few numbers of people and games. I think there is more important stuff to be improved on CC rather than taking care of what I think is a minor problem. Do we have statistics on that?
Nevertheless if the problem has to be adressed, the fix seems simple by making it a percentage of missed turns after 10 rounds as it has been suggested. We can have a more or less complex formula in order to cover most of the case. Several of them has been proposed in the past.
Let say maximum of total 10 missed rounds if the game is less than 100 rounds. I think it is fair.
If it goes to more than 100 rounds just keep it 10% miss round maximum ?
OR 3% maximum of missed rounds after 10 rounds. That is quite harsh but then it make people happy. It means 97% attendance minimum after 10 rounds. And before 10 rounds we simply keep the 3 consecutive miss = kicked out.
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