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TeeGee wrote:My suggestion would be 3 consecutive or 5 total in a game and deferred troops to be half value (rounded down)
Donelladan wrote:The deferred troops are never an advantage in comparison to having them on your own turn. Never.
funk renegade wrote:Donelladan wrote:The deferred troops are never an advantage in comparison to having them on your own turn. Never.
in some cases, i agree with this statement, but in most cases, i don't.
It is a huge advantage if the game is at a point where everyone is thinned out (onesies/twosies everywhere), and it makes sense logistically to miss your turn. I've experienced it far too often...mostly in doubles games and in manual deployment games (where lots of people like to deploy their entire army on one location to start the game). Example: Doubles game/no spoils available...lets say everyone is down to 1's/2's...something like 10 countries/12 troops...and logistically there is NO WAY the other team can eliminate me before i make my next move; I can do a lot more damage and swing the momentum of the game if i can deploy 6 instead of 3 (or 8 instead of 4)...so why not miss a turn on purpose?
I believe the rule was put in place to help the unfortunate events like you described earlier, but when i see a member listed as online and not going...that just irks me...
I agree it shouldn't even be an option in speed games...but in all others, no deferred troops.
Donelladan wrote:No offence funk renegade, but you've played 141 game, I've played 9688 games.
Dukasaur wrote:It is true that is theoretically possible, but in almost four years on Conquer Club, I have only seen one (ONE!) game where it is pretty certain the the player made strategic use of his deferred troops to win a game. In the meantime, I have seen hundreds of games where a player missed a turn at a crucial time and lost as a result.
The preponderance of examples, at least from what I've seen, is that missing turns is not generally an easy path to victory.
Lillo wrote:Earlier I posted in another forum my concerns regarding both deadbeats and deferers. After being directed here I posted in that thread this comment.
here is the link to my original statement
https://www.conquerclub.com/forum/viewt ... 6&t=211560
Thank you for the post xxxxxxxxx and I read a great deal of it. I did notice that a large portion of it refers to poly games which I don't play but I do understand the frustration is the same. Regardless, I remain of the same opinion. Deferres should not get their troops and a different system should be introduced to stem the abuse. The simpler the rule the easier to enforce, so I would be quite happy with you miss three or even four turns you are out. It, at least to me would seem obvious that a person does not have the time to play if they miss so many turns or they should not have joined a game if they were not going to have time in the future.
Donelladan wrote: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.
Kaskavel wrote:"Missed turns should not be rewarded"
Stop spreading this kind argument around. They are not rewarded. It is just that their negative effect is somewhat reduced. Player gets the troops in delay of 1 round, cannot deploy them like he would want to (but in one specific area) and cannot use them to attack, so they will get attacked, losing the attacker's advantage. IT IS NOT A REWARD. Instead of getting screwed by x%, the player missing a turn gets screwed by 0.2x%, it is limiting damage, it is not a reward. By recycling this illogical argument that it is a reward, you reproduce it as a belief in CC's members. Just because you get angry when you see opponent deploying 5 def troops, it does not mean he is rewarded, those are the troops he should have deployed in his missed turn and are now deployed in a much inferior way. And stop recycling fairy tale stories about very clever cunning players who somehow deadbeated on purpose and this turned out to be a clever move that lead to winning a game they would otherwise have lost due to def troops. It is like spreading around you have talked to Jesus, have been abducted by aliens or have striken Santa Claus with your car.
Dukasaur wrote:It's up to the people who keep making allegations about missing turns being a winning strategy to provide examples. So far, in the four years that I've been on Conquer Club, I've heard this allegation made dozens of times, but in all that time only ONE actual example where it happened.
If among the 14 million games that have been played on Conquer Club, there is one where this odd situation happened, I would say that it's not worth punishing thousands of users because one user managed to exploit a loophole. Even if there were hundreds of examples, I still would say it's not worth punishing several thousand users because a couple hundred exploited a loophole. Only if the numbers were in the same ballpark, if thousands of people were unfairly winning games by missing turns, would I say there might be a case.
One, or even a couple hundred, examples would not change the obvious fact that in most cases missing a turn is not an advantage. Missing a turn costs you a chance to card, it costs you all your autodeploys, it costs you a chance to defend any bonus you might have, it costs you a chance to break your opponent's bonus, in a team game it costs you the chance to fort to your team-mate, in a multiplayer game it costs you a chance to possibly score a kill. Those are tons of costs which make missing disadvantageous. The chance to make some oddball strategic gambit where you turn those disadvantages into advantages is certainly theoretically possible, as I've said before, but it has got to be on a struck-by-lightning level of frequency.
I honestly can't imagine why anyone would care if their opponent handicaps himself by missing a turn. I always see that as a gift to me. That's one card i have more than him, that's a chance to break his bonus when he isn't defending, etc., etc. I see people in games humbly apologising for missing a turn, and I always wonder "why?" Be my guest. Miss a turn. Miss all of them if you want; I'll take the cheap win!
This drive to persecute people who miss a turn seems outlandish. I don't understand the motive behind it. You think because the guy had to work unscheduled overtime and came home after 14 hours at work to find he missed a turn, that you should kick him when he's down? Have you been harmed in any way? You got a hot date somewhere that you can't go on until after this game ends, or what? Maybe you don't have a job, and you don't understand the idea of a guy working unscheduled overtime. Or maybe you're one of those pampered pussies that works in an office with no work ethic and can play games at work, and you don't realize that in the real world most workers don't have that luxury.
However, that would mean a single miss would kick you as soon as you hit 10 rounds (10%, or 9% at 11 games). Not sure that makes sense.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.
Kick a player as a deadbeat if they miss 3 out of any 10 games.
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