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Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Thu Nov 27, 2014 1:14 pm
by kennys777
And yet again...I am in a 3 poly game, opponent has missed 3 turns for each team over the course of a few weeks. Each slot has missed 3 turns, just not consecutive...Such a boring game, not even caring how it turns out.

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Fri Dec 12, 2014 7:23 pm
by JamesKer1
kennys777 wrote:And yet again...I am in a 3 poly game, opponent has missed 3 turns for each team over the course of a few weeks. Each slot has missed 3 turns, just not consecutive...Such a boring game, not even caring how it turns out.


Apologies.

Poly is a premium option, so if a player is deadbeating, playing 12 ten second turns of deployment only shouldn't be too awful. The only real issue would exist if the game included freemiums.

However, it is still annoying, and your frustrations are heard and understood.

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Tue Dec 16, 2014 11:51 am
by macbone
This needs to be changed to align with the normal deadbeating 3 misses in a row and you're out rule. Even though players control multiple armies in poly games, if a player misses 3 turns in a row, they should be out. Is there anyone who's arguing that this should not be implemented?

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Tue Dec 16, 2014 12:34 pm
by Donelladan
Poly is a premium option, so if a player is deadbeating, playing 12 ten second turns of deployment only shouldn't be too awful. The only real issue would exist if the game included freemiums.


There is a real issue when you are playing speed game and your opponent decide to deadbeat. 99% of the deadbeat I encounter are during speed game.
If I am playing a poly 4 speed 5 min trench game with a deadbeat this is really awful to wait until the guy is dead. Especially knowing that your opponent could decide to come back after 11 miss and then you would lose if you weren't online anymore.
This has to be adressed.

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Tue Dec 16, 2014 5:17 pm
by JamesKer1
This is currently being treated as an untreatable bug the last I heard. Lots of coding to make it possible.

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Tue Dec 16, 2014 7:28 pm
by Endgame422
Perhaps to work around the issue if recoding everything just implement a rule that if all members of the same team miss their turns(in a given round) that team is eliminated.
I mean that gives a polymorphic player 2-4 turns in the case of someone accidentally being away but ends things more quickly than the current 6 to 12 turns.
Admittedly I know zero about coding so this may not be as simple as it sounds in my head.

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Wed Dec 17, 2014 3:38 pm
by owenshooter
Endgame422 wrote:Perhaps to work around the issue if recoding everything just implement a rule that if all members of the same team miss their turns(in a given round) that team is eliminated.
I mean that gives a polymorphic player 2-4 turns in the case of someone accidentally being away but ends things more quickly than the current 6 to 12 turns.
Admittedly I know zero about coding so this may not be as simple as it sounds in my head.

no, no... listen to the voices in your head... this makes perfect sense...-Jésus noir

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Wed May 04, 2016 6:40 am
by Godd
I take it this was never resolved. Still a irritating issue out here.
Hope this was not a "ignore it and they will go away" issue

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Thu May 05, 2016 11:12 am
by Gilligan
2.5 years later...

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Thu May 05, 2016 11:59 am
by iAmCaffeine
Gilligan wrote:2.5 years later...

It's been that long? f*ck.

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Thu May 12, 2016 8:56 pm
by riskllama
calm down guys, we have "central command", instead. AND, that sweet new game finder... :lol:
you're all a bunch of ungrateful pricks.

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Sat Jun 18, 2016 12:48 am
by Kaskavel
This one is still not fixed 3 years later...

Re: [GP/UI] Polymorphic Deadbeats

PostPosted: Sat Dec 02, 2017 4:53 am
by betiko
What about this?

New elimination policy for Poly games

PostPosted: Sun Feb 04, 2018 10:30 pm
by murphy16
Concise description:
    When a player misses a turn three times in a town, no matter the color, the game should be ended due to missed turns.

Specifics/Details:
    Poly games should be considered like normal games when it comes to missing turns. To many times I’ve seen where players intentionally miss turns with 3 colors with the intention to make a hidden stack of deferred troops.

    The change:
    If I’m player one, and I miss three consecutive turns no matter my color, I’m eliminated. A miss by red, green and blue in one series means elimination. Not deferred troops for each color the next round.

How this will benefit the site and/or other comments:
    This will improve the speed of games, particularly, tournament games and keep from cheap tactics being used. When someone decides to do this and the person playing all turns has horrible dice, the turn of the game can be drastic.
    The below link is a player that constantly does this in every tournament he plays. The player also has many posts on his wall speaking of misses turns in tournaments to include many poly games.
    viewtopic.php?f=239&t=226453&p=5008407#p5008407
    The point of this improvement is to make eliminations due to missed games equal across the board no matter what game play you are in.

Re: New elimination policy for Poly games

PostPosted: Mon Feb 05, 2018 6:03 am
by mrswdk
It would also mean that if someone fully deadbeats, you aren't stuck taking turns for 6/9/12 days before the game finally ends.

Re: New elimination policy for Poly games

PostPosted: Mon Feb 05, 2018 7:07 am
by Donelladan
This indeed should be the case. It has been proposed before in the suggestion forum. It was not implemented because of some technical problem that it was not possible to overcome without massive change of the current CC system ( if I remember correctly).

Thus, close to 0 chance of it being implemented in a near future.

See previous thread :
http://www.conquerclub.com/forum/viewto ... 4&t=197394

Also see
http://www.conquerclub.com/forum/viewto ... 2&t=197336

Re: New elimination policy for Poly games

PostPosted: Mon Feb 05, 2018 8:26 am
by murphy16
Welp now that we pay $35 a year for premium I’m fully okay with a massive redo of the system. I truly hope they look more into this, people intentionally missing turns for the purpose of deferred troops is ridiculous.

Re: New elimination policy for Poly games

PostPosted: Mon Feb 05, 2018 8:33 am
by concrete
Donelladan wrote:This indeed should be the case. It has been proposed before in the suggestion forum. It was not implemented because of some technical problem that it was not possible to overcome without massive change of the current CC system ( if I remember correctly).

Thus, close to 0 chance of it being implemented in a near future.

See previous thread :
http://www.conquerclub.com/forum/viewto ... 4&t=197394

Also see
http://www.conquerclub.com/forum/viewto ... 2&t=197336


Donelladan, might I say, you have to be one of the most helpful players on this site......don't change =D> =D> =D>

I hope the time has come for this to be implemented. Fully support this . +1

New elimination policy for Poly games

PostPosted: Thu Feb 08, 2018 7:58 am
by InnyaFacce
I Support This Option To Be Implemented

Re: New elimination policy for Poly games

PostPosted: Sat Feb 17, 2018 10:53 pm
by t4mcr53s2
agree with suggestion.... the dollars dont add up to a ton of coding time compred to server upkeep etc I suspect;

"they " need to figure out how to get casual; newbies a better time to get them to stick around

Re: New elimination policy for Poly games

PostPosted: Mon Mar 26, 2018 12:53 pm
by TheMissionary
I’m currently in 5 games where this is a problem. In 2 of them, my opponent has missed somewhere around 5 turns consecutively, just to play once and continue missing.

Re: New elimination policy for Poly games

PostPosted: Mon Mar 26, 2018 1:08 pm
by Mad777
I'm in a same situation (despite it's an auto-tournament), Poly 4, my opponent missed since games started, reaching Round 3 now and half of his color gets kiccked but overall that is 8 Rounds before the kick run into effect.

....now, not sure how the coding can be made such since Poly mode uses "Team interface"...

(Sent PM to webmaster 8-) )

Re: New elimination policy for Poly games

PostPosted: Tue Mar 27, 2018 9:13 am
by Swifte
Mad777 wrote:I'm in a same situation (despite it's an auto-tournament), Poly 4, my opponent missed since games started, reaching Round 3 now and half of his color gets kiccked but overall that is 8 Rounds before the kick run into effect.

....now, not sure how the coding can be made such since Poly mode uses "Team interface"...

(Sent PM to webmaster 8-) )


Get 'em Mad! Don't take no for an answer!!

Re: New elimination policy for Poly games

PostPosted: Tue Mar 27, 2018 12:30 pm
by Mad777
Webmaster has no objection to make such an adjustment, we will have first to follow the "standard" process, I will issue a poll and let it run for several weeks...same as we have done for the "run out of time" change.

Thanks folks and watch for the poll... 8-)

Re: New elimination policy for Poly games

PostPosted: Wed Mar 28, 2018 8:25 am
by Mad777
Mad777 wrote:Webmaster has no objection to make such an adjustment, we will have first to follow the "standard" process, I will issue a poll and let it run for several weeks...same as we have done for the "run out of time" change.

Thanks folks and watch for the poll... 8-)


It has been shown to webmaster prior suggestion made and with vast majority in favor for it, and no objection, therefore poll won't be required, topic merged with prior validated suggestion.

This is now up for implementation!