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Fruitcake wrote:Call me a party pooper, but I think this is not a good idea.
It panders to those who cannot be bothered to do anything on time. Yes some miss their turn because they have not been able to get to the site, but many are just bone bloody idle.
It also introduces more thought for strategy, and ensures the poor turn taker following, if he wants to take advantage of the bone idle twat who misssed his turn, then has to make sure he is standing by as soon as the 24 hours is up, thus making it a negative reward for those who take their turns, and a positive reward for those who miss.
insomniacdude wrote:Party-pooper.
I disagree with your point profusely. There was a huge tiff about deferred armies and how people who miss turns should not use it strategically to better the game. The same should apply for everybody else: You shouldn't be able to manipulate somebody else's missed turn to your strategic benefit., Or it becomes a double standard.
It will happen regardless, just like missing turns happens regardless, so we can't get rid of rewards entirely, but we should still limit them as much as possible.
Fruitcake wrote:lackattack wrote:Very interesting. I'll put it as "Pending".
With respect, wouldn't your attention be better put to sorting the site problems out.
_big_easy_ wrote:How about a middle-of-the-road solution?
If you miss your turn, having had 24-hours to take it,
and the next player hasn't yet started, you can take your turn.
If at any point during you late-turn-taking the player whose turn it should be starts his turn,
your turn is automatically ended, similar to running out of time.
That way the person whose turn it actually IS can play exactly like normal,
and while yes, it sucks that you (the misser) didn't get to finish your turn,
you still had more opportunities than you'd have had if you just missed it, period.
Some potential for abuse, (waiting for the misser to start his turn before yours) but it's not really feasible,
and anywyas, he missed his turn in the first place, so cry me a river, right?
And you could jigger it so that if the misser hadn't yet deployed his armies,
they would revert back to "Deferred" status like the current setup.
As far as I can tell, the OP didn't suggest that the late player's turn would be cut short without warning if the scheduled player began his/her turn. I, for one, am opposed to this "middle-of-the-road" idea, as there it can easily be abused, and the OP cannot (as far as i can tell)Mr_Adams wrote:_big_easy_ wrote:How about a middle-of-the-road solution?
If you miss your turn, having had 24-hours to take it,
and the next player hasn't yet started, you can take your turn.
If at any point during you late-turn-taking the player whose turn it should be starts his turn,
your turn is automatically ended, similar to running out of time.
That way the person whose turn it actually IS can play exactly like normal,
and while yes, it sucks that you (the misser) didn't get to finish your turn,
you still had more opportunities than you'd have had if you just missed it, period.
Some potential for abuse, (waiting for the misser to start his turn before yours) but it's not really feasible,
and anywyas, he missed his turn in the first place, so cry me a river, right?
And you could jigger it so that if the misser hadn't yet deployed his armies,
they would revert back to "Deferred" status like the current setup.
That was the original idea buddy, so how is this a "middle of the road" solution?
I agreeyeti_c wrote:I have thought of another issue...
Say - 24 hours pass - P1 misses turn...
23 hours pass - P1 starts turn... thus blocking P2 for an hour... thus missing P2's turn...
P3 then starts a turn... P2 skips because P1 has blocked his last hour...
This is why I advocate the resetting of the clock after P1 has played their turn...
(Also I still like the rolling miss idea which would solve vacation games (See previous post by me))
C.
This works, I think.wicked wrote:The only way I'd back this idea is if the person who missed their turn only got 5 minutes to take their turn when they came on (alternatively make it like a speed game clock where time would be extended if someone was taken out). That way both players could see the game clock at 5 minutes or less, and it wouldn't put anybody out or extend the game, which is what all the options presented so far would do. Also, this way there's little potential for abuse by the player who missed taking much time out of the next player's alloted time.
The player who missed would have the option of taking their turn then and there very quickly, or waiting another round to go.
PLAYER57832 wrote:Love it!
Wicked, you have a decent point, but there already is a turn limit -- one hour. Usually, folks don't take nearly that long unless the server is having issues or something happens in their real life to take them away.
Perhaps this could be implemented on a trial basis and, if this time issue is a problem, the late turn could be reduced -- say, to 1/2 hour or so.
I disagre.... I do no9t see much of a problem with the new deferred armies.trk1994 wrote:If anything to this effect is implemented then I feel the "defered armies" b/c of missed turns rule should be done away with. A total of 36 or what ever hours should be more than enough to take a turn. If you still miss after that there is no reason to allow someone to recover missed armies. The grace period to take the turn is not really a bad idea but making too many concessions to slackers will get old real fast. I understand that real life gets in the way sometimes and that comment does not refer to those times. But as with anything in life there are rules and consequenes for not following them. I don't intend to sound mean just stating fact. If I miss then i should face the same punishment, whether it's my fault I missed or not.
Right... I don't see any reason not top make concessions for those who miss turns as long as it doesn't interfere with those who don't... and so far I do not see that beiong a problem.trk1994 wrote:Well I don't see a problem with the deferred armies as the rule stands now. It was probably the fairest way to solve the missed turn issue. I just don't understand why so many concessions should be made for those who constantly miss turns. Some don't mean to and miss unintentionally but too many still use it as a tactic. It really wouldn't hurt anything to allow the extra time for the turn I guess, as long as it would never interfere with the next players turn.
cicero wrote:"Without respect" appears to be what you meant.
Notwithstanding that Lack gets to prioritise his time as he wishes.
wicked wrote:Deferred armies aren't part of this suggestion either. They'll stay as is no matter if this gets implemented or not. Just because one person who missed a turn may get more than a 24 hour window doesn't mean everyone would; it's all dependent on how quickly the next player in line plays. Since that's not consistent, taking away the deferred armies wouldn't be consistent either, so they need to stay.
Mr_Adams wrote:suggestion: Ability to start a turn after your "time is up" given that the next person has not yet started their turn.
reason for change: pretty obvious
So basically, I show up an hour after my time is up, but the next player hasn't started his/her turn yet. I should be able to salvage my turn by playing it now. This would make bus Saturdays less painful to these long term games....
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