Conquer Club

[GP/UI] Polymorphic Deadbeats[Implemented]

Have any bright ideas? Share and discuss them with the community

Moderator: Community Team

Forum rules
Please read the Community Guidelines before posting.

And don't forget to search for previously suggested ideas first!

[GP/UI] Polymorphic Deadbeats[Implemented]

Postby Gilligan on Tue Oct 15, 2013 6:50 pm

Concise description:
  • Change the conditions necessary for a polymorphic deadbeat

Specifics/Details:
  • Currently, the same player on a polymorphic team has to miss 3 in a row to deadbeat. In these games, you can be waiting up to 12 days for a full team to deadbeat. Not to mention if players come back after 11 misses. I propose that ANY consecutive 3 misses, regardless of color, is a win for the other team.

How this will benefit the site and/or other comments:
  • Makes polymorphic games a bit more fair
  • Makes games shorter for those waiting on deadbeats
  • It's essentially the same player missing 3 turns, so should be treated no differently than other deadbeating standards
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Polymorphic Deadbeats

Postby koontz1973 on Tue Oct 15, 2013 9:38 pm

And here I was thinking that is was three turns (different colours as well) for deadbeats. This does need to be changed.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Polymorphic Deadbeats

Postby DoomYoshi on Wed Oct 16, 2013 11:46 am

I don`t think that there is any doubt this is not how it was meant to be. I would almost consider this a bug.

SUBMITTED
ā–‘ā–’ā–’ā–“ā–“ā–“ā–’ā–’ā–‘
User avatar
Captain DoomYoshi
 
Posts: 10723
Joined: Tue Nov 16, 2010 9:30 pm
Location: Niu York, Ukraine

Re: Polymorphic Deadbeats

Postby Metsfanmax on Wed Oct 16, 2013 12:07 pm

DoomYoshi wrote:I don`t think that there is any doubt this is not how it was meant to be. I would almost consider this a bug.

SUBMITTED


I'm fine with this being submitted -- but take a look at this thread to see bigWham's comments on the subject.

viewtopic.php?f=472&t=197336
User avatar
Sergeant 1st Class Metsfanmax
 
Posts: 6722
Joined: Wed Apr 11, 2007 11:01 pm

Re: Polymorphic Deadbeats

Postby DoomYoshi on Wed Oct 16, 2013 12:41 pm

Sure, it will take a while.

This is sort of like not getting cards if you don`t click end turn.

It was never intended, and may never be fixed. But it belongs in submitted.
ā–‘ā–’ā–’ā–“ā–“ā–“ā–’ā–’ā–‘
User avatar
Captain DoomYoshi
 
Posts: 10723
Joined: Tue Nov 16, 2010 9:30 pm
Location: Niu York, Ukraine

Re: Polymorphic Deadbeats

Postby agentcom on Thu Oct 17, 2013 4:46 pm

DoomYoshi wrote:Sure, it will take a while.

This is sort of like not getting cards if you don`t click end turn.

It was never intended, and may never be fixed. But it belongs in submitted.


Great analogy!
User avatar
Brigadier agentcom
 
Posts: 3988
Joined: Tue Nov 09, 2010 8:50 pm

deadbeaters carry on for multiple turns in polymorphic games

Postby chompskie on Thu Nov 14, 2013 8:34 am

please changes the rules so that during polymorphic games you don't have to play x #ofplayers x 2 turns. Should be if they miss 2-3 turns that's it. game over. If your playing 3 v 3 poly you currently have to play 11 turns before the sys kicks the deadbeat.
Captain chompskie
 
Posts: 1
Joined: Tue Jul 09, 2013 11:09 pm

Re: [GP/UI] Polymorphic Deadbeats

Postby Swimmerdude99 on Sat Nov 16, 2013 6:46 pm

I think this should be changed! Takes way to long for a deadbeat to beat and can be obnoxious in a speed game. 9 turns on 3 minutes = 27 minutes of waiting to make sure they aren't cheating and gonna come back O_O
Image
User avatar
Major Swimmerdude99
 
Posts: 2461
Joined: Mon Aug 09, 2010 6:07 pm
Location: North Carolina
2435

Re: deadbeaters carry on for multiple turns in polymorphic g

Postby spiesr on Wed Nov 20, 2013 6:39 pm

This is not a Bug. Requests for changes belong in the Suggestions Forum.
A suggestion exists to change this behavior. Feel free to express your opinion in that thread if you desire.
User avatar
Captain spiesr
 
Posts: 2809
Joined: Mon May 08, 2006 10:52 am
Location: South Dakota

Re: deadbeaters carry on for multiple turns in polymorphic g

Postby Jdsizzleslice on Thu Nov 21, 2013 8:00 am

MOVED to Suggestions
User avatar
Brigadier Jdsizzleslice
 
Posts: 3576
Joined: Fri Dec 09, 2011 9:55 pm
32

Re: [GP/UI] Polymorphic Deadbeats

Postby spiesr on Thu Nov 21, 2013 9:34 am

User avatar
Captain spiesr
 
Posts: 2809
Joined: Mon May 08, 2006 10:52 am
Location: South Dakota

Re: [GP/UI] Polymorphic Deadbeats

Postby Gweeedo on Wed Dec 11, 2013 6:12 am

Please change the rule for habitual deadbeating.
You reach a certain attendance percentage, you only get to miss two turns per game...attendance percentage drops further you are allowed only one turn before you are ejected from the game.

I think this might curb further turn loss from those who use it as a strategy.
Maybe link the penalty to Ratings. If another players rates them as a deadbeat along with low attendance percentage, they receive the one or two turn loss per game before they are ejected.
This would allow for games that encourage deadbeating (lost games or other type situations).
User avatar
Sergeant 1st Class Gweeedo
 
Posts: 526
Joined: Sat Feb 23, 2013 9:49 pm

Polymorphic...actually deadbeat after 3 consecutive misses

Postby ManBungalow on Sun Dec 15, 2013 6:41 pm

Concise description:
  • An opponent should be kicked after three consecutive misses in a polymorphic game.

Specifics/Details:
  • At the moment, manbungalow-red, manbungalow-green, manbungalow-blue and manbungalow-yellow must all miss 3 consecutive turns in order for manbungalow to be kicked.
  • This equates to 6 consecutive missed turns for doubles, 9 for triples, 12 for quads. That's a long time to wait.

How this will benefit the site and/or other comments:
  • Deadbeaters won't be quite so irritating to polymorphic players.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: [GP/UI] Polymorphic Deadbeats

Postby Metsfanmax on Sun Dec 15, 2013 6:52 pm

Merged
User avatar
Sergeant 1st Class Metsfanmax
 
Posts: 6722
Joined: Wed Apr 11, 2007 11:01 pm

Re: [GP/UI] Polymorphic Deadbeats

Postby ManBungalow on Mon Dec 16, 2013 5:00 am

Oops, I didn't see this thread. I didn't think to check the submitted suggestions area.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: [GP/UI] Polymorphic Deadbeats

Postby Shannon Apple on Mon Dec 16, 2013 6:07 am

Gweeedo wrote:Please change the rule for habitual deadbeating.
You reach a certain attendance percentage, you only get to miss two turns per game...attendance percentage drops further you are allowed only one turn before you are ejected from the game.

I think this might curb further turn loss from those who use it as a strategy.

Um, I think you're missing the point, Gweedo. In this case, people aren't using it as a strategy. They are using it to get out of a polymorphic game they have already lost because there is no forfeit button. This should not be against the rules, but should in fact be easier to do.

Possibly the worst thing about this is games like USA 2.1. After a few rounds, the game is decided. Say if you are playing Poly quads and it last 10 rounds, that is in fact equal to 40 rounds while it may have been decided at round 4. People tend to deadbeat to get out of it, but it takes what appears like 12 rounds to actually deadbeat.

I would love to see this fixed as well.
00:33:53 ā€¹riskllamaā€ŗ will her and i ever hook up, LLT???
00:34:09 ā€¹LiveLoveTeachā€ŗ You and Shannon?
00:34:20 ā€¹LiveLoveTeachā€ŗ Bahahahahahaha
00:34:22 ā€¹LiveLoveTeachā€ŗ I doubt it
00:34:30 ā€¹LiveLoveTeachā€ŗ I don't think she's into farm animals
User avatar
Brigadier Shannon Apple
Chatter
Chatter
 
Posts: 2180
Joined: Wed Jan 14, 2009 8:40 pm
Location: Ireland

Re: [GP/UI] Polymorphic Deadbeats

Postby blakebowling on Fri Dec 20, 2013 6:21 am

I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)
Private blakebowling
 
Posts: 5093
Joined: Wed Jan 23, 2008 12:09 pm
Location: 127.0.0.1

Re: [GP/UI] Polymorphic Deadbeats

Postby Dukasaur on Fri Dec 20, 2013 9:20 am

blakebowling wrote:I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)

Good work!
ā€œā€ŽLife is a shipwreck, but we must not forget to sing in the lifeboats.ā€
ā€• Voltaire
User avatar
Sergeant 1st Class Dukasaur
Community Coordinator
Community Coordinator
 
Posts: 27714
Joined: Sat Nov 20, 2010 4:49 pm
Location: Beautiful Niagara
32

Re: [GP/UI] Polymorphic Deadbeats

Postby king achilles on Thu Mar 20, 2014 8:09 pm

Returned to Submitted Suggestions forum until further update or notice.
User avatar
Sergeant 1st Class king achilles
Support Admin
Support Admin
 
Posts: 13218
Joined: Wed Jun 13, 2007 10:55 pm

Re: [GP/UI] Polymorphic Deadbeats

Postby Donelladan on Mon May 12, 2014 10:53 am

Still waiting for it. Really painful when playing speed games. Is there any hope this will be fixed anytime soon?
Image
User avatar
Brigadier Donelladan
 
Posts: 3583
Joined: Tue Mar 03, 2009 8:48 am
4521739

Deadbeating in polymorphic games

Postby Kexor on Mon Jun 02, 2014 2:46 pm

Concise description:
  • Make the missed turns counter for deadbeating in polymorphic games player (polymorphic team) based rather than slot based.

Specifics/Details:
  • Right now in polymorphic games each slot of a player deadbeats separately which can mean 12 days to deadbeat in Polymorphic with 4 slots per player.
  • I suggest changing this to 3 consecutive turns by a player (so polymorphic team) to be more along the lines of 3 days in other game types.

How this will benefit the site and/or other comments:
  • It will shorten the amount of time a game drags on if a player doesn't log back in to take turns. Especially in games where cleaning up is slow and tedious (trench, no forts, big maps).
User avatar
Colonel Kexor
 
Posts: 147
Joined: Thu Aug 28, 2008 2:18 pm

Re: [GP/UI] Polymorphic Deadbeats

Postby spiesr on Mon Jun 02, 2014 3:21 pm

User avatar
Captain spiesr
 
Posts: 2809
Joined: Mon May 08, 2006 10:52 am
Location: South Dakota

Re: [GP/UI] Polymorphic Deadbeats

Postby iAmCaffeine on Mon Aug 04, 2014 9:57 am

Any ideas when this will be implemented? I assume it's one of the most simple yet logical submitted suggestions at the moment.
Image
User avatar
Cook iAmCaffeine
 
Posts: 11699
Joined: Mon Apr 01, 2013 5:38 pm

Re: [GP/UI] Polymorphic Deadbeats

Postby stahrgazer on Tue Aug 05, 2014 7:15 am

What happened with this:

blakebowling wrote:I actually snuck this in with some bug fixes a few days ago. I hadn't realized this thread was here until now.

Moved to Implemented (though, I suppose it really is a bug)
Image
User avatar
Sergeant stahrgazer
 
Posts: 1411
Joined: Thu May 22, 2008 11:59 am
Location: Figment of the Imagination...

Re: [GP/UI] Polymorphic Deadbeats

Postby kennys777 on Fri Oct 10, 2014 5:28 am

Still a bug then, because...

Game 14849785

Game 14849787

Both of these games should have been over...Guess I will wait the 9 days for it end...But by then my opponents deferred troops will be so great it won't even matter what strategic moves I make if he returns on the 8th day...
User avatar
Sergeant kennys777
 
Posts: 976
Joined: Tue Dec 02, 2008 3:27 pm
Location: Chicago, IL

Next

Return to Suggestions

Who is online

Users browsing this forum: No registered users