I feel that it would be a good idea to penalize a player if they had a certain amount of boots or skips within a month. I've noticed that certain players lose interest in games once they are losing and will let themselves get skipped and booted. Or they will get skipped multiple times in a game but not in succession so that they are not booted. That's why I would like to include skips in the count. This type of play dampens the fun, to say the least, for every other player who are taking their turns in a timely fashion. I understand if you need the full amount of time to eventually take your turn, but to waste everybody's time for no reason is distasteful.
I'm only referring to players who do this regularly here, not to players who have a busy month and end up getting skipped in a few games as a result. That's why i would suggest that the 1st time a player hit their limit for the month they would receive a warning. The second time that it happens perhaps they limited to a 4 game max. The third time they perhaps are not able to join games for a month.
I've noticed a pattern with a particular player. Every time I've played them if they start losing bad (multiplayer game, 2 or 3 day timer) they get skipped --> booted or skipped multiple times non consecutively.
I posted this as general discussion to see what everyone else thinks of the idea, or if others can relate.
I was irked about this practice on a 7-day game, in which I was not doing very good anyways. I had joined the game when I was leaving on a long trip, and then was stuck with the game for months afterwards.
However, I'm not sure about penalties, it would be very subjective on where to draw the line regarding how many boots or skips are egragious
I think it'd be better to attack the root of the issue, people feeling that if there's no chance to win, there's no reason to play the game. I offered a suggestion in another forum thread, to gain or lose rank by order of elimination (as that would encourage players to stay in the game even if win seemed out of reach), but that was not a popular suggestion.
Maybe there's another carrot that could be used to keep losing players engaged in a game, and not only a stick?
Chele Nica wrote:
I think it'd be better to attack the root of the issue, people feeling that if there's no chance to win, there's no reason to play the game. I offered a suggestion in another forum thread, to gain or lose rank by order of elimination (as that would encourage players to stay in the game even if win seemed out of reach), but that was not a popular suggestion.
Maybe there's another carrot that could be used to keep losing players engaged in a game, and not only a stick?
Hey CH, You know I'm against order of elim, but I have to admit, that's one good argument for it right there
I've brought this up multiple times before, I wholeheartedly agree with this practice. I run into many many players that when losing just abandon the game. It defeats the entire purpose of a speed game. I could easily name off a number of players that purposefully get skipped and wait 9:59 to take their turn.
On the other hand, if you all are referring to people using this practice in 'real-time' games (i.e, with the 9:59 comment), then all bets are off. Use the fisher clock.
It's also prudent to consider the other side of the argument too:
The games have skips and boots to make them playable - if you missed your turn and were out of the game it would demand a kind of commitment that may be unreasonable to ask of an online game.
Also, if we start discouraging [anyone] from playing games - it might have long term bad consequences for the site. One of the nice things about this place is anyone can play - and can usually do it on their own terms. It's "democratic" in that way.
Also, maybe the answer is for shorter turn timers - If the seven day skip/wait/skip/wait pattern is no good - use the 3 day. If 10 minute timers are not good - use the fischer clock. You can dial that back to about 30s I think.
ratsy wrote:Also, maybe the answer is for shorter turn timers - If the seven day skip/wait/skip/wait pattern is no good - use the 3 day. If 10 minute timers are not good - use the fischer clock. You can dial that back to about 30s I think.
I like a 2 day turn timer the best because if in a worst case scenario, I get really busy, I can wait a day and a half before having to come back to it to TAKE MY TURN. I only have to draw out my turn that far maybe 2 or 3 times a month. The thing that erks me is when someone draws out the game out of intentional neglect and wastes 4, sometimes 6 days, with no progression.
I feel a lot of people join games that caters to their needs in a "worst case" scenario. I imagine that someone might use a 10 minute timer just in case the game takes over an hour and they have to use the restroom, grab something to eat, etc. That said they don't want someone drawing out a game 30 minutes longer than it needs to be just because they're playing a sore loser.
A Fischer clock for daily games would be nice. I would love to play games with 2 day initial time, 1 day added each turn, and a maximum of 3 days. You could survive a weekend, or an extra busy workday, but would have to keep up on your turns the rest of the time.
Korrun wrote:A Fischer clock for daily games would be nice. I would love to play games with 2 day initial time, 1 day added each turn, and a maximum of 3 days. You could survive a weekend, or an extra busy workday, but would have to keep up on your turns the rest of the time.
+1
Korrun wrote:A Fischer clock for daily games would be nice. I would love to play games with 2 day initial time, 1 day added each turn, and a maximum of 3 days. You could survive a weekend, or an extra busy workday, but would have to keep up on your turns the rest of the time.
That's a neat concept.
Korrun wrote:A Fischer clock for daily games would be nice. I would love to play games with 2 day initial time, 1 day added each turn, and a maximum of 3 days. You could survive a weekend, or an extra busy workday, but would have to keep up on your turns the rest of the time.
+1 -This has been brought up before & I think it's a fantastic idea. I would use this clock exclusively if I could. Maybe we should make an official suggestion thread to try and bring it to Tom's attention? It doesn't seem like it'd be too hard to implement on his side.
btw - I collected the previous threads I could find about fischer clock:
And added them to this wiki page:
http://www.wargear.net/wiki/doku.php?id=general:notable_forum_discussions
Korrun wrote:A Fischer clock for daily games would be nice. I would love to play games with 2 day initial time, 1 day added each turn, and a maximum of 3 days. You could survive a weekend, or an extra busy workday, but would have to keep up on your turns the rest of the time.
+1
Johasi Vidad wrote:Korrun wrote:A Fischer clock for daily games would be nice. I would love to play games with 2 day initial time, 1 day added each turn, and a maximum of 3 days. You could survive a weekend, or an extra busy workday, but would have to keep up on your turns the rest of the time.
+1
+1
itsnotatumor wrote:Johasi Vidad wrote:Korrun wrote:A Fischer clock for daily games would be nice. I would love to play games with 2 day initial time, 1 day added each turn, and a maximum of 3 days. You could survive a weekend, or an extra busy workday, but would have to keep up on your turns the rest of the time.
+1
+1
+1