When should deadbeats get kicked? [Official Discussion]

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!
Post Reply

When should deadbeats get kicked?

After missing 1 turn
0
No votes
After missing 2 consecutive turns
13
29%
After missing 3 consecutive turns
13
29%
After missing 4 consecutive turns
0
No votes
One of the above + auto kick if they miss the 1st turn
2
4%
One of the above plus Game Option to kick if they miss the 1st turn
17
38%
 
Total votes: 45

Ran Taro
Posts: 36
Joined: Tue Jan 10, 2006 5:54 am

When should deadbeats get kicked? [Official Discussion]

Post by Ran Taro »

Like it says. Lackattack asked me to make a poll so here it is.

How many turns do you think deadbeats should be kicked after?

Should they be auto kicked if they miss the first turn? This would eliminate all "total deadbeats" (players who never make a turn) straight away.

Or should there be an OPTION at game start to kick players who miss the first turn? (so you can choose not to play with "total deadbeats" when you start a game).
Ran Taro
Posts: 36
Joined: Tue Jan 10, 2006 5:54 am

Post by Ran Taro »

Hey Lackattack, convinced yet?
Ran Taro
Posts: 36
Joined: Tue Jan 10, 2006 5:54 am

Post by Ran Taro »

Pretty interesting that out of 18 votes, not one person has voted for the current solution! (kicked after 4 turns).
User avatar
ZawBanjito
Posts: 379
Joined: Mon Jan 23, 2006 12:25 am
Location: Somewhere

Post by ZawBanjito »

It really doesn't seem like too much to ask that players stick around to at least make the first move if they join a game. After that, whatever's clever... totally whatever.
User avatar
lackattack
Posts: 6097
Joined: Sun Jan 01, 2006 10:34 pm
Location: Montreal, QC

Post by lackattack »

Alright, I made auto-kick come after 3 turns after giving this a chance I will be open to looking at 2 turns if need be.

I really don't want to make it a game option. I want to keep Conquer Club easy to use. Sure, power users will want tons of options to tweak things to their liking but the average person IMHO appreciates simple design. take the Apple iPods and the Shuffle for example. Very few buttons.

Conquer Club is the Apple of world-domination type games :P
Ran Taro
Posts: 36
Joined: Tue Jan 10, 2006 5:54 am

Post by Ran Taro »

itunes has lots of options though - just a simple and clever interface.

If you want simple, why don't you have a "Quickstart" game button with typical options (Classic map, freestyle- no double turns, 6 players, escalating) for casual players, and advanced options for powerusers (who are more likley to subscribe if you start charging anyhow).

Also, why not get rid of the "double turn yes" option, it's less useful than a "kick first turn deadbeats" option anyhow.
User avatar
joetalk
Posts: 96
Joined: Wed Jan 25, 2006 4:19 am
Location: Whitehorse Yukon. CA

I DON'T AGREE TARO

Post by joetalk »

I think that the double turn option helps to speed up the game a huge amount, and its one my fav' in this site, but i do agree that options like that will be a great way to sell the site for a future time a long long long time from now, well thats when i could aford to pay for it anyways lololol :lol: :lol: :lol:
JoetalkOUT
cowmonkey
Posts: 7
Joined: Tue Jan 31, 2006 4:11 pm

Post by cowmonkey »

3 turns plus option
Post Reply

Return to “Suggestions”