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The amount of quitters (including "taking too long to decide") these days is enormous.
Players leave just because they don't like the opponent's deck/feel they're gonna lose/not gonna win easily.
Players leave to prevent you from getting a Perfect.
Players leave when they see PowderPirates, WitchBlades, Courtesans, Crafters...
Even fully evolved decks quit against leveling decks.
The fairplay is very low these days.
My suggestion - When an Opponent Leaves/Takes too Long to decide:
- The server automates default actions: "choose first opponent, attack & discard nothing" to act as the player that left.
- The player that left cannot enter a new battle until the previous finishes.
- Players that leave or take too long to decide gain nothing - even past 3rd turn.
This prevents:
- Farming Crystals via "Leaving/Taking too long to decide" (even at 3rd turn) - since the quitter gets nothing, and the remaining player has to finish the fight.
- Time benefit from leaving - since you can't join another battle until the previous finishes.
Any thoughts?
Dernière modification par Nurvus (15-02-2011 16:04:32)
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I like the idea of a time penalty either way.
Following League of Legends example, it does reduce the leavers quite a bit.
Somewhere between happiness and dreading the Apocalypse.
See where your character cards stand against the full list.
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Yes but my idea is a bit beyond just penalizing the quitter - it's doing so without giving an instant win to the other player.
I think winning something against quitters is just as bad at 1st turn as it is at 3rd turn and beyond.
Thus my suggestion of forcing the "remaining player" to fight through to the end against an automated opponent, while the owner of the opposing deck is considered "in battle" until the battle is over and as such unable to enter a new one.
I think it'd solve all the problems in 1 go, prevent easy crystal farming (Taking too long to decide at 3rd turn), reward fairplay and penalize foulplay.
Dernière modification par Nurvus (15-02-2011 16:04:11)
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Except when sum1 quits and that person wants to be an even bigger douche and do his/her moves at the last second to further delay whoever quit from starting a new game.
Concentrate not on destroying your foe, but on obtaining your own victory. - Gouken
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Except when sum1 quits and that person wants to be an even bigger douche and do his/her moves at the last second to further delay whoever quit from starting a new game.
Yeah, but that "douche" would just be hurting himself too by delaying his win anyway...
...and to be honest, the quitter deserves it.
Not many would bother quitting anymore - those that quit today get a loss, and win nothing.
They do it to screw the other player out of a potential win. They deserve whatever penalty they get.
And if they disconnected, odds are they'll be back after the fight finishes
Dernière modification par Nurvus (15-02-2011 16:09:07)
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Other than ELO, where u would get free points from the quit, the winner loses nothing. It's not like thier aren't dozens of players in the level room to find when sum1 quits. 37 Crystals, is that really making an impact on any1's crystal reserves when they quit n u dont get ***bip*** perfect? A wins a win period.
Concentrate not on destroying your foe, but on obtaining your own victory. - Gouken
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I don't have a lot of play time I play at non peak hours and I'm trying yo get my trophies done it hurts I've had a few I missed because the 3 people on while I'm playing are auto quitters.
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Other than ELO, where u would get free points from the quit, the winner loses nothing. It's not like thier aren't dozens of players in the level room to find when sum1 quits. 37 Crystals, is that really making an impact on any1's crystal reserves when they quit n u dont get ***bip*** perfect? A wins a win period.
The point is simply that:
1) A player disconnecting/quitting shouldn't be a free, hasty win - it's too rewarding.
At the same time, it's unfair for the "winner" to get nothing.
At the same time, would be unfair for the "winner" to get something without doing anything.
Thus an AI would take over the opponent game, and you (the remaining player) would have to fight until the end. By winning you'd get your crystals.
If both players quit, the battle would still go on automated on both sides - or to save server stress, would just give both players a 5 min wait until they can start a new fight.
2) A player who takes too long to decide currently gains something if it's past turn 3. Shouldn't happen. They should get 0.
3) The two players of a battle (including the quitter) should be considered in battle until the actual battle ends.
There are players who organize fighting among each other and ending fights by turn 3.
The benefits of such exploits would vanish without a trace.
There would be nothing to win by leaving when facing an opponent you can't beat - not even able to start a fresh fight right away until your previous fight is concluded by the remaining player.
Dernière modification par Nurvus (11-03-2011 02:36:18)
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I don't see this before
Really good idea...this is the best option I seen for this topic
But maybe it will took some(or long) time to establish this
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