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Post:< 11511 >
Subject:< Quality of games >
Topic:Community >
Category:General >
Author:EdiBirsan
Posted:Jun 20, 2009 at 10:59 pm
Viewed:1097 times

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Some suggestions on NMRs Drops and lack of communication:1. No game should be processed with an NMR in 1901
some alternatives are:
a. halt the game check on the NMR player and if appropriate drop him and restart a new game
b. Provide a standard opening for each country with an NMR, get a new player immediately
c. halt the game, eject the player and get a new player for that country
Which alternative is up to the game culture you want


2. Provide a player guide (PBeM version) to all new players including the most common errors of new players (I will send both to Mike)
This way there is a chance that they can jump up the learning curve


3. Have all players make a declaration that they will play out the game as part of the social contract with a reminder that the purpose of the game is to have fun and make it fun for others, (actual scoring results may vary)


4. Allow for non scoring game so that the rankings system does not deter people.


5. Build in a reminder system into the game that gives people a summary of messages sent and received via the system in the game so that it flashes when there is a -0- in messages sent to a position that has units in the game.


6. Have an on going Gunboat game as that is a good way for new players to get a gripe on things.


7. Have short games that run to 1907 with the most centers winning sort of thing, so players can churn some games and get a feel for what is out there.


8. Have a capacity to put a set of orders in advance for the next turn, this cuts down order NMR's as the orders are promoted automatically and sit there as a default orders.


9. Try an AI or Easy Does It (EDI) back up system for NMR's/ for example when I run a Gunboat tournament when the deadline comes and there is a NMR I will have the AI or do it my self issue a set of orders for the position (takes about 20 seconds) so the game goes uninterrupted (it is a Gunboat game after all) I then contact the player direct to find out what is going on.


10. Set up an automatic reminder system that sends a message 24 hours before the deadline that orders are due and have a check to see if they are on file or not. If not on file then notify the player automatically.


11. Allow the GM to make a call on whether to process or not if there is an NMR.


12. Suggest to some players that they try a few One on One scenario games or maybe a 3 or 4 player scenario game where there is an advanced set up and a player tries to win or to be stopped by a combined group in maybe 4-6 turns.


13. Screen players by intent: are they trying out the game to see if they like it, or are they already committed? If they are trying it out then maybe team the new players up to work together on one country this way if one drops the other can pick up the slack.

Edi Birsan
EdiBirsan at astound.net

This message is in reply to post 11506:

Hi guys,

Anyone feel free to add anyone else to the email chain… but I’ve seen a few discussions fly thru various channels lately about quality of games. I suppose this would mean NMR’s, Abandons, and general lack of communication in games.

How can dc improve this?

A few things about the status quo…

- Right now… we recruit one standard game at all times, which has an invitation for newbies to join it, as it is after all, standard. Easiest to learn the game on.

- Newbies are – and always will be – welcome here, (we were all one at some point) however we need to be able to limit the disruption they can do to games, and the frustration they can cause to other players.

- Anyone can play here. There is no proving ground.

Is this appropriate? If a leader of a country isn’t very good – and doesn’t write, and misses turns – is it up to the “good” players to be the best to capitalize on this, or should that player not have played in the first place? How can we realistically prevent such a player from causing disruption, given that new players have to get a start, somewhere?

Should we go to a system of newbie-only games? I’ve run, I think 2 of these over the years, and they were a big hit.

Can GM’s do more to avoid NMR’s? Pumping up the players, sending reminders, etc?

Should players get more limited on the number and type of games they can play, based on their propensity for NMR’s? We have the new NMR stat on the Profile pages, which gives us info, but currently there is no mechanic in the system to limit players in any way based on their frequency of missing turns.

Anyways just looking for insight into what might really breed good hi-caliber players, and provide a fun gaming environment that isn’t met w frustration when players drop out.

-mike
Order of the Garter
www.diplomaticcorp.com

There are 9 Messages in this Thread:


Quality of games (FuzzyLogic) Jun 20, 10:13 pm

Quality of games (EdiBirsan) Jun 20, 10:59 pm

Quality of games (Montgomery) Jun 20, 11:56 pm

Unknown (txurce) Jun 21, 11:29 am

Quality of games (Kenshi777) Jun 22, 10:45 am

Quality of games (garry.bledsoe) Jun 22, 12:16 pm

Quality of games (Kenshi777) Jun 22, 02:06 pm

Unknown (txurce) Jun 27, 05:45 pm

Unknown (charlesf) Jul 03, 07:24 am

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