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-   -   Increasing turn speed (http://forum.shrapnelgames.com/showthread.php?t=9580)

Ruatha June 2nd, 2003 12:08 PM

Increasing turn speed
 
In NGC2 turn times where generally fast. In NGC3 they where fast in the beginning. (Both games 20 players).

Now at turn 35+ the speed is far from impressing, not that the empires are big and hard to handle. I guess RL issues play a part.

The turn deadlines are 72 hours, this is to allow for shorter leaves without missing a turn.
The problem is that once the turntimes started to increase more and more players have started to delay sending in turns, it's a downwinding spiral....

I wish to retain 72 hours turntime but to increase motivation to speed up the turntimes, but how?

I'm starting a "Turn submission league" in the game where the first three players to send in the turns get +1 points, the Last but one gets -1 and the Last player gets -2 points (Not submitted turn = -2 pts).

I'm not sure this will have any effect but it's worth trying.

Does anyone have any other suggestions to motivate people, preferabbly "nice" motivators and not threats or punishments?

Fyron June 2nd, 2003 12:29 PM

Re: Increasing turn speed
 
There really is no nice motivator that will actually work.

dogscoff June 2nd, 2003 12:53 PM

Re: Increasing turn speed
 
Every turn, send large sums of money via paypal to all players that upload on time. I reckon this would work very well, although this idea does suffer from one obvious drawback. http://forum.shrapnelgames.com/images/icons/icon10.gif

Maybe PBW could track how good ppl are/ aren't at uploading and compile some sort of rating which would be publicly viewable. Everyone would want to maintain a "good" rating and (theoretically) everyone would get more punctual because ppl with bad Ratings would have a hard time being accepted into games. But then again, maybe this idea sucks as well.

geoschmo June 2nd, 2003 02:49 PM

Re: Increasing turn speed
 
I thought about having a cutthroat game where I would tell the players upfront that occasionally I would be looking at the site and if there was only one player left to upload I would force the turn even if the time limit had not been reached. http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

Narrew June 3rd, 2003 12:22 AM

Re: Increasing turn speed
 
HEY! I like the "poo on a stick" idea http://forum.shrapnelgames.com/images/icons/tongue.gif

Isn't that what Teddy said, "Walk quietly and carry a BIG STICK of POO"? http://forum.shrapnelgames.com/images/icons/icon10.gif

[ June 02, 2003, 23:23: Message edited by: Narrew ]

Ruatha June 3rd, 2003 01:22 AM

Re: Increasing turn speed
 
Quote:

Originally posted by dogscoff:
Every turn, send large sums of money via paypal to all players that upload on time. I reckon this would work very well, although this idea does suffer from one obvious drawback. http://forum.shrapnelgames.com/images/icons/icon10.gif

Maybe PBW could track how good ppl are/ aren't at uploading and compile some sort of rating which would be publicly viewable. Everyone would want to maintain a "good" rating and (theoretically) everyone would get more punctual because ppl with bad Ratings would have a hard time being accepted into games. But then again, maybe this idea sucks as well.

<font size="2" face="Verdana, Helvetica, sans-serif">Best idea so far (Altough the only one if you don't count "poo on a stick" that was proposed on the PBW NGC3 game forum page http://forum.shrapnelgames.com/images/icons/icon10.gif )

General Woundwort June 3rd, 2003 01:33 AM

Re: Increasing turn speed
 
Quote:

Originally posted by dogscoff:
Maybe PBW could track how good ppl are/ aren't at uploading and compile some sort of rating which would be publicly viewable. Everyone would want to maintain a "good" rating and (theoretically) everyone would get more punctual because ppl with bad Ratings would have a hard time being accepted into games. But then again, maybe this idea sucks as well.
<font size="2" face="Verdana, Helvetica, sans-serif">There is an "in-game" function that tracks this for each of the players. I don't know how this sort of data could be made "public", but that might be a start. But there is at least one serious drawback - going on vacation where you can't access a computer for turns could ashcan your rating. That's what would have happened to me Last week... http://forum.shrapnelgames.com/images/icons/icon9.gif

jimbob June 3rd, 2003 01:37 AM

Re: Increasing turn speed
 
Yah, maybe Teddy Ruxpin...

Ruatha June 5th, 2003 11:56 AM

Re: Increasing turn speed
 
In any future game I might host I'll add a penalty to the "turn submission league" I think.
The rules are as follows:
The first three players to send in the turns get +1 points, the Last but one gets -1 and the Last player gets -2 points (Not submitted turn = -2 pts).

Then if some player/s gets to much negative score they will be kicked, this can be done in three ways:


1. I initially say that I might kick any player that gets to much negative points. (I don't like this alternative as I think the rules should be celar and avilible prior to anyone joining the game).

2. Anyone reaching a fixed limit, say -100 pts get's kicked. (If there are three players who constantly makes the first three submissions each turn then everyone else will be kicked eventually, not good).

3. A relative limit. Anyone who has 50 pts less than the one who is one step above on the pts list is kicked, positive score counts as zero.
(This is my favorite)
ex:
1..17 Others...
18. Olle +8 pts
19. Kalle -47 pts
20. Johan -97 pts.
Means Johan will be kicked as he has -50 pts less than kalle, but Kalle won't be kicked as he has -47 points less than zero (Olle has a positive score, that counts as zero).


Any reflections, ideas, suggestions??

[ June 05, 2003, 10:57: Message edited by: Ruatha ]

General Woundwort June 5th, 2003 12:34 PM

Re: Increasing turn speed
 
Quote:

Originally posted by Ruatha:
In any future game I might host I'll add a penalty to the "turn submission league" I think.
The rules are as follows:
The first three players to send in the turns get +1 points, the Last but one gets -1 and the Last player gets -2 points (Not submitted turn = -2 pts).

<font size="2" face="Verdana, Helvetica, sans-serif">I must say I'm not too keen on this idea. I don't like the possibility of someone getting kicked even if he Posts within the game's set time limit. I would much prefer a public-access record of how consistent a person is in posting within the timelimits.

dogscoff June 5th, 2003 12:50 PM

Re: Increasing turn speed
 
Perhaps offer in-game rewards and penalties. You could mod a benign uber-race into the game with untouchably powerful tech and resource production. Get a friendly human to take on this non-competing empire and instruct them to award small gifts and/or punishments according to upload histories=-)

Roanon June 5th, 2003 03:37 PM

Re: Increasing turn speed
 
Wow this is beginning to get deeply mathematical. http://forum.shrapnelgames.com/images/icons/icon12.gif Long calculations cut short, this confirms Woundwort's bad feelings about someone being penalized even if submitting within the time frame.

Dividing the time into "deadline" and "grace period" is more complicated but excactly what would be needed, I guess. In NGC3, I liked the idea of having 72 hours time for a turn if needed - there are times when I just can't play for 2 or 3 days in a row. On the other hand, most of the time I am able to submit within 24 hours - and eager to get new results soon then.

So, something like 48 hours deadline with additional 12 hours only used in kind of "emergency" was more what I wanted and expected, but of course thats not what is in the game description... Plus, with 20 players, the need to use the "extra" 12 hours arises more often than not, even if all are trying to make their turns asap.

I think we will just have to live with 60-70 hours average deadline, or let the turn submission league develop and then attack those on the bottom first http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 05, 2003, 14:38: Message edited by: Roanon ]

Jack Simth June 5th, 2003 03:59 PM

Re: Increasing turn speed
 
Quote:

Originally posted by Roanon:
Wow this is beginning to get deeply mathematical. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Nah - that was just light math with a few generalizations loosely based on the law of large numbers for a limited case of five players. If I wanted to get deeply mathmatical, I would be using symbol manipulation, which would have the added benefit of giving an exact formula for who is most likely to get dropped first and how many turns it will likely take given their probability distribution relative to everyone else's - but that would be way too much work just for this; a simple example will do just fine, and is much easier. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 05, 2003, 15:02: Message edited by: Jack Simth ]

Ruatha June 5th, 2003 04:28 PM

Re: Increasing turn speed
 
Just to clarify, in NGC3 there will never be anyone kicked for being late in submitting turns. What was stated at the start of the game stays that way.

The problem I see is that whne the turns for some reason (i e real life issues) get's slow for a while, a lot of people (me including) downgrade the game in priority.

I play several PBW games, when I get several turnfiles sent to me at once, I play the ones that I prioritize highest first.
my general priority runs something like this:
1. Is the turn due soon, if so take this first.
2. Is this a fast turnaround game, if so do this quick.
3. Do the rest (This can be tomorrow if there is much RL(tm)) do do.

tesco samoa June 5th, 2003 05:55 PM

Re: Increasing turn speed
 
I would not play in a game like that.

If you want quick turn around.

State the game is this many hours auto. No exceptions.

if a game is 72 hours and I do a turn every 48 hours ( due to emails with players etc... ) And I am the Last player to post each time. I should not be kicked.

Your idea does not take into account the actual game itself. Because not all SEIV gaming takes place within SEIV.

Kicking one player could ruin the whole game.

I have seen players drop out of a game due to RLI which has completey ruined a game's RP.

Imagine what would happen if the biggest empire was the Last player to submit there turn all the time.... Gonzo... Or you force them to submit their turns when their not ready because they do not want to be kicked.

And what happens if say in a 48 hour game everyone submits their turns within the first two hours... One player happens to be Last or near Last. He is a quick submitter... but due to ranking... a bad player in this system.

Slynky June 5th, 2003 06:22 PM

Re: Increasing turn speed
 
I gotta go with Tesco on this one.

I'm not sure there is much that can be done. The PBW game is posted with time paramneters and any additional requirements in the notes. I don't think anyone should be scrutinized out of the corner of one's eyes just 'cause they are perpetually the Last to upload (but do so within the stated requirements).

I, too, sometimes look at a game where I am excited about getting my turn back to see how I did and (briefly) let some thoughts run through my mind about the (single) player holding the game up. But I remind myself that everyone doesn't allocate the time and passion I do to the game and that they have other hobbies or RL events to spend time on.

I haven't started a new game on PBW lately ('cause I'm in enough at the moment), but I like the simple: "36-hour T/A; miss 3 turns during the game without requesting "permission" and you're automatically booted."

And, as always, there is the player who loses interest 'cause he is losing (pardon the pun http://forum.shrapnelgames.com/images/icons/icon12.gif ). He'll likely drop which makes the game unfair as the people next to him gobble his territory up or his allies begin to suffer. I don't believe in this. I play till the finish (or until my team agrees to "throw in the towel")...but not everyone feels this way.

And, assuming it's possible, I'd hate to see some kind of award system for people who submit more promptly than others that results in direct game benefits. I'd hate to see my position in a game suffer for reasons that really have nothing to do with game play ability.

I once posted a poll on what makes games interesting. Fast turnaround, 6 players, game sponsored by a "heavyweight", and (already) knowing the people in the game were the winning items. I'd have to say, now that I have been on the forum a while and tucked a few PBW games under my belt, I can understand why the poll came out the way it did. I know right now of many people who I would like to play with who submit turns well within the time limits, won't quit, and offer good play.

Captain Kwok June 5th, 2003 06:24 PM

Re: Increasing turn speed
 
The best method to increase turnaround times is to play in smaller games with under 10 players that share similiar playing habits to yourself.

Narrew June 5th, 2003 07:38 PM

Re: Increasing turn speed
 
I STILL think the "Poo on a Stick" is a great idea muhahaha

For some it would be the thought of getting hit by poo would speed them up, and for "ONE" we know they would think of it as Candy http://forum.shrapnelgames.com/images/icons/tongue.gif

Actually, I don't think punishment is a great idea, but someone mentioned about a Special Race ran by someone not in the game and bestow gifts/or punishment. But instead of Punishment, it could be just a "Silly" thing. I don't know if there is a Universal Message that all empires would get, but something like "The Narrewian Empire just got hit by a Comet of Poo, no life lost, stocks of toilet paper soar!"

Something Silly, nothing visous. Just have fun is all.

Fyron June 5th, 2003 08:49 PM

Re: Increasing turn speed
 
Also, please note that PBW has players from all around the world (which should be obvious http://forum.shrapnelgames.com/images/icons/icon12.gif ). In some games, I am often the Last to upload for no reason other than the turn processes while I am asleep, and everyone else plays their turn before I have even woken up in the morning. Should I be kicked for that? Hardly.

Greybeard June 5th, 2003 09:06 PM

Re: Increasing turn speed
 
It seems to me that it would be appropriate for the game host to contact players who are habitually late and ask them if they could submit earlier. Perhaps they have a real life situation that keeps them from submitting earlier, but they may just be procrastinators %^).
If it's explained the them that usually they are delaying the turn by about "x" hours after the next to Last submitter, they may be willing to "try harder" and submit earlier. It would certainly be worth a try...Greybeard

Ruatha June 5th, 2003 11:21 PM

Re: Increasing turn speed
 
I belive all your points are valid.
But the system I proposed is to make sure that the game isn't bogged down.
I like 72 hours deadline, it gives you opportunity tto be away sometimes.
But it also means that if everyone but 1-3 players upload within 48 hours, they will have to wait another ~24 hours for the Last players to upload.
Normally that won't be a problem if it is temporarily, but what to do if those 1-3 players constantly waits until there is 1-2 hours left of the turntime, it gets frustrating.

Setting -50 pts less than the one above means that one player has to be Last at atleast 25 turns in a row and everyone else has to shift around, before anyone can actually become in the dangerzone of getting kicked.
The +3/-3 pts means that no one ever has to be kicked, but when you see that you are closing in on the limit you either have to do faster turns or quit the game. To constantly be Last in a 20 player game takes either "luck" or "skill", it is not something that "happens" becourse of timezones
or short episodes of RL issues or a three weeks vacation from the game (3 weeks missed turns = -14 pts).

I want the possibility to have long turn time when needed but a motivation to avoid it if not needed, 20 player games can be quicker than 6 player games if all players are motivated.

In NGC3 it's not such a big problem as it might look from my post here, but in case I ever start a new game I would like to have a system ahead to avoid any such problems.

In NGC3 I hope all players will stick in there for (years?) the time the game will take, so there is no real rush (So if anyone feels targeted by this thread, disregard it!)
I just find the start game when I build up the empire very enjoyable so I'd rather have a 20 player game where everyone uploads before me! http://forum.shrapnelgames.com/images/icons/icon12.gif

I guess I could play single player, but whats the fun in that??? http://forum.shrapnelgames.com/image...s/confused.gif

Any relative limit set can be -50 or -100 pts, meaning there will propably be 200-300 turns before anyone gets kicked becourse of this "turn upload league" (in a 20 player game), and then that player must have really been much slower in uplaoding than all the rest, and have had ample warning many turns ahead.

So other than setting a short turntime, or onlyallowing known fast players, I don't see what will work.
The friendly reminder or extra "spare time" outside of the turn time might work, but it might not.
The split turn time seems a bit complicated, I'll have to think about that.
The friendly reminders have a short duration.

Again, In NGC3 something as has been described in this thread will not be used, please, noone take offense, I'm glad you are all in the game!!!

[ June 05, 2003, 22:22: Message edited by: Ruatha ]

Roanon June 5th, 2003 11:31 PM

Re: Increasing turn speed
 
I think the point system would work better if you define a time period where no one will get minus points if submitting within. Even if Last submitter. Only give minus points if Last submitters are past a certain deadline. Doesn't make sense to award penalties if the game ist running at a speed of 1 turn / hour http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 05, 2003, 22:31: Message edited by: Roanon ]

PvK June 5th, 2003 11:58 PM

Re: Increasing turn speed
 
Yeah.

Also different players and different games have different requirements.

PvK

Jack Simth June 6th, 2003 12:18 AM

Re: Increasing turn speed
 
Quote:

Originally posted by Ruatha:
Normally that won't be a problem if it is temporarily, but what to do if those 1-3 players constantly waits until there is 1-2 hours left of the turntime, it gets frustrating.

Setting -50 pts less than the one above means that one player has to be Last at atleast 25 turns in a row and everyone else has to shift around, before anyone can actually become in the dangerzone of getting kicked.

<font size="2" face="Verdana, Helvetica, sans-serif">That is only true if the point count is reset completely whenever you get a point score of greater than or equal to zero - if you will recal, my analysis for people turning in turns made no mention of what order a player gets the wins in - a player coming in 5th, 5th, 3rd, then 5th is functionally identical to that same player coming in 3rd, 5th, 5th, 5th or 5th, 5th, 5th, 3rd. Likewise, timezone issues (as Fyron mentioned) can seriously slant someone's order chances.
Quote:

Originally posted by Ruatha:

The +3/-3 pts means that no one ever has to be kicked, but when you see that you are closing in on the limit you either have to do faster turns or quit the game. To constantly be Last in a 20 player game takes either "luck" or "skill", it is not something that "happens" becourse of timezones

<font size="2" face="Verdana, Helvetica, sans-serif">Timezones are fairly permanent states, and could concievably cause such things.
Quote:

Originally posted by Ruatha:

or short episodes of RL issues or a three weeks vacation from the game (3 weeks missed turns = -14 pts).

I want the possibility to have long turn time when needed but a motivation to avoid it if not needed, 20 player games can be quicker than 6 player games if all players are motivated.

In NGC3 it's not such a big problem as it might look from my post here, but in case I ever start a new game I would like to have a system ahead to avoid any such problems.

In NGC3 I hope all players will stick in there for (years?) the time the game will take, so there is no real rush (So if anyone feels targeted by this thread, disregard it!)
I just find the start game when I build up the empire very enjoyable so I'd rather have a 20 player game where everyone uploads before me! http://forum.shrapnelgames.com/images/icons/icon12.gif

I guess I could play single player, but whats the fun in that??? http://forum.shrapnelgames.com/image...s/confused.gif

Any relative limit set can be -50 or -100 pts, meaning there will propably be 200-300 turns before anyone gets kicked becourse of this "turn upload league" (in a 20 player game)

<font size="2" face="Verdana, Helvetica, sans-serif">That many players should allieviate the "always Last" problem considerably, true. However, multiplying the relative threshold only multiplies the number of turns it takes to reach it by that same number.
Quote:

Originally posted by Ruatha:
, and then that player must have really been much slower in uplaoding than all the rest, and have had ample warning many turns ahead.

So other than setting a short turntime, or onlyallowing known fast players, I don't see what will work.
The friendly reminder or extra "spare time" outside of the turn time might work, but it might not.

<font size="2" face="Verdana, Helvetica, sans-serif">You might also consider a set amount of grace time that any given player can expend over a given number of turns, reset every arbitrary number of turns - e.g. if you set the grace time to 12 hours per 100 turns, player A can come in three hours late on turn 6, four hours late on turn 50, but then if they come in 6 hours late on turn 99, they have a problem (3 + 4 + 6 = 13). However, if they come in six hours late on turn 101, they have started over on a new slate, and are fine. This could be difficult to implement (lots of book-keeping), but you would never need to wait longer than the specified maximum grace time after the deadline; but if everyone is in (or those that aren't are out of time) you can still run the turn.
Quote:

Originally posted by Ruatha:

The split turn time seems a bit complicated, I'll have to think about that.
The friendly reminders have a short duration.

Again, In NGC3 something as has been described in this thread will not be used, please, noone take offense, I'm glad you are all in the game!!!

<font size="2" face="Verdana, Helvetica, sans-serif">

Narrew June 6th, 2003 01:06 AM

Re: Increasing turn speed
 
Hey!!! What about MY poo? I swear it don't stink. http://forum.shrapnelgames.com/images/icons/icon10.gif and since it don't stink, it shouldn't be ignored... I mean who could ignore a stick with poo on the end?

[ June 06, 2003, 00:07: Message edited by: Narrew ]

teal June 6th, 2003 01:12 AM

Re: Increasing turn speed
 
Is this really that big a problem? Ruatha, you were saying it was only this game (NCG:3) which seemed a little bit slow. I would guess that >90% of games with 20 people in them go at an average speed of one turn every 48 hours or longer. With 20 people in a game the odds of someone having some real life thing to deal with in any given 48 hour period approach a near certainty.

That said it is a good idea to see if it is only certain persons who consistently submit turns late.

I suggest the following (implemented in other Online games I have played in):

When setting up the game say that the *deadline* will be every 48 hours. Then allow a *grace* period of an additional 12 hours (all numbers are just examples) before processing the turn. Record each time a player misses the *deadline* without prior notice (players who go on vacation and give notice before hand should be exempt as they have made a good faith effort to notify everyone of their absence). Then players are notified ahead of time about what the expected deadlines are and there is a way of measuring who is actually late, as opposed to merely taking the allowed time to play their turn.

Not every player lives on their computer and can reasonably play a turn every 24 hours. People who take what was specifically stated before hand as the time to play their turn should not be punished.

By shifting to a deadline then grace system you also have the advantage of avoiding the (1st three players are consistently the same problem with a system which relies on the order in which players submit their turn). You can simply record everyone who submits their turn within the deadline as getting +1 "consistent" points and missing a deadline will get you -2 points. You can then set up a system where anyone who has submitted more than 10 turns and has a negative score will not be allowed into games you create. Also any player who drops without stating a valid reason to the host should get -100 points (or more).

My two cents. Mostly borrowed from the system implemented in the Online system for playing the board game Diplomacy, which I used to play quite a bit.

Jack Simth June 6th, 2003 01:15 AM

Re: Increasing turn speed
 
Quote:

Originally posted by Ruatha:
In any future game I might host I'll add a penalty to the "turn submission league" I think.
The rules are as follows:
The first three players to send in the turns get +1 points, the Last but one gets -1 and the Last player gets -2 points (Not submitted turn = -2 pts).

Then if some player/s gets to much negative score they will be kicked, this can be done in three ways:


1. I initially say that I might kick any player that gets to much negative points. (I don't like this alternative as I think the rules should be celar and avilible prior to anyone joining the game).

2. Anyone reaching a fixed limit, say -100 pts get's kicked. (If there are three players who constantly makes the first three submissions each turn then everyone else will be kicked eventually, not good).

3. A relative limit. Anyone who has 50 pts less than the one who is one step above on the pts list is kicked, positive score counts as zero.
(This is my favorite)
ex:
1..17 Others...
18. Olle +8 pts
19. Kalle -47 pts
20. Johan -97 pts.
Means Johan will be kicked as he has -50 pts less than kalle, but Kalle won't be kicked as he has -47 points less than zero (Olle has a positive score, that counts as zero).


Any reflections, ideas, suggestions??

<font size="2" face="Verdana, Helvetica, sans-serif">If turns routinely come in with the same player order, three will also have the same problem you mention for option 2:

Five Players, a,b,c,d,e
a +1 per turn
b +1 per turn
c +1 per turn
d -1 per turn
e -2 per turn

After turn 50, player e will have 50 pts less than player d (50 * -2 = -100; 50 * -1 = -50) and player d will have 50 pts less than players a,b,c (as + counts as 0) so both get dropped. After that, the special case of the Last two players happens, and you start to get

a +1 per turn (50 at turn 50)
b -1 per turn (50 at turn 50)
c -2 per turn (50 at turn 50)
d Dropped
e Dropped

After 50 more turns, Player c has lost 100 points, and is now down to -50, with the next player up at 0, and so gets dropped.
(note: if the +1 for being in the first three and the -2 for being the Last stack, then c gets dropped after 100 turns rather than 50)

For that matter, unless the order is decidedly random, eventually, someone is going to get dropped.

Five players again: a, b, c, d, e
a: 50% chance of first, 20% chance second, 10% chance third, 10% chance fourth, 10% chance fifth
b: 10% chance of first, 50% chance of second, 20% chance third, 10% chance fourth, 10% chance fifth
c: 10% chance of first, 10% chance of second, 50% chance of third, 20% chance of fourth, 10% chance of fifth
d: 10% chance of first, 10% chance of second, 10% chance third, 50% chance fourth, 20% chance fifth
e: 20% chance of first, 10% chance of second, 10% chance of third, 10% chance of fourth, 50% chance of fifth

After just 84 turns:
a:84*50% + 84*20% + 84*10% - 84*10% - 2*84*10%
= 42 + 16.8 + 8.4 - 8.4 - 16.8 = 42
b:84*10% + 84*50% + 84*20% - 84*10% - 2*84*10%
= 8.4 + 42 + 16.8 - 8.4 - 16.8 = 42
c:84*10% + 84*10% + 84*50% - 84*20% - 2*84*10%
= 8.4 + 8.4 + 42 - 16.8 - 16.8 = 25.2
d:84*10% + 84*10% + 84*10% - 84*50% - 2*84*20%
= 8.4 + 8.4 + 8.4 - 42 - 33.6 = -50.4
e:84*20% + 84*10% + 84*10% - 84*10% - 2*84*50%
= 16.8 + 8.4 + 8.4 - 8.4 - 84 = -58.8

So, after 84 turns, d gets dropped (-50.4, next highest has 25.2(0)), followed by e one turn later
(d dissapeared, causing the next one up to be c, at ~ 25.2(0) while e is still at ~ -58.8)
You can run these numbers for different probability spreads (note: 84 turns was picked as the threshold for d going away; it was done after using 1000 and a little math to pick up on the fifty below threshold), but ultimately, unless the distributions for the turn order are close to even (even = everyone has 20% chance of taking any given position), you WILL drop someone eventually.

Perhaps instead it could be implemented as a production modifier - Empires of Emporers who give their orders sooner have more time to complete them, and Empires of Emporers who give their orders later have less time to complete them. Then again, that might be much too difficult.

Ruatha June 6th, 2003 05:52 AM

Re: Increasing turn speed
 
Quote:

Originally posted by Jack Simth:

That is only true if the point count is reset completely whenever you get a point score of greater than or equal to zero - if you will recal, my analysis for people turning in turns made no mention of what order a player gets the wins in - a player coming in 5th, 5th, 3rd, then 5th is functionally identical to that same player coming in 3rd, 5th, 5th, 5th or 5th, 5th, 5th, 3rd. Likewise, timezone issues (as Fyron mentioned) can seriously slant someone's order chances.

Timezones are fairly permanent states, and could concievably cause such things.

<font size="2" face="Verdana, Helvetica, sans-serif">There are no timezone differences of 72 hours!
If someone in one timezone is alone there and therefore submitts Last, he has the chance of being first in the next turn!
There are a net inflow of zero points unless two or more misses a turn, if there are 5 or less players the system will be abandonded. ( I haven't fully set myself into your calculations, Sorry, will do that later... http://forum.shrapnelgames.com/images/icons/icon7.gif )

The "free timeperiod" was a good idea, say 48 hours free period and counting negatives only in the Last 24?

Also, the supporters of poo on the stick seems loud, this might be the winning idea!
(As noone seems to be positive to the "turn submission league" I'll drop it http://forum.shrapnelgames.com/images/icons/icon9.gif )

[ June 06, 2003, 04:56: Message edited by: Ruatha ]

Ruatha June 6th, 2003 06:00 AM

Re: Increasing turn speed
 
Quote:

Originally posted by Jack Simth:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Ruatha:
In any future game I might host I'll add a penalty to the "turn submission league" I think.
The rules are as follows:
The first three players to send in the turns get +1 points, the Last but one gets -1 and the Last player gets -2 points (Not submitted turn = -2 pts).

Then if some player/s gets to much negative score they will be kicked, this can be done in three ways:


1. I initially say that I might kick any player that gets to much negative points. (I don't like this alternative as I think the rules should be celar and avilible prior to anyone joining the game).

2. Anyone reaching a fixed limit, say -100 pts get's kicked. (If there are three players who constantly makes the first three submissions each turn then everyone else will be kicked eventually, not good).

3. A relative limit. Anyone who has 50 pts less than the one who is one step above on the pts list is kicked, positive score counts as zero.
(This is my favorite)
ex:
1..17 Others...
18. Olle +8 pts
19. Kalle -47 pts
20. Johan -97 pts.
Means Johan will be kicked as he has -50 pts less than kalle, but Kalle won't be kicked as he has -47 points less than zero (Olle has a positive score, that counts as zero).


Any reflections, ideas, suggestions??

<font size="2" face="Verdana, Helvetica, sans-serif">If turns routinely come in with the same player order, three will also have the same problem you mention for option 2:

Five Players, a,b,c,d,e
a +1 per turn
b +1 per turn
c +1 per turn
d -1 per turn
e -2 per turn

After turn 50, player e will have 50 pts less than player d (50 * -2 = -100; 50 * -1 = -50) and player d will have 50 pts less than players a,b,c (as + counts as 0) so both get dropped. After that, the special case of the Last two players happens, and you start to get

a +1 per turn (50 at turn 50)
b -1 per turn (50 at turn 50)
c -2 per turn (50 at turn 50)
d Dropped
e Dropped

After 50 more turns, Player c has lost 100 points, and is now down to -50, with the next player up at 0, and so gets dropped.
(note: if the +1 for being in the first three and the -2 for being the Last stack, then c gets dropped after 100 turns rather than 50)

For that matter, unless the order is decidedly random, eventually, someone is going to get dropped.

Five players again: a, b, c, d, e
a: 50% chance of first, 20% chance second, 10% chance third, 10% chance fourth, 10% chance fifth
b: 10% chance of first, 50% chance of second, 20% chance third, 10% chance fourth, 10% chance fifth
c: 10% chance of first, 10% chance of second, 50% chance of third, 20% chance of fourth, 10% chance of fifth
d: 10% chance of first, 10% chance of second, 10% chance third, 50% chance fourth, 20% chance fifth
e: 20% chance of first, 10% chance of second, 10% chance of third, 10% chance of fourth, 50% chance of fifth

After just 84 turns:
a:84*50% + 84*20% + 84*10% - 84*10% - 2*84*10%
= 42 + 16.8 + 8.4 - 8.4 - 16.8 = 42
b:84*10% + 84*50% + 84*20% - 84*10% - 2*84*10%
= 8.4 + 42 + 16.8 - 8.4 - 16.8 = 42
c:84*10% + 84*10% + 84*50% - 84*20% - 2*84*10%
= 8.4 + 8.4 + 42 - 16.8 - 16.8 = 25.2
d:84*10% + 84*10% + 84*10% - 84*50% - 2*84*20%
= 8.4 + 8.4 + 8.4 - 42 - 33.6 = -50.4
e:84*20% + 84*10% + 84*10% - 84*10% - 2*84*50%
= 16.8 + 8.4 + 8.4 - 8.4 - 84 = -58.8

So, after 84 turns, d gets dropped (-50.4, next highest has 25.2(0)), followed by e one turn later
(d dissapeared, causing the next one up to be c, at ~ 25.2(0) while e is still at ~ -58.8)
You can run these numbers for different probability spreads (note: 84 turns was picked as the threshold for d going away; it was done after using 1000 and a little math to pick up on the fifty below threshold), but ultimately, unless the distributions for the turn order are close to even (even = everyone has 20% chance of taking any given position), you WILL drop someone eventually.

Perhaps instead it could be implemented as a production modifier - Empires of Emporers who give their orders sooner have more time to complete them, and Empires of Emporers who give their orders later have less time to complete them. Then again, that might be much too difficult.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This is based upon the assumption of set chances to submit turns, but there are humans who submit turns and they may alter their turn submission time based upon their current score, that was the general idea with the system!!!
That means that the scores may be equalled out so that everyone lies at zero points for ever!

(-50 pts equals almost 11 weeks of not submitted turns, in case everyone less has submitted and lieas at zero or above).

[ June 06, 2003, 06:37: Message edited by: Ruatha ]

Narrew June 6th, 2003 06:02 AM

Re: Increasing turn speed
 
Quote:

Originally posted by Ruatha:
Also, the supporters of poo on the stick seems loud, this might be the winning idea!

<font size="2" face="Verdana, Helvetica, sans-serif">Yea, and large Cometary Poo and the capitalistic repercussions to T.P. stock holders.

Ruatha June 9th, 2003 12:58 PM

Re: Increasing turn speed
 
I've been running an Turn league on NGC3 for 3.5 turns now. There will be no repercussions for negative points.
It's just a list with no direct implications.
So far this is the result:
------------------------------------------

Current standing in the "Turn league" 2403.4:
First three players to submit +1 pts, Last but one -1 pts and Last player to upload -2 pts.

Player.................Points
Slick 1
Warlord Ragnarok 1
Bjork 1
Teal 1
Roanon 1
Tnarg 1
Perrin 1
Narrew 1
Unkown Enemy 1
Kachoo 1
Ruatha 0
Thermodyne 0
Capt RR 0
Cory 0
Cyrien 0
Albator 0
Spunky Jones 0
Captain Greybeard 0
Tbontob -1
SWizzardS -6

[ June 09, 2003, 11:59: Message edited by: Ruatha ]

Ragnarok June 9th, 2003 05:50 PM

Re: Increasing turn speed
 
I just wanted to post that I enjoy the idea of the turn submition league you put together. It adds something else to the game to keep track of and makes it more enjoyable. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron June 9th, 2003 08:01 PM

Re: Increasing turn speed
 
Ruatha, the issue with timezones is that when the majority of players are in the same timezone (as happens a lot), they will always be the first to submit, and the other players will usually end up being Last. If only one player is the odd one out, he might be able to average to 0. But since several players will get positive point values each turn, the odd one out will eventually have to be kicked. If there are more than one players in the opposing time zone(s), then it gets worse, as the second to Last player could often never have the chance to submit first and cancel out the negatives, and so would end up getting kicked. Several of the games I have been in have caused me to be one of the Last to submit each turn simply because the turn processes while I am asleep and most all of the other players are awake when it processes.

Katchoo June 9th, 2003 08:20 PM

Re: Increasing turn speed
 
Probably the best thing to do would be to list the top 3 fastest players, and the players who have missed a turn without any explanation. Everyone else can live in amonimity.

As Fyron pointed out, differing timezones can be a problem. Another problem can be those of us who like sleeping in until noon, thus missing out on those early morning new turn files in our mailbox http://forum.shrapnelgames.com/images/icons/icon10.gif

Truthfully, the only people who should be getting negative points are those who miss their turns without explanation. Regardless of intention, putting negatives next to the names of people who upload Last but well within the deadline creates an unfair image of those individuals.

I'm sure this has already been said to death in this thread, but i'm too slovenly to remember what's already been said, let alone read all the prior Posts again. Viva la lazy! http://forum.shrapnelgames.com/images/icons/tongue.gif

geoschmo June 9th, 2003 08:51 PM

Re: Increasing turn speed
 
There is really only one way to make turns faster on a consistant basis. Play games with fewer number of players. There is an inverse relationship between the number of players and the length of turn time. You can't really get around it.

If you like games with more players play a game with 4 humans and a bunch of TDM races. Or give the AI bonus, or both.

The all human 20 players/24 hours turns game I am running has gone over 90 turns now and possibly a half dozen of those turns have run with all turns in. There is always one or another player missing a turn. I don't even think about it unless someoen misses several turns in a row. http://forum.shrapnelgames.com/images/icons/icon7.gif

It's really not fair to rate players on who is faster or slower getting the turns in. Aside from the programming complexity, the reason we never did anything with a turn speed rating on PBW is because the more we thought about it the less fair it seemed to be.

I agree players should normally not be penalized for anything other then missing a turn without notice. If you wanted to go farther then that you could strongly encourage the Last player each turn to do their next turn right away once the turn processes.

So to sum up:

Play with fewer human players.
Do not tolerate players missing turns without notice.
Strongly encourage players playing Last to play both turns.

Geoschmo

Suicide Junkie June 9th, 2003 09:01 PM

Re: Increasing turn speed
 
How about something more like:
+1 for submitting first
+1 for submitting in the first half of the turn limit (IE: on day 1 of a 48-hour-turns game, or within 12 hours of a 24-hour-turns game)
-3 for submitting after the deadline (applicable to ALPU and No-Auto games)
-10 for unexplained absence. (per turn missed)

Where the modifiers fully stack.

Ruatha June 9th, 2003 09:07 PM

Re: Increasing turn speed
 
About timezones.
In a 20 player game it isn't timezones that slows the turns up.
The majority of the players in the game are from US and canade, some from europe.
most submit within 24 hours, some with 48 hours and 1-3 within 72 hours. There are no 72 hour timezone differencess!

There is no penalty involved in this turn submision league except some shame perhaps.
When 18 players wait for 48~24 hours for two players turn after turn I want them to get some signal of it, this is that signal.
In NGC2 we had nearly no turns without sybmissions, most turns run within 24 hours, this was so even before we got the suspected cheating period that might explain some fast cluster submitters...

I've played in only 6 PBW games, some of them I've been alone in europe, most US players (I know you have timezone differences aswell).
I rarely end up submitting Last, and if I do I make sure that I run the turn directly and submit first the next turn. I do not submit Last one turn and then wait until there is one hour before the next deadline to submit my next turn, when I easily can become the first to submit the turn as I'm the only one who knows with a certainty that the next turn will be sent out within 5 minutes!

I can't change the rules mid-game, but I must say that I think waiting 70 hours each turn before submitting, being Last each turn, is not to my liking.

Jack Simth June 9th, 2003 09:23 PM

Re: Increasing turn speed
 
Quote:

Originally posted by Ruatha:
There are no timezone differences of 72 hours!
<font size="2" face="Verdana, Helvetica, sans-serif">Good point.

[ June 09, 2003, 20:23: Message edited by: Jack Simth ]

Ruatha June 9th, 2003 10:05 PM

Re: Increasing turn speed
 
I must also say (not patting myself on the back http://forum.shrapnelgames.com/images/icons/icon12.gif ) that I'm in no way any extreme player.
I have a real life, house, two kids, work (nights and weekends aswell, sometimes 21-30 hours shifts (never join less than 48hour games)).
I play between 5 and 6 am in the morning before the kids get up and I go to work.

Still I manage to get my turns in usually in the interval 12-24 hours after the new turn.

The one thing I don't get (repeating myself)is why one isn't submitting first but Last in the new turn when one was submitting Last in the previous turn?? (Yes, I've asked. Haven't got any reply yet, but I 'm certain I will get one)

Edit 030612:
Now vacations are starting and absentees gets -2 per turn missed...

Current standing in the "Turn league Turn 41":
First three players to submit +1 pts, Last but one -1 pts and Last player to upload -2 pts.

Player.................Points

Warlord Ragnarok 2
Tnarg 2
Narrew 2
Slick 1
Bjork 1
Roanon 1
Perrin 1
Unkown Enemy 1
Kachoo 1
Ruatha 0
Thermodyne 0
Capt RR 0
Cory 0
Cyrien 0
Albator 0
Spunky Jones 0
Captain Greybeard 0
Teal -1
Tbontob -2
SWizzardS -6

[ June 12, 2003, 11:06: Message edited by: Ruatha ]

Fyron June 10th, 2003 12:11 AM

Re: Increasing turn speed
 
Some people do not have the time to play 2 turns in a row (esp. once games get larger). They might be in a lot of games and have limited playing time. Does it seem right to kick them (or tarnish their reputation) for this if they play their turns within the alotted deadline? Not to me.

And about timezones, even just a 3 hour difference (such as between US pacific and atlantic coasts) causes a huge discrepency and can still throw the system off tremendously. That, and differing schedules. People that play early in the morning as opposed to those that play in the afternoon, for example. There is already a large window of error there. Shift the right people to later timezones, and it gets much much worse.

[ June 09, 2003, 23:20: Message edited by: Imperator Fyron ]

Ruatha June 12th, 2003 12:09 PM

Re: Increasing turn speed
 
Quote:

Originally posted by Suicide Junkie:
How about something more like:
+1 for submitting first
+1 for submitting in the first half of the turn limit (IE: on day 1 of a 48-hour-turns game, or within 12 hours of a 24-hour-turns game)
-3 for submitting after the deadline (applicable to ALPU and No-Auto games)
-10 for unexplained absence. (per turn missed)

Where the modifiers fully stack.

<font size="2" face="Verdana, Helvetica, sans-serif">Good idea, so if you're after deadline and then upload first next time the net effect is -1.
And everyone else can get +1 aswell. This is a better idea than mine.
But what to do with forewarned missing of turns? 0 pts I think.

In a timed turn game, one could have -1 after the "Time is up Nag mail", i e in my 72 hour game, the Last 12 hours of the turn time.

So for my 72 hour game:
+1 for submitting first.
+1 for submitting within the first 36 hours
-1 for submitting the Last 12 hours.
-10 for missing turn without notice (Haven happened yet in over 40 turns and 20 players).
0 pts for missing turn that has been previously warned.

[ June 12, 2003, 11:13: Message edited by: Ruatha ]

Ruatha June 15th, 2003 10:03 AM

Re: Increasing turn speed
 
We got a leader = Narrew!

In the autumn I might restart with SJ's modified rules.

Current standing in the "Turn league":
First three players to submit +1 pts, Last but one -1 pts and Last player to upload -2 pts.

Player.................Points

Narrew 3
Warlord Ragnarok 2
Tnarg 2
Slick 2
Perrin 2
Bjork 1
Roanon 1
Unkown Enemy 1
Kachoo 1
Ruatha 0
Thermodyne 0
Capt RR 0
Cory 0
Cyrien 0
Albator 0
Spunky Jones 0
Captain Greybeard 0
Teal -1
Tbontob -4
SWizzardS -7


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