Quitting

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DRVW
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Joined: Sun Mar 02, 2025 8:53 pm
Location: Everett WA
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Re: Quitting

#21 Post by DRVW » Thu May 01, 2025 6:00 pm

I’m new to this site, but what already bugs me is players in hopeless positions simply dropping out so everyone has to wait out excused delays. I don’t want to penalize or take away excused delays, but an option to declare civil disorder would be an improvement to the site.

Trigfea63
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Re: Quitting

#22 Post by Trigfea63 » Thu May 01, 2025 11:27 pm

Welcome to webDip! Yes, people dropping losing positions is a perpetual problem. You can reduce the impact of the problem on your games. One way is to play in games with a higher required reliability to join the game. To learn more about reliability ratings, click on your webDip handle at the top right of the home page. Your profile page should come up. Scroll down to Reliability Rating and click it.

If there are no games forming with a high required reliability, you can create your own with whatever settings you like (Games-->Start A New Game). Just be mindful, the higher you ratchet up the required reliability, the harder it may be to attract enough other players to start a game. You might start by trying a classic game with a required RR of 85% or 90%. You might put the words High Reliability somewhere in the game name so it stands out among the many other forming games. Some players prefer the high reliability setting.

Anon-Mouse
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Re: Quitting

#23 Post by Anon-Mouse » Sun May 11, 2025 2:37 am

NMR *No Moves Received* is a chronic problem not just quitting.
I hate games that have NMR in Spring or Fall 1901. Had a game where Italy-Turkey and Russia all had NMR's.

Random ideas on this and quitting.
Have the AI that works here, generate a set of orders for each player that has 1 or 2 units and modify the excused orders to be that if they do not over ride or confirm the orders then they are removed and the AI orders are used till a replacement player.

Give an incentive/protection for anyone who takes over a 2 or 1 unit position?

require a 3 unit power to put in a set of orders, not finalized, before being allowed to write a message. In fact I used to play this style with new players which we called 'Roman Empire" where your orders were in first and then you negotiated to try to make them work. Interesting veriant that never caught on.

this would be especially important in all of 1901.

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