Changed RR, Missed Turns, and Game Create

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jmo1121109
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Changed RR, Missed Turns, and Game Create

#1 Post by jmo1121109 » Sun May 05, 2019 2:51 am

Want to know what just changed? Read below!

What are we trying to solve?
The problem of NMR's (No Moves Received), negatively impacting games. The average member has 150 phases completed and 9 of those are NMR's. Since we began tracking Civil Disorders there have been 153,957 of them on the site and 333,451 NMR's. These result in a drastically different game flow, because when 1 country does not move it's units, the entire board suffers as people move to take advantage.

So what are we doing?
Adding excused missed turns to games and game creation. Every game will have a number of excused missed turns, from 0-4 available. When time runs out, if someone is missing orders and has an excused missed turn the phase time will reset, and they will lose 1 excused missed turn. If they do not have an excused missed turn left they are instantly removed from the game, the phase time resets, and anyone can take the position over.

How will this affect Reliability Ratings?
All ratings will reset the next time you have a phase go through after the change goes live. RR is calculated each time a phase processes in a game you are in, so it will not happen automatically. RR will now be calculated entirely based on the number of missed turns you have over the last 365 days. Having a non excused missed turn in the last 28 days will result in an additional 11% decrease in RR after the 28 days that penalty drops to 5%. 2 in the last 28 days is a 22%, 3 is 33% penalty, etc. Which should highly incentivize people to be more reliable in the short term and will refrain from punishing people who change their behavior for the better.

What is the exact new formula?
Go to http://webdiplomacy.net/profile.php?det ... rs&userID=ADDYOURUSERIDHERE to see.

Will this impact wait for orders games?
No, WFO will be unaffected.

Will current games be impacted?
YES! All current games will give 1 excused missed turn to each player in the game.

What will the default Missed Turns be set too for new games?
1

How does this address people who NMR all the time?
In addition to changing RR, during a 1 year span you get 3 un-excused missed turns as warnings.After that you will be temporarily banned from joining new games, making new games, and re-joining your CD games for increasing amounts of time.

Over a 365 day period you get:
1-3 un-excused delays: warnings in your notifications
4 un-excused delays: 1-day temp ban
5 un-excused delays: 3-day temp ban
6 un-excused delays: 7-day temp ban
7 un-excused delays: 14-day temp ban
8 un-excused delays: 30-days temp ban
9 or more un-excused delays: infinite, must contact mods for removal

*These numbers may be increased or decreased as needed

Isn't that too harsh for someone who misses a few deadlines in a day?
Yes, which is why only 1 un-excused missed turn will count towards the temporary ban punishment over a 24 hour period. So if you CD in 3 games over an hours span then your RR will be docked for 3 un-excused missed turns but your yearly count towards being temporarily banned will be 1.

What can I do if I had an emergency?
Contact the mods, they have new tools that will let them forgive unexcused missed turns.

Will I be able to see how my Rating is calculated?
Yes, all missed turns will be visible to you and the mods on your profile with all the turns that count towards your yearly temp bans being highlighted in Red.

Credit:
A huge thank you to tobi1 (http://webdiplomacy.net/profile.php?userID=31564) for doing a massive part of this change.

Another huge thank you to PeterWiggin for coming up with the new RR formula, he wanted to do a better one but I had coding constraints.

And finally a thank you to bo_sox48 for helping me with the javascript on the newly redesigned create game page.
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jmo1121109
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Re: Changed RR, Missed Turns, and Game Create

#2 Post by jmo1121109 » Sun May 05, 2019 2:57 am

Please keep in mind this is the largest change to the site in a decade. There may be issues. Please report them in this thread and we will correct them.
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Re: Changed RR, Missed Turns, and Game Create

#3 Post by TrPrado » Sun May 05, 2019 2:58 am

Welcome to the new world.
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Re: Changed RR, Missed Turns, and Game Create

#4 Post by jmo1121109 » Sun May 05, 2019 3:13 am

All 10 day games are being set to 0 excused missed turns to prevent delays of months.
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Re: Changed RR, Missed Turns, and Game Create

#5 Post by jmo1121109 » Sun May 05, 2019 4:22 am

*Oh and thanks to Durga for the idea of removing "advanced settings" from the new games page.
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Re: Changed RR, Missed Turns, and Game Create

#6 Post by Durga » Sun May 05, 2019 5:27 am

jmo1121109 wrote:
Sun May 05, 2019 4:22 am
*Oh and thanks to Durga for the idea of removing "advanced settings" from the new games page.
I assume this was one of my random angry rants about the site, but I'll take it
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Re: Changed RR, Missed Turns, and Game Create

#7 Post by jmo1121109 » Sun May 05, 2019 6:20 am

Other things that were fixed or added with this code push:
  1. Bug on how the display in games showed grey backgrounds was fixed
  2. game create join time is no longer synced to phase length, all games now have a default join time of 7 days.
  3. Increased the max join time for a game from 10 days to 2 weeks.
  4. Fixed RR parameter so you can't make a game with a higher RR requirement then your RR
  5. updated RR requirement to default to 80 OR your RR minus 1 if your RR is below 80 from a previous set value of 0.
  6. set invite code fields to not auto fill with some password managers.
  7. made someone delaying the game post in the global chat of the game letting everyone know
  8. made someone delaying the game post in your home page notifications "Game phase extended due to missing orders by at least one country."
  9. made getting an unexcused missed turn send you a notification telling you how many more you have until you're temporarily banned and encourages you to be more reliable
  10. Gave mods tools to give or take excused missed turns for 1 or all players in a game.
  11. Gave mods tool to forgive specific missed turns.
  12. game create now has clickable green question marks with popup's to explain what different game creation options mean/do.
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Re: Changed RR, Missed Turns, and Game Create

#8 Post by Rylanzor » Sun May 05, 2019 8:03 am

http://www.webdiplomacy.net/board.php?gameID=239397

Can someone tell me what happened to this game? :D
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Re: Changed RR, Missed Turns, and Game Create

#9 Post by teccles » Sun May 05, 2019 8:51 am

This is awesome, thanks for all the work.

Bug report: the extending system seems to be working in https://webdiplomacy.net/board.php?gameID=239124, but has sent me 4 notifications so far, one every 5 minutes since the delayed turn.

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Re: Changed RR, Missed Turns, and Game Create

#10 Post by ksako8 » Sun May 05, 2019 9:13 am

Thanks guys, seems to be a good change!

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Re: Changed RR, Missed Turns, and Game Create

#11 Post by eric.grinnell » Sun May 05, 2019 10:44 am

This feature MUST be turned off in all chaos games. For what I believe to be painfully obvious reasons.
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Re: Changed RR, Missed Turns, and Game Create

#12 Post by Percy Williams » Sun May 05, 2019 1:44 pm

eric.grinnell wrote:
Sun May 05, 2019 10:44 am
This feature MUST be turned off in all chaos games. For what I believe to be painfully obvious reasons.

I concur, the feasibility reason that applies to 10 day phase games, also applies to a chaos game of 34 players.
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Re: Changed RR, Missed Turns, and Game Create

#13 Post by Ogion » Sun May 05, 2019 1:49 pm

Can I just say that these changes and updates are fantastic? Amazing work all around. Much appreciated!
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Re: Changed RR, Missed Turns, and Game Create

#14 Post by Tugster » Sun May 05, 2019 3:08 pm

it's going to seriously boot unreliable people out of games in a hurry, essentially, second NMR in a game are you are instantly gone, even if they are not consecutive. Line up the firing squad for no load NMRers. Good riddance. It's a bonanza for those that like to look around for replacement zero bets to join. In the short term, it's also going to slow down many games, in the transition period, but that will stabilize out after awhile.
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Re: Changed RR, Missed Turns, and Game Create

#15 Post by Jamiet99uk » Sun May 05, 2019 3:20 pm

jmo1121109 wrote:
Sun May 05, 2019 4:22 am
*Oh and thanks to Durga for the idea of removing "advanced settings" from the new games page.
Wait what?

Surely a lot of us want those settings?

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Re: Changed RR, Missed Turns, and Game Create

#16 Post by bo_sox48 » Sun May 05, 2019 3:27 pm

If you are in any crashed games or experiencing any bugs, please post it in this thread.
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Re: Changed RR, Missed Turns, and Game Create

#17 Post by Foxcastle » Sun May 05, 2019 3:42 pm

Jamiet99uk wrote:
Sun May 05, 2019 3:20 pm
jmo1121109 wrote:
Sun May 05, 2019 4:22 am
*Oh and thanks to Durga for the idea of removing "advanced settings" from the new games page.
Wait what?

Surely a lot of us want those settings?
It’s an improvement.

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Re: Changed RR, Missed Turns, and Game Create

#18 Post by TrPrado » Sun May 05, 2019 3:45 pm

Jamiet99uk wrote:
Sun May 05, 2019 3:20 pm
jmo1121109 wrote:
Sun May 05, 2019 4:22 am
*Oh and thanks to Durga for the idea of removing "advanced settings" from the new games page.
Wait what?

Surely a lot of us want those settings?
They’re still there, now you just don’t have to click “advanced settings” to access them.

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Re: Changed RR, Missed Turns, and Game Create

#19 Post by Tugster » Sun May 05, 2019 3:48 pm

but if I post my crashed game, it's anonymous, and I reveal to everyone that I am in it.

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Re: Changed RR, Missed Turns, and Game Create

#20 Post by TrPrado » Sun May 05, 2019 3:53 pm

Very fair, in which case email the mods about it.

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