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A place to discuss topics/games with other webDiplomacy players.
Page 138 of 1419
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Phil87 (0 DX)
14 Sep 08 UTC
New Game
Hey,

just opened a game.
10 credits to enter.
24h per turn.
Join if you want.

http://phpdiplomacy.net/board.php?gameID=5669
2 replies
Open
Treefarn (6094 D)
14 Sep 08 UTC
Is there a way to determine precise time a phase expires?
If it says 24 hours, how do I know the precise time?
0 replies
Open
texasdeluxe (516 D(B))
14 Sep 08 UTC
Anyone wanna take over a Germany with 12 SCs in CD?
http://phpdiplomacy.net/board.php?gameID=5161
1 reply
Open
mapleleaf (0 DX)
14 Sep 08 UTC
New Game - SuperFast - 2
1 hour between phases. 20pt WTA. All are welcome.
0 replies
Open
Stevelers (3084 D(G))
11 Sep 08 UTC
Global Press Only-3
Are there 6 more people interested in playing this interesting variant? Only press on the Global tab is allowed, which means no secret communication between players.

The last game was certainly a heated battle... And those from that game are welcome to join this next Global Press game, and of course, anyone else who wants to play is welcome too. The first six people to post in this thread saying they'd like to play will get the spot, so don't wait! :)
51 replies
Open
MadMarx (36299 D(G))
13 Sep 08 UTC
Five-way draws
How common are these? I'm in a game that is in 1907 and the majority of the players appear to be pushing for this... It kind of caught me off guard!! Maybe it's just a WTA thing as I haven't played too many of those...
5 replies
Open
DukeAtreides (100 D)
13 Sep 08 UTC
FTF Diplomacy
Does anyone know of a site that lists/indexes FTF tournaments (preferably newb-friendly) around the world? Or perhaps regional diplomacy clubs?
1 reply
Open
flashman (2274 D(G))
13 Sep 08 UTC
Edi Birsan
You have asked and are asking many questions on here...
27 replies
Open
Blackheath Wanderer (0 DX)
12 Sep 08 UTC
When are the leagues starting?
Can we just start them?
11 replies
Open
Sun_Tzu (2116 D)
13 Sep 08 UTC
Edi Birsan is the most knowledgeable player in the game today!
Everyone should listen to Edi Birsan advice and take it! He is considered by most to be THE grandmaster of dipomacy!

Welcome to the site Edi, I'm looking forward to playing with you.
2 replies
Open
mps247 (100 D)
10 Sep 08 UTC
All is safe at CERN
Put your mind at rest - they've turned the beams on, and the World has not ended!
45 replies
Open
azzaron (1765 D)
12 Sep 08 UTC
Support Move Rules Question
Can a fleet in Gulf of Lyon support move a fleet in the Mid-Altantic Ocean into the *NORTH COAST* of Spain?
8 replies
Open
shayol_ghul (100 D)
13 Sep 08 UTC
Anyone In For A Game?
just started a new game, "Fall of Eden", and looking for players. Feel free to join.
0 replies
Open
EdiBirsan (1469 D(B))
12 Sep 08 UTC
NMR's in 1901... why are they playing on>?
I have taken over two games where the players dropped in Spring 01 and the game went on with a country not making any moves in all of 1901.

Why do you continue the game?
When the game has a Spring 01 NMR *no moves received, why not simply stop the game and restart with a new player. Are the points all that important>?

Another option may be to have a standing set of orders for Spring 1901 and they kick in when there are no orders and the player missing orders is immediately rejected and a replacement called. At least this way the game will not have a disaster start.

If the programer can deal with it there can be several options so that the starting 01 orders are not always the same for example:
Austria
A Budapest to Serbia 100%
F Trieste to Albania 100
A Vienna to: Galicia 50/Trieste 30/Budapest 20
Braveheart (2408 D(S))
12 Sep 08 UTC
Not a bad idea.... better than just sitting there. Would also be good if countries in CD automatically made support hold orders for their own units later in the game.
abgemacht (1076 D(G))
12 Sep 08 UTC
I think there should be two options added to the game. A draw button (so kestas doesn't have to do them manually) and a end game button (for the scenario described above)

I would be very strongly opposed to having a computer enter moves, however. First off, I believe it goes directly against the rules (although I'm not positive) secondly, it adds an uncomfortably large portion of luck to a game that should be based on skill.

If a player does go CD that soon in a game, i'd suggest holding until a replacement could be found.
EdiBirsan (1469 D(B))
12 Sep 08 UTC
The idea of the artificial intelligence is something I would like to see developed so that players who have a legitimate NMR are not destroyed by it.
For example when I ran a 7x Gunboat tournament three of my players wound up in emergency rooms and hospitals overnight on some rather serious issues/auto accidents and the like. I run with the Easy Does It System where if there is a NMR I put a set of orders in for them and then find out what happened. A machine A/I is being developed so that does not have to be done in the future. However, it really saved the game for everyone involved, the players of course being a Gunboat game had no idea that the orders were done by "A/I" and all three players were very appreciative that their whole position did not crumble and the other players did not feel like the air was suddenly sucked out of the intensity of the game.

Personally for 1901 problems I strongly suggest that the game simply be stopped and restarted with a new player BEFORE any orders are processed.
abgemacht (1076 D(G))
12 Sep 08 UTC
I agree that the game should be stopped if someone goes CD that soon, but as that is not an option (that I know of) the best thing to do is hold.

I can see where you're coming from with AI if you're playing in a more timing consuming event, but it's so easy to create games here, that I think it would take away from the game by adding an AI. Also, you may run into a problem with people who understand the algorithm for the AI better than others having an advantage.
EdiBirsan (1469 D(B))
12 Sep 08 UTC
The whole point is to create a philosophy of play...maybe an ethic of play is better... wherein we develop the concept that the play comes before the game. We play to have fun and make it fun for others. When the game is broken from the start, we put the pieces away and start another game.
dangermouse (5551 D)
12 Sep 08 UTC
We've talked about setting moves similar to those for CD countries. Or at the very least setting up support holds as much as possible.

Of course, when last discussed the adjudicator wasn't 100% compliant - so Kestas had plenty of higher priorities.
abgemacht (1076 D(G))
12 Sep 08 UTC
OK, so I just learned what a gunboat game is. In that case, I definitely agree with having an AI stand in. Otherwise, I'd be against it.
kestasjk (95 DMod(P))
13 Sep 08 UTC
These things are to be expected in low-points games, the idea is that once that happens people can gain points and make it to higher points games.
The higher the game you enter, the less likely it is you're playing with someone who's going to leave; people who leave go down, people who don't go up. This is true whether or not people find points important

So unfortunately you do have to endure games with players who are new to the game or likely to leave to make it to the better games, but that's the cost of being such an accessible site

Regarding AI: Diplomacy AI works like Chess AI; orders are generated and adjudicated in a "brute-force" sort of way, and after each adjudication an algorithm determines whether the units would be in a more favorable position. This process takes a very long time computationally, especially across so many games, which we can't afford to do on shared hosting, especially using PHP. It's also complicated to program, and AI is only a reasonably good substitute in gunboat games
EdiBirsan (1469 D(B))
13 Sep 08 UTC
So the problem of early drops has been around.
The idea that having to endure the early drop outs to get points to get to the higher point games is a valid approach. How has it worked out over all?
If we took games with players with 200 then 300 then 400 points and looked at the games with that minimum do we see a significant change in the NMR and the Drop out rate of players? I don't know but it would be cool to be able to see.

What other ways have people tried to cut down on the drop out rate?
This way the hobby can avoid those poor approaches.
Where do the drop out's go? I wonder how many can be brought back to the hobby? Hmmmm....just thinking out loud.
Feckless Clod (777 D)
13 Sep 08 UTC
I think it's inevitable that on a site where it is so easy to register (a good thing) and so easy to join your first game, or your first twenty games (a good thing), there will always be curious visitors joining out of idle curiosity, and then moving on when they lose interest, which might be as soon as they realise that nothing's going to happen in their games for several hours, or as soon as they realise that they're never going to pwn Europe unless they read the rules. Where do they go? I don't know.... shopping? Clubbing? www.nudenakednurses.com? Who cares? How many can be brought back to the hobby? Very few, hopefully....

I would oppose the use of AI to solve this 'problem', even if it were practicable. If a foreign power is going to just roll over and die, I say, let them.

Yes, I know that it can be frustrating to play in games where half the players immediately disappear, especially when this is to an adversary's advantage, but ultimately, it means that a dedicated newcomer can acquire a reasonable number of points just by sticking at it, and then move on to take on the big boys. I've played with at least a quarter of the sites top 100 ranked players, and I've found an enormous difference in the standard of play between them and the newbies. I can't show you statistics to prove that higher point games have a lower drop out rate, but I have no doubt that that is the case.
kestasjk (95 DMod(P))
13 Sep 08 UTC
> How has it worked out over all?
It has worked out very well; if you think it's bad now it was terrible before the points system came in. People would join a game, hope it'd go well, and if it didn't leave and join another

The threshold for fairly reliable games is in games where the bet is over 100 points, because at that level all players have to have had at least some success in previous games
The best way to look at this is to see the difference between the total amount in the pot, and the number of bets * 7. If the amount in the pot is much larger then a large player must have been taken over from civil disorder

ROUND( AVG( g.pot ) ) ROUND( AVG( m.bet ) * 7 ) Stats
Under 100 points:
169------------------------ 129 ------------------------------Left:2% Defeated:18% Playing:80%
Over 100 points:
982--------------------------- 976 --------------------------------Left:0% Defeated:16% Playing:84%

So in the >100 points games the difference between bets and pot size is tiny, but in the <100 points games it's much larger. Even in the sub 100 points games the CD players do get taken over, leaving the average number of left players at 2% which isn't too bad.

Below 100 points it's not so clear cut. At very low points levels the left rate is higher, then it decreases, but it gets higher again when it gets to 100 as some new players bet their starting 100 points in one game
kestasjk (95 DMod(P))
13 Sep 08 UTC
> What other ways have people tried to cut down on the drop out
> rate?
I've found the problem exists on all phpDip based sites, and less on the less accessible sites and e-mail based ones. I expect stabberfou suffers less from this problem because games are created manually on request, and e-mail based ones don't have such a problem because you generally need to own your own board and already know the rules to play.

There definitely isn't a way to eliminate the problem entirely: The pro is that we get new players here who have never heard of the game, who may develop into better players. The con is that not all players will want to develop into better players, and will leave
I don't think any technique can possibly keep one without losing the other

> Where do the drop out's go? I wonder how many can be brought
> back to the hobby?
I think most of the sign-up-&-drop-out players weren't part of the hobby to begin with; they just wander in, decide to give it a try, and don't find it to their liking. That's probably the main difference between the recent web-based sites and the older ones


13 replies
jadayne (283 D)
12 Sep 08 UTC
dot next to name
This is probably a silly question, but what does the small dot next to a country name mean?
4 replies
Open
MajorTom (4417 D)
12 Sep 08 UTC
For all the latest on the LHC apocalypse!
http://HasTheLargeHadronColliderDestroyedTheWorldYet.com/
13 replies
Open
Thucydides (864 D(B))
11 Sep 08 UTC
Hurricane Ike
I'm glad I finished my last game before the storm hits. To anyone playing with someone living on the Texas coast... expect him or her to miss a few moves due to power outtages haha.

Stupid hurricanes.
8 replies
Open
Thucydides (864 D(B))
11 Sep 08 UTC
"FINISH HIM!"
Does it ever bother anyone else from time to time how the game always cuts off at 18 SCs? Sometimes I'd really like to keep playing till the whole map is under my domination, or I'd like to keep fighting the winner tooth and nail. Also, it would be interesting psychologically to see how long some of the alliances that were in place at endgame hold up throughout postgame.
5 replies
Open
Leon Rey17 (1838 D)
09 Sep 08 UTC
Ridiculous civil disorder country takeovers
It is truly stupid that someone is allowed to join a country that's going under(2 or less supply centers) and messing up the winning player's orders by joining late. This is habit of some that should be broken.
21 replies
Open
whalen (373 D)
12 Sep 08 UTC
What happens when time runs out for a turn???
Simple Question...

When time runs out at the end of a turn, and you've entered moves, but didn't finalize them, what happens?

1-Do your units stay in civil disorder (all hold) even if you've enter non-finalized moves?

or

2-If you enter non-finalized moves, do units do those moves when time runs out?

Thanks!
7 replies
Open
EdiBirsan (1469 D(B))
10 Sep 08 UTC
Double/triple addressees? How
Is there a way to write a letter with copies to two or three players only>?
So for example if I want to run an AIR alliance (Austria-Italy-Russia) can I write in this system so everyone knows they are getting the same message?


8 replies
Open
mapleleaf (0 DX)
11 Sep 08 UTC
FUNKY SPEED GAME
It's called United Nations Game.

Speed game with the United Nations variant. All communication MUST be carried out via the Global Tab. No private conversations are allowed. It's one hour between turns, at most.
5 replies
Open
EdiBirsan (1469 D(B))
11 Sep 08 UTC
Leagues... can someone explain this please?
What is the story with leagues?
What is it, how is it different than the normal games, what is the structure>/?
29 replies
Open
GordonHo (273 D)
11 Sep 08 UTC
attack move
hi,

im wondering about the outcome of this situation:
http://phpdiplomacy.net/map.php?gameID=5501&turn=4&largemap=on&nocache=4174dd

more specific, about kiel.
moves of germany were:
A HOL - KIE
A MUN S A KIE - BER
A KIE - BER
F DEN - BAL

the russian moves were:
A BER - KIE
F BAL - BER

from what i get, the army ber shouldnt bounce back the arme moving into kie from hol, as the army in kie attacked / moved into ber directly.
though, HOL was bounced back.

lemme know where im wrong :)
6 replies
Open
ngs109 (551 D)
11 Sep 08 UTC
Jogo em portugues - Brasil
Jogo em portugues:
http://phpdiplomacy.net/board.php?gameID=5619
A senha é o nome do país governado pelo Lula.
Por favor, apenas jogadores que falem portugues.
0 replies
Open
GordonHo (273 D)
11 Sep 08 UTC
sc to nc
hi, can i move a fleet from nc to sc in a turn? eg spain or bulgaria
2 replies
Open
bab1286 (100 D)
11 Sep 08 UTC
CSBI
join it
1 reply
Open
EdiBirsan (1469 D(B))
11 Sep 08 UTC
Points Per Supply Center
I tried to find the exact description on the FAQ but I did not. May be my own incompetence for which I apologize for asking for duplicate information...BUT
what is the exact formula for this so that I can understand a little better what people are talking about when they say they do not care about who wins as long as they get their points.
6 replies
Open
Rait (10151 D(S))
11 Sep 08 UTC
Kestas, please check the background of the players
There is something very weird going on in the game http://www.phpdiplomacy.net/board.php?gameID=4896

I took over CD France at autumn 1908 & started to maneuver my units. The whole time I have been in the game, Turkey (Happyfunball) has supported Italian (DirtyDiaperDicky) units, made aggressive moves against me & at the same time! each year surrendering his SC-s to Italians. There has been virtually no communication from Turkey nor Italy, except one response from Turkey which ended with the line .... you can lose buddy. Italy is going to have 18 SC very soon and you can't stop it. :)

Such behaviour has no rational explanation & at the very least it's a poor sportsmanship, but I'm afraid that there is more than that....
11 replies
Open
TheGhostmaker (1545 D)
10 Sep 08 UTC
League Replacements
Alterations in the leagues due to non-responces and a drop out leave the leagues as below (pending responses from replacements):

Group A:
Rait, Withnail, Sean, TheGhostmaker, belsherj, Delicious Wolf, Obiwanobiwan.

Group B:
MarekP, MadMarx, cgwhite32, krokodil, Ed Poon, arthurmklo, Dearmore

Group C:
Dangermouse, flashman, Chrispminis, thewonderllama, Goobledydook, Xapi, Pokemon trainer

Group D:
Anlari, Braveheart, Centurian, Sarge, El_Perro_Artero, Darwyn, TheMahatma

Group E:
Alamothe, Ivo_Ivanov, ironclad, xgongiveit2ya55, Churchill, Destp, TheMastergamer

Group F:
Signalseven, Feanor, Mapleleaf, sceptic_ka, NevilleChamberlin, Abgemacht, Polar Bear
15 replies
Open
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