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A place to discuss topics/games with other webDiplomacy players.
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wacker199 (100 D)
07 Jun 07 UTC
New Game
I'm startin a new game titled Royalty.
2 replies
Open
Arthas (1769 D)
11 Jun 07 UTC
What Happened to GameMaster?
In this game, it's currently Autumn 1902, and yet on my gamemaster tab I only have one line which reads " Autumn 1902, Retreats: Nothing happened involving your units in this phase."

My previous moves from 1901 are all gone. What's up with this?
5 replies
Open
Sicarius (673 D)
11 Jun 07 UTC
um, this is way weird, and gay
I'm in a game called bloody chess, everybody has finalized their moves but the game wont go to the next round (or season or whatever) it seems like I'll have to wait another 13 hours, even tho everyone is done!
6 replies
Open
Evilduck (322 D)
10 Jun 07 UTC
Strange Player Name
In the game Fat and Juicy Italy is in civil disorder and the name of the Italy player is "Civil Disorder Italy". Did the player specifically make an account to play as Italy and be in civil disorder all the time?

This is just weird and I'm bringing it up because it might be cheating.
8 replies
Open
aoe3rules (949 D)
05 Jun 07 UTC
MasterMinds III & IV
i'm starting another MasterMinds only game. email me if you want to join. i'll start the game as soon as i get 6 emails. or, since there are so many of us now, we could have two games. (no one would be in both, so someone else would have to start the second)
44 replies
Open
priss (100 D)
10 Jun 07 UTC
World Is Yours
say hello to my little friend and be aware that new game was just open...
0 replies
Open
Robazoid (104 D)
10 Jun 07 UTC
Rules Question
I am just wondering what the rule is and what the outcome will be on this site if this situation were to happen:

Lets have Four Armies armies Army A, B, C and D. A and B are on the same team, C and D are on the same team.

Say A is in Trieste, B is in Budapest, C is in Vienna, and D is in Galacia.

So the situation is as follows:

Army A move Trieste - Vienna
Army B support move Triest - Vienna

So there is an attack of strength two on Vienna.

Army C move Vienna - Bohemia
Army D support Hold in Vienna.

Say Army C were to have a stalemate in Bohemia, and so comes back to Vienna. Now is there a stalemate in Vienna, since they are both strength two, OR does the support hold order become void, and Army C is forced to retreat?

Any help is appreciated.
2 replies
Open
DrTerminus (107 D)
09 Jun 07 UTC
Lost Passwords
One of my players lost his password. Can you email it to him? His user name is "Friendly Bill".
1 reply
Open
The Mahatma (1195 D)
05 Jun 07 UTC
Unreliable players - name names?
Do the experienced players on this site have an appetite for a thread that names names of players who
-have abandoned when the going got tough
-haven't fought right to the bitter end
-don't finalize their moves in a timely fashion

I think the bugs on the site aren't a big deal, as long as you know what they are. But the potentially fatal flaws in this site are the absence of a abandon game option, the number of moves before an abandoned country goes into cd, and the length of time to wait for retreats when there's no place to go.
30 replies
Open
sercankd (100 D)
08 Jun 07 UTC
Racist
this is a racist game close or i will fuck your systems
13 replies
Open
Zxylon (0 DX)
09 Jun 07 UTC
Lets Do Everything as a PHP Community to Make this Site Perfect
Kestas, I suggest that you provide an option for donations to improve servers and make a PHP Diplomacy 1.0 with upgrades. If money will fix the flaws then I think as a community we can come together and help. What do you guys say.
1 reply
Open
Eladt26 (100 D)
01 Jun 07 UTC
need help regarding support
I have an army at keil and an army at Holland I ordered my army at keil to move to rhur and sipport Holland and I told my army at Holland to move to belgium(which was occupied by enemy force).
for some reason after the end of the phase i keep on getting ths message:your army at keil's move support wasn't accepted by the unit which support was being given to.

its not the first time it happened can someone please tell me what happened. and can someone please also tell me how can I support my units.

thanks
12 replies
Open
Sicarius (673 D)
09 Jun 07 UTC
new game
war is hell

join it
0 replies
Open
DrTerminus (107 D)
08 Jun 07 UTC
Due Now status
After the 24 hour time limit the game is in the "due now" status. Why does the game not make the moves? If there are players that have not finalized orders whey does it not just default them to hold and move on?
3 replies
Open
jimshlif (441 D)
06 Jun 07 UTC
New game
"Unto the breach" for fans of Shakespeare, and other literate homies. "Summon up the blood"!
0 replies
Open
jimshlif (441 D)
22 May 07 UTC
Feature request: record NMR's
Certainly not a high priority, but it would be nice if phpdiplomacy logged each time a player committed an NMR ("no moves received"), and displayed in his profile the percentage of his turns that were NMR's.

Maybe game creators could even set a threshold: "anyone can join this game except people with NMR% higher than 10%" etc.
PolishTeaParty (389 D)
25 May 07 UTC
This is actually a really good idea for weeding out the unreliable players. It really does take away from the game when somebody doesn't move.
crimson (501 D)
25 May 07 UTC
Amen. In face-to-face games, you don't have any excuse. PBM and suchlike, NMRs can trigger CD and you don't use that person again. Seems this version is attracting a lot of uninteresting or uncommited players. I've been in a few games now where the end game gets rushed into an 'easy win' because someone has decided it has taken too long.

News flash: this is a methodical game and if you aren't willing to devote a month or so, then pack up and go back to flash pong or whatever.
isbian (106 D)
25 May 07 UTC
I discourage this. Most NMR's are people who have either quit, or have gone on a school overnight trip or vacation sometime, like me. In the case of quitters, you won't need it because they very likely will not be playing anymore. Also, this will make the innocent overnight trip and vacation guys look very unreliable.
Noodlebug (1812 D)
25 May 07 UTC
But they are unreliable! Anyone who due to exceptional circumstances misses a few turns in all their games, but otherwise has a good record won't see too much damage to their NMR%, but people who do this sort of thing every weekend or every couple of weeks, disrupting all their games repeatedly, they will quite rightly get a high NMR%. That's pretty much my definition of unreliable!
crimson (501 D)
27 May 07 UTC
If you're committing to a daily game then you are committing. Noodlebug hits it on the head.

A sane option would be to allow all the current players to vote on pausing the game and require a unianimous vote to pause. Then the game would be held until there was a unanimous vote to resume.
zoople (100 D)
28 May 07 UTC
I agree with the general consensus here. I think we are all guilty of missing a turn or two due to commitments, but I think that if people are frequently doing it, they shouldn't commit to a game.
alex.forencich (833 D)
30 May 07 UTC
How about you need more than one in a row or a certain % per game for it to count?
ih8noah (100 D)
30 May 07 UTC
great!
jimshlif (441 D)
05 Jun 07 UTC
Bumping this thread in response to a thread posted by Mahatma. This might solve the same problem you're referring to, Mahatma, but objectively rather than subjectively.
The Mahatma (1195 D)
06 Jun 07 UTC
Jim, I like your suggestion a lot. The only downsides are that it is not as immediate and that it wouldn't capture players who give up without abandoning.
jimshlif (441 D)
06 Jun 07 UTC
True, this plan would do very little to fix a game that someone had already inconvenienced. Players who gave up without abandoning the game would receive an NMR with every passing round, though, so the plan would give them a reason not to do that.

The "abandon game" button is a good idea, although it, too, should come with some kind of penalty to your reliability rating. Discouragement of people who just walk away from games without even having the decency to click that button, then, could be intensified with a variation on Alex's suggestion: what if the first missed round in a row counted as a single NMR for purposes of calculating NMR%, the second in a row counted as 2 NMR's, the third as 4 NMR's (and being booted from the game) (or some equivalent weighting scheme)? That way, small errors and unreliable play would be slightly discouraged, and very disruptive play would be decisively punished.
Chrispminis (916 D)
06 Jun 07 UTC
Not a bad suggestion, but this problem should be covered with a new scoring system.

NMR's would have the side-effect of encouraging players to abandon accounts, and restart, after a vacation or such, because their NMR may be too high to play with anyone. They can bypass this by creating a new account and restarting with full credibility. Of course, the scoring system, has a little of this problem too... except...

With a scoring system, you can work off your demerits, and I doubt there will be a negative point system, and I imagine it will ultimately be culmulative, so starting a new account wouldn't be more advantageous score-wise than continuing to play on your original account.

As well, NMR's allow some leeway, which is obviously acceptable, but every move missed biases a game, each move missed should be penalized, no matter if it's the move that hits the 10% mark, or if it's the first move missed. With a scoring system, the offending player would feel the damage immediately, and there would be short-term incentive to stay with a game. If they absolutely HAVE to leave, they can do so at the loss of some of their score, but that can be earned back, where as a bad NMR reputation is harder to work off than it is to create a new account.
jimshlif (441 D)
06 Jun 07 UTC
I think I agree that NMR% isn't the only relevant measure of reliability, and that a points system would do a better job of encouraging people not to start new accounts.

However, I can see a major drawback to a simple additive/subtractive points system, too. If Al has been playing perfectly reliably for a month and built up only 100 points -- and Bob has been playing for a year, built up 1000 points, then lost 800 of them recently due to a streak of negligence -- then I'd much rather play with Al. But Bob would have more points.

Maybe the answer is to keep two statistics about each player. NMR% on the one hand, and number of moves ever submitted on the other. Players who start new games could choose how stringently to discriminate against newbies and (separately) how stringently to discriminate against unreliable players. Therefore, you'd probably wind up playing most of your games against people who are more or less i) as new to phpdip as you and ii) as reliable as you.

That's not a bad outcome. And you'd be discouraged from starting a new account, because it would mean starting over, playing against new users and rarely encountering the people you know, whereas simply playing a game or two on your old account would repair some or all of the damage to your reliability score and return you to grace.

I agree with your point that every missed move should in principle be penalized, but I don't see how a points system handles that any better or any worse than an NMR% system. (Either way, it's possible to incur a penalty that just happens not to drop you below a penalized minimum threshold.)

The more thought I give the problem, the more I think it's important to penalize consecutive NMR's, dropouts, and other unreliable stunts more severely than isolated ones. If a points system is implemented, maybe the number of points you forfeit for an unreliable stunt could depend on how long it's been since your last unreliable stunt.
Necco (100 D)
06 Jun 07 UTC
I was reading a bit about Diplomacy, and I saw that the standard rules are a bit unbalanced, for example, it's quite difficult for Italy to win a game.

So I'd like to know from you: what's the most balanced variable you know?
ih8noah (100 D)
06 Jun 07 UTC
i'm assuming you mean "variant". and it's probably Fleet Rome. it's the same as the regular game, but Italy starts with a fleet in Rome instead of an army, so they can take Tunis AND Greece. that gives them a slightly stronger position. unfortunately, you can't play the Lepanto then :(
Chrispminis (916 D)
06 Jun 07 UTC
Of course you can still play the Lepanto.
Just a slight variation, same end result however. =D

And yes, I just realized that a points system would not differentiate between an unreliable player and a new player. But the point system works on the individual player, and not on the game creator. The purpose, is to deter players from being unreliable, it is not to allow users to create games and discriminate between other players.

If you have a higher score, you should not be playing someone with a much lower score than you, because either they are more unreliable, they are newer, or they are not as skilled. That is the only discrimination, and while it means that perhaps new players might have to deal with unreliable players, hopefully, the point system and a competitive atmosphere would deter players from being unreliable, and instead focus on playing the game with the intention of raising one's score.

I would not penalize consecutive NMR's more than isolated incidents, because if it's consecutive, it is likely that the player has taken a break due to real life issues, or vacation, in which case, they should not be penalized harshly, because obviously real life comes before phpDiplomacy. The other possibility is that the player has quit phpDiplomacy, in which case, further penalization would have no real effect, and might in fact be a major discouragement to any second thoughts the quitter might have.

A multiplicative effect on NMR's is large enough, there is no need for exponential growth.
kestasjk (95 DMod(P))
06 Jun 07 UTC
The idea I've been going with for the points system is one where you have to place a certain number of your points into a game "pot" as a bet. The number of points you have to bet is chosen by the game creator.

When the game is done, or you are defeated, you get a certain amount of points back, perhaps more or perhaps less depending on your performance. If you go into civil disorder you don't get any points back.

This means that anyone who goes into civil disorder in high-stake games won't be able to join high-stake games for long. The winners can join higher stake games, those who are average float around in the middle, and people who go into civil disorder do the worst.

So when someone joins they have a small number of points and can only play in low-stake games with people who may be bad players or may go into civil disorder.
If you often go into civil disorder you don't progress, if you win against new/bad players you progress to higher stake games, and generally you end up playing people at around your skill level. If you go into civil disorder often you'll only end up warring people who are new, bad players, or go into civil disorder often, if you're an average player you'll end up in games with average players. If you're a good player you'll end up in games that only good players can get into.

It also means that if you have a certain number of points you can either join a whole bunch of smaller games, or one or two high-stake games, so it also provides a way of stopping people playing in more games than they should. If they're playing in too many games they'll probably be playing in low-stake games, so it won't matter if they can't dedicate a lot of time to playing in them.


That's the idea anyway
jimshlif (441 D)
06 Jun 07 UTC
I like the gambling element very much. (Would you stand to win points if you won with a crappy power like Italy?)

I hadn't understood that when you guys talk about a "points system", you don't just mean points based on behavior, but points based on success in games. I guess I don't like the idea of being stuck with unreliable players simply because I'm a bad or new player.

And the converse of that concern is that if the system leaves it unclear whether a player with high points is a successful player or a reliable one, I don't have a sure way of excluding unreliable players from the games I play.

I guess we've had two different intentions in mind all along: Kestas and Chris are interested in implementing a system that puts evenly-matched players in the same games (which I agree is desireable); my own priority (and that of several other posters, in this thread and in the one started by Mahatma) has been avoiding playing with likely dropouts.

It'll be interesting to see whether the gambling system plays out the way you expect. Seems plausible. Will there also be free games, so that even before I build up many credits, I can play in up to 10 games?
jimshlif (441 D)
06 Jun 07 UTC
* that should have read, "Would you stand to win more points if you won with a crappy power like Italy?"


19 replies
Otto Von Bismark (653 D)
31 May 07 UTC
3 of My 7 Games are in the "Due Now" Phase
Kestas, if there is something you can do, it would be appriciated.
10 replies
Open
azapcap (0 D)
03 Jun 07 UTC
Fleet support cut by army????
Autumn 1906, Diplomacy: Your fleet at Aegean Sea was attacked by a army at Greece, and had to defend itself, so couldnt support a move elsewhere.

Autumn 1906, Diplomacy: Your army at Constantinople engaged the army at Bulgaria head on; both units were equally matched so there was a stand off.

http://phpdiplomacy.net/board.php?gid=1051&msgmembershipid=0
7 replies
Open
QCadd (100 D)
03 Jun 07 UTC
Oddity corner
what is the most unusual game you have seen so far?
0 replies
Open
Salmaneser (6160 D)
03 Jun 07 UTC
Spelling error
Kestas, just found a spelling order. In the dropbox, one of the possibilities to move to is North Altantic Ocean. Never heared of that though ;-)
13 replies
Open
The Donkey (479 D)
02 Jun 07 UTC
Request for Kestas
http://www.phpdiplomacy.net/board.php?gid=1162

Could you extend the turn deadline by one day? Some of our players have disappeared and it is unlikely that they'll make a move by 8AM PST. I wouldn't want any player to skip a turn as that unbalances the game.
2 replies
Open
Locke (1846 D)
01 Jun 07 UTC
Mad Game
I was just looking over the games i got knocked out in when i found this:

http://phpdiplomacy.net/board.php?gid=969

This is the strangest looking board i think i've seen on this site..... almost makes me wish i was still in!
8 replies
Open
Vampiero (3525 D)
02 Jun 07 UTC
Bug?
my army at triest moved into venice with support from a fleet in the adriatic. how did the italian army happen to move venice-triest at the same time?
3 replies
Open
Sicarius (673 D)
01 Jun 07 UTC
a question
what determines what country you are in a game? is it completly random? obviously randomness is a big part, but does anything else factor in?
4 replies
Open
Sicarius (673 D)
01 Jun 07 UTC
Bloddy Chess
new game, join it
2 replies
Open
priss (100 D)
31 May 07 UTC
New game started
Hell on Earth for everyone interested in a non-peaceful solvation of multilateral interests. Warheads welcome.
0 replies
Open
Salmaneser (6160 D)
27 May 07 UTC
Even more demographics! - Profession
What's your job, or what do you study?

I'm a student History at university of Ghent.
34 replies
Open
Wagfop (262 D)
31 May 07 UTC
New Game
New game - Senso-Yaro - for all hepcats. Everybody welcome. Except assholes.
2 replies
Open
jimshlif (441 D)
26 May 07 UTC
Rules that haven't yet been implemented
I just got this Gamemaster message: "Autumn 1906, Diplomacy: Your army at Serbia prevented the army at Rumania from giving a support move against your army at Serbia." Is that to be taken as accurate? I thought if Xxx s Yyy->Zzz, then Zzz->Xxx couldn't cut that support. Either this is an erroneous message, or the rule I just cited isn't yet implemented in phpdiplomacy.

I haven't been able to find any kind of list of known discrepancies between phpdiplomacy adjudication and the official rules, but it would be useful to have such a list. Can we list such discrepancies here for future reference?

In phpdiplomacy, unlike in regular Diplomacy...
1) You can't yet support the movement of a unit that's being convoyed.
2) A unit that's under attack can cut support being given to its own attacker.
3) A convoy is disrupted if it is attacked, even if the attack is unsuccessful.
4) A unit to be convoyed specifies what route to use, not its destination.
5) Other players don't get to see your orders, only the results of the orders.
6) ...

What else?
12 replies
Open
kestasjk (95 DMod(P))
31 May 07 UTC
sid cookie set to 0 error
A problem that has been turning up in the logs a lot recently was a logon bug that has been fixed. You may have been logged out momentarily when I applied the fix, but that should be over now.

If anyone can't log in let me know at [email protected]
0 replies
Open
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