Forum
A place to discuss topics/games with other webDiplomacy players.
Page 39 of 1419
FirstPreviousNextLast
Zxylon (0 DX)
20 Sep 07 UTC
Holy Roman Empire
Join Now 30 points to join
0 replies
Open
bihary (2782 D(S))
19 Sep 07 UTC
game "boredom" stuck
What to do?
0 replies
Open
Thirdfain (100 D)
18 Sep 07 UTC
Weird Problem
I just had a fleet defeated on the North Coast of St. Pete's. I control Norway (which is empty) and Barent's Sea is empty. When I go to input my retreat order, however, no provinces at all are available... all I can do is disband. I still control enough SC's to maintain the fleet. What's going on?
6 replies
Open
joao (104 D)
14 Sep 07 UTC
bugs?
Theres somethin wrong at game "Another game".
It was indicanting "end of fase in 8 h" (diplomacy fase) Then sunddenly... calculations done!!
30 replies
Open
berlinerkindl (100 D)
19 Sep 07 UTC
Metagaming in Scarii
Is it possible to have me placed in CD in this game? http://phpdiplomacy.net/board.php?gid=1722

Italy and Austria are friends outside the game, italy has already informed me that this is the overriding determining factor in his decisions regarding Austria. To me this is clearly a case of the predetermination of events by outside factors unknown to the other players before the game even starts.

If it's not possible to have me removed from the game or a CD imposed I just won't be posting any further moves to the game and let it CD on it's own... Honestly.. that is just as much cheating as multi logging.
2 replies
Open
alamothe (3367 D(B))
18 Sep 07 UTC
Why :-)
In the last three games I joined, I always got Turkey. :-(

Why is that... Kestas doesn't like me or it's a statistical anomaly :-)))
13 replies
Open
NotunJeff (140 D)
18 Sep 07 UTC
"incorrect" move orders
In home games I play, one strategy i've used
0 replies
Open
dnorth (131 D)
18 Sep 07 UTC
Supporting Units from a country in Civil Disorder
If I suport a unit from a country in CD. Does it work any differently than if the country was not in CD?
2 replies
Open
crimson (501 D)
17 Sep 07 UTC
Gypped during builds?
In game 1634, France didn't get the build for 5th SC in Autumn 1904. The only reason a unitt was popped was knowing it would be able to be converted...
0 replies
Open
dangermouse (5551 D)
12 Sep 07 UTC
Why there needs to be a bonus for winning
I know this has been pointed out several times and Kestas has submitted that he felt the payout distribution works out well. I've said that it encourages people to play for second place (something which I find very wrong). But since it was all buried in the middle of that extra long thread, many players may not have read it.

The point system discourages losing players from quitting on a game - which is great. But it also actively discourages large powers from working with the smaller nations in end game. (I am currently the smaller power in a number of these games and they're all playing out the same so I think I can speak with a bit of certainty here.)

As an example, say A controls 16 supply depts, B controls 14 supply depots and lowly old C has just 4. In the real game, both A and B would have to try to work with C in order to gain a further advantage/prevent the other from winning. With the current rules, A and B mostly ignore diplomacy from C and split the territories between them.

I just re-read that and it sounded a bit whiney, my apologies...

Here's where my new suggestion comes in. Seperate the bidding amount from the player rankings and ratings. Leave the point distribution the way it is. BUT instead of raking players based on their current pot totals (which doesn't even include the amounts bet in their current game anyway), make it based on percentage of games won.

[Rait will still be in first since he's won an almost statistically impossible 70% (not sure what the actual number is but it's gotta be at least close to that if not higher) of his games.] At the same time, give titles based on the same. Top 5% are Diplomats, next 5% are masterminds and so on.

This will encourage everyone to play even when they are losing a game AND it will make actually winning a game valuable again.
dangermouse (5551 D)
12 Sep 07 UTC
My bad Rait - only 68% ;-)
krokodil (823 D)
12 Sep 07 UTC
I agree completely.
berlinerkindl (100 D)
12 Sep 07 UTC
after reading that, and reviewing a recently completed game.. I think dangermouse may be onto something, if you go through the maps at http://phpdiplomacy.net/board.php?gid=1484 you can see that the moment MarekP and I agreed to work together (based mostly on the new points system) we dominated, we wern't bigger when we decided this, but everyone else seemed to betray eachother. It became more of an assembly line process. At the end turkey was offering support repeatedly (i believe to both of us) for the win, but there was no reason to take it since i was 99% sure he wasn't going to stab me and he was evidently pretty sure I wouldn't either.. The game ended with only two players with unit counts above 0. So while turkey stayed in until the end... he still got nothing out of the point system because we essentially made the decision to turn the game into a shutout.. and his ability to diplomatically influence the two major powers with the offer of the killing stroke was neutralized..

I like the points system overall, but I agree it should probably be a component of the game not the goal.
Zxylon (0 DX)
12 Sep 07 UTC
mabye we should reset the stats and start over using this proposed system.
Zxylon (0 DX)
12 Sep 07 UTC
however if a player plays one game and wins he jumps into first place and rait would drop far out of first
aoe3rules (949 D)
12 Sep 07 UTC
reset the stats? heck no.

oh, and berlinerkindl is right. turkey's ability to influence the major powers was completely neutralized. also, i think this is a good example for the "bonus to small survivors" argument.
freakflag (690 D)
12 Sep 07 UTC
I strongly agree that winning should be given a bonus.
Chrispminis (916 D)
12 Sep 07 UTC
Ok, dangermouse, that's a very good case I hadn't thought about.

I would now strongly recommend a higher percentage go to the winner. I would NOT recommend that the rankings be based on win percentage. This is because not every win is equal. It is MUCH easier for an experienced player to play amongst new players and win, and MUCH harder to play with other players on equal or better terms. With the point system as a ranking, as you grow higher in rank, you will have to play higher stakes game to see any meaningful growth, which means you will likely be playing people who are close to your level. If you choose to play less skilled players, you will likely gain less points. The point system automagically scales the win quality by skill.

But I do now agree that winning should be made more attractive. But I still think that the point system is a very good indicator of skill, and definitely beats out the old system, or a system based around a flat ratio.
kestasjk (95 DMod(P))
12 Sep 07 UTC
mmm, I can see where you're coming from but I'm not convinced.

You could argue for the opposite effect; that if either of the players wanted to maximize their points they would work with player 3 and try to win the game, unless player 2 thinks he has no chance of winning in which case he would probably just leave without an incentive to continue.

You could also argue that player 2 and 3 are more likely to join up, because if they work together they can gain lots of territories from player 1. If player 1 and 2 join up, though, they can only gain the limited number of territories player 3 has.

Also if winning is all that matters why would player 3 even be sticking around? If he's such an underdog that player 2 has given up on winning and is just grabbing player 3's land there can't be much chance of player 3 winning anyway, so why would player 3 still be playing if winning is all that matters and he doesn't have a good chance of winning.
bihary (2782 D(S))
12 Sep 07 UTC
I do not think this issue should be taken to extremes. Give 10% of the pot to the winner and the rest divided up as it is now. That would be incentive enough for pushing for the win.
berlinerkindl (100 D)
12 Sep 07 UTC
10% and this image emailed to you http://herringsalad.org/pix/view/13
Noodlebug (1812 D)
12 Sep 07 UTC
If Player 2 is any good he will be offering Player 3 the chance to get more powerful at Player 1's expense so that the endgame will be between a more closely matched Player 2 and Player 1.
With the incentive lying merely in survival, Player 3 will be less inclined to take risks (such as trusting Player 2) and Player 2's leverage has gone. With the greater incentive in winning, Player 3 will have more to gain by stopping Player 1 winning, which is good for everyone (obviously, except Player 1).

Players can come back from very weak positions between two more powerful countries, particularly if one of them is helping. It saddens me when smaller countries spoil a game by giving up and allowing someone to win by attacking their potential benefactors for a short term (and what should be a pointless) gain; even supposedly experienced players have done this at my expense before the points system started!. The points system as stands just encourages this behaviour.
lardboy (100 D)
12 Sep 07 UTC
I agree with dangermouse here - with no real penalty for coming second its much more likely that one of the two classic alliances - Turkey/Russia or England/France - will form at the beginning of the game and will jsut roll East or West without worrying about a likely stab. After all ending with 16 centres is almost as good as 18 while the risk of stabbing your partner and going for the win is just too high.

I also agree diplomacy - basically once the first alliance has formed - there is no real need to talk to anyone else as - on margin - they cannot offer anything that beats being part of a juggernaut.

I would also suggest that the points system makes Germany/Italy/Austria an even worse initial draw as the advantage of being over the sytalemate line is now negated as you don't have to win to score big points - just be part of a winning alliance. The Central powers then face the almost certainty of a two front war against two alliances that crush them in the middle. And because of the need to maximise your SC number the alliances will tend to completely eliminate all the other playes so as to maximise their point score.

My hypothesis would be that this stem will cut the win percentage of the Central Powers markedly and will result in more eliminiations in each game.



I think the points ystem has a lot of good points in its favour - but the lack of incentive of going for a win has changed my playing style a lot - and I expect will change that of a lot of other players as well.
MarekP (12864 D)
12 Sep 07 UTC
I have no doubts that the new rating system makes from PHP Diplomacy rather different game. Probably the game that may seem less engaging and funny to someone, but also the one that requires more (and better) diplomacy and reading other players' moves and intentions more ahead. Opening and middle game became more important than endgame. New kind of diplomatic offers appeared (I'm happy to come second if you join me).

I'm with Kestas in his thinking that it is too early to predict more now. This new Diplomacy may be better as well as worse than the old one. Let's wait a month or two before the final conclusion.

BTW, I'm the one who came second in Berlinerkindel's example. He's true that the new rating system influenced our decision in the end game, but it wasn't the only reason (at least mine). The major reason for me was that Berlinerkindel was extremely good and responsive ally, while the Turkey's diplomatic communication was far from perfect. I'd almost certainly stick with this alliance and came second even without the new system.

(Excuse my English, please, it's not my mother tongue.)
dangermouse (5551 D)
12 Sep 07 UTC
You did quite well with it anyway Marek
kestasjk (95 DMod(P))
12 Sep 07 UTC
Hmmm, not sure what to make of this..

Giving an extra 10% to the winner seems like a stopgap solution that doesn't seem like it'd make much difference. If you get something substantial for coming in second you'll be happy to come in second if your other option is defeat. But if coming in second gets you nothing or very little compared to winning players will be inclined to leave once they know they're going to lose.

If wins are used instead of points for ranking it means the highest ranking players might not have the most points and so might be unable to access the high stakes games, which seems weird and complex. Also there needs to be a way to rate bigger wins in higher stakes games more than little wins. And if someone is only playing to win the problem of people leaving a game when they know they will lose returns.

It seems like a damned if you do, damned if you don't kind of situation :-(
Give a bonus to runners up and get fewer end-of-game comebacks, or don't give a bonus to runners up and get more end-of-game civil disorders; or pick a mid point/compromise (eg a survival bonus paid equally to all non-winning survivors) and get a bit of both (as well as making the system more complex which I desperately want to avoid)
dangermouse (5551 D)
12 Sep 07 UTC
I could go with that last bit. Winner gets a certain cut and all remaining players get an equal "survival bonus".
aoe3rules (949 D)
12 Sep 07 UTC
in the original game of diplomacy, they just counted how many times you won, for example in zines. this point system was only created to stop players from quitting and be more accurate, right? (see Chrispminis' argument against win ratio scoring) so winning is much more important than coming in second.we shouldn't make the difference too big, though, as that would encourage giving up when you're in second (10ish) to someone else in first (16ish).

any thoughts?
bihary (2782 D(S))
12 Sep 07 UTC
The free market idea would be to let people decide how they distribute their bet between the "common pot" and the "winner bonus". Then the market would decide the proportion, no need to argue for weeks ;) But it is rather complicated.
figlesquidge (2131 D)
12 Sep 07 UTC
Now actually thats not a bad idea at all, and actually not too hard to do, although Kestas (or other dev) would have to edit some of the display functions as well as the awarding features.
What would happen to money contributed when someone joins the game?
berlinerkindl (100 D)
13 Sep 07 UTC
wait wait wait wait... you guys are talking about a WINNING bonus.. damn, i thought dangermouse was requesting a WHINING bonus.... i have to rethink my position now!
Noodlebug (1812 D)
13 Sep 07 UTC
I think the pot system is fiendishly clever but already pretty complicated and difficult to understand. If I had to come up with a scoring system I'd be tempted to keep it really simple, like 100 points for a win, 10 points for finishing a game with a supply centre (be it 1 or 17), and -20 for going into civil disorder. The best way to stop people giving up is to penalise them heavily.
However, there are many advantages to the pot system, now we have it I probably would not be so hasty to throw it away.

Incidentally Marek gave a good example of the only occasion when I think it is acceptable to help another player win - when one honestly deserves it more for the skill and the spirit with which he has played the game. But this only applies if there really is no chance of a comeback. It is always worthwhile to treat everyone, enemies, allies, and neutrals with courtesy and be careful who you backstab, because you never know who will end up holding the balance of power.
Notwithstanding the above, any alliance should ALWAYS end the moment the stronger party is on the verge of winning the game. Anyone on the verge of winning the game must be, by definition, enemy number 1.
aoe3rules (949 D)
13 Sep 07 UTC
of course. again, winning is much more important than coming in second.
Henry (100 D)
13 Sep 07 UTC
Think the system now works pretty well - discouraging CD very important - but would like to see a mark-up for the winner - maybe 50% or so.
Chrispminis (916 D)
13 Sep 07 UTC
I think that bihary has got a good enough idea there. It's been mentioned before. Simply allow the creators of a game to allot a certain percentage of the pot to the winner, on top of the splitting of the rest of the pot. Then, people could choose what type of game they would like to play, and I think that over time, just as the points are expected to level off to truly reflect skill, I think that the win bonus will eventually level off to a percentage acceptable by most experienced players, and will become the standard of play.

It's interesting to see that many players here are willing to give up a win if they feel another player has truly earned it. It now remains to see which players are better at convincing other players that they have truly earned it. =)
alamothe (3367 D(B))
13 Sep 07 UTC
I'm also for the good old winner takes almost eveything, all survivors gets the same system. And in case of (unimplemented) draws, everybody should get the same
berlinerkindl (100 D)
13 Sep 07 UTC
"Notwithstanding the above, any alliance should ALWAYS end the moment the stronger party is on the verge of winning the game. Anyone on the verge of winning the game must be, by definition, enemy number 1."

If an alliance is played right there will be two even powers, it would essentially become a sudden death match, which ever scored first would win.
fastspawn (1625 D)
13 Sep 07 UTC
an alliance played right would mean 2 players advancing equally and the better player having a 3rd wheel to ruin all of the second players plan. Either by making the inferior partner anger the 3rd wheel to irrational behaviour or just plain tactical mistakes.
Noodlebug (1812 D)
14 Sep 07 UTC
another argument:

if a player is on the verge of winning, but can be stopped if the other players predict which territories he will attack, before the points system all players would do everything they could to stop him (because... why not?)

Now, if they are worrying about finishing with fewer territories and they have an opportunity of grabbing some land from other players INSTEAD of possibly stopping player 1 winning, that seems a more attractive and prudent move. As someone posted to me (pretty much), "its unlikely that you can stop me, you might as well grab as much land from the others as you can" (I did but only because in this particular case it was a mathematical certainty the guy would win!).

So people won't fight to the death any more, they have too much to lose to bother actually trying to WIN the game.
kestasjk (95 DMod(P))
14 Sep 07 UTC
Hoooo boy.. A lot of hate for the new points system.

I'd have thought that most people would want to win despite the points because the game isn't about getting points. :-/
The points provide features like letting players play with players of roughly their own skill, an improved (but of course not absolute) way of judging a player's skill, a deterrent to the problem of civil disorders, and a way of preventing players from joining too many games. But points aren't supposed to be the reason for playing phpDip, they just try and improve it by cutting out some of the unpleasantness of playing with bad players and having players leave mid-game.

That having been said, here are a list of the various scenarios that a player might find himself in, and a look at how the points system might affect their decision from the perspective that points are a matter of life & death:

- You have a chance of winning
---- You want to win
-------- New system: You'll try to win to get as many points as possible
-------- Old system: You'll try to win (don't ask me why anyone would want to do this without the precious points! ;-) )
---- You want to draw because of a strong alliance
-------- Draws aren't implemented yet. At the moment large alliances will pick on smaller players until one of the people in the alliance wins. This isn't ideal as it means smaller players lose points when they don't deserve to, but this is because draws aren't implemented, not because of a problem with the points system.

- You don't have a chance of winning
---- You don't have a chance of winning, but you have an alliance with a larger power who does stand a chance of winning.
-------- New system: You help out the larger power. You're not going to win but by helping him out you'll be able to get some land back from the larger player.
-------- Old system: You leave, the larger power that would have stood a chance of winning no longer does, because he doesn't have your support
---- You don't have a chance of winning, but there are a significant number of small powers still around.
-------- New system: You band up with the other small powers. You're not the biggest or the most well-positioned of the small powers so you're not going to win, but by banding up you could take a large slice of the lead player and get more points in the process.
-------- Old system: Unless there's a tangible chance of leading the pack of small countries, and taking victory after taking the lead from the leading player, you leave along with the other players. And you have to hope that no-one decides he's not going to win and leaves while you're leading him, and the other smaller players, against the lead player.
---- You don't have a chance of winning, and there's no way you can expect to get territories back from the leading player
-------- New system: You'll stick around and try to protect your territories against the lead player, or try and grab territories from the other smaller players.
-------- Old system: You leave the game and go into civil disorder. The leading player only needs to reach a threshold where the smaller players think they can't stop him, and they all give up.
CountArach (587 D)
14 Sep 07 UTC
Just to clarify the example berlinerkindl used, I was Turkey. I had promised something to France, but went back on that deal and as such there was never any chance of me reconciling with him. That was a lost cause. I then turned to England, but he seemed like a great guy who wouldn't want to stab someone in the back - I totally accepted that. So, whether or not they chose to simply split the winnings, I would have lost anyway because I dug my own grave.
berlinerkindl (100 D)
14 Sep 07 UTC
I think I am starting to favor the eBay stars idea... (j/k)

I've turned on people in some games.. I'm not a saint.. never done it without (at least in my mind) cause.
I agree with the holes being dug point though... that can mess you up right quick in a game...

Kestasjk, don't sweat the points thing... it's change, people are resistant to change.. in a month it'll be the colours used on the maps... human nature is to be drawn to conflict, and if none is around... create one!
berlinerkindl (100 D)
14 Sep 07 UTC
my last comment on this thread (i hope) and this is for all those bastards that crap on your work and bitch about how bad it sucks or are militantly against the points system.....

FORK IT IF YOU CAN DO BETTER!!!!!! It's not like you don't have the source available to you to do it... give the guy a break Open Source development is very demanding at times and when people do nothing but pick apart your work and not offer contributions (fixes/enhancements not cash, though I'm sure it'd be accepted) it can be overwhelming and drive the developer to drop the project because his love for it has been killed.

So to review.. don't tell him how lame you think phpDip is, just don't use/play it.And don't bash him over the direction he's taking it... if you have another idea.. just fork it and you can have it your way.. if you are willing to do the work.
The Mahatma (1195 D)
14 Sep 07 UTC
Kestas, I think the majority opinion is supportive of the points systems. For me, I just don't think it's the obvious way to solve the cd issue.

Berliner: ummm, no. And maybe I'm out of line, but I thought the Forum was a place you could give constructive feedback on the site in order to help make it even better. I don't think a single person who has raised issues with the points system has been unconstructive. Not me, but several of them have been here a long time and helped with code.

Kestas, I'm sorry if the criticisms of the the points system have made you feel like your work is unappreciated. Far from it.
alamothe (3367 D(B))
14 Sep 07 UTC
Why not stick to the point system, but change it so it doesn't matter how many units you have. Instead, winner whould get almost everything from the pot, and all survivors should get the same, as many of us suggested here. I think this is how diplomacy meant to be played. My english is not as good to compare this system thoroughly to the old / new as Kestas did. But you can argue that for this proposed system to work you need draws implemented. For example, in the case of 2 vs 1 stalemate position, in the proposed system two allied players would never stab each other, as it is not in their interest. So the draw is needed for game to finnish. In the current system, two allied players would stab each other just to get more SCs and will let the third player win.
Merano (2046 D)
14 Sep 07 UTC
sorry to interfer; i stopped playing before holiday season, but I am still watching the progress of this interesting project

my opinion is:
if there is a hall of fame, everyone adapts to the point system; just hide everyones points - so each player can only see his points and remove the hall of fame or change it to use an ELO based system (win percentage is inferior to ELO but might be sufficient)

I like the idea of the point system that filters out how can join a game; but I don't like it being used for hall of fame, as this kills the spirit of the game
Merano (2046 D)
14 Sep 07 UTC
... filters out who can join ...
Noodlebug (1812 D)
15 Sep 07 UTC
I think the point system solves more problems than it creates, and for that reason it must stay. But it is an innovation, it isn't written in stone (or the official Diplomacy rules!), it does affect the way people play the game (deviating from face to face/postal), and there is nothing wrong with suggesting a few tweaks here and there. However, it's kestasjk's work, and it's his prerogative to ignore any suggestions if he thinks things are fine the way they are... but if anyone knows how to use the power of persuasion on him, it's a bunch of hardened Diplomacy players..!
aoe3rules (949 D)
15 Sep 07 UTC
lol, yeah.
freakflag (690 D)
15 Sep 07 UTC
I love the points system, kestas, don't get me wrong. But you were only comparing the points system to no system. Let's try comparing the current points system to one where the winner gets a bonus of some sort.

if you have a good chance to win, you still try to win, as before.

if you have a small chance to win, things change. For example, say that France has 12 units, I'm Russia with 8 units, and everyone else is small change. Under the current system, I attack my weak neighbors, and end up in second place to France. If the winner got a substantial bonus, instead I would work with my neighbors to try to stop France. Notice that this is also what would happen if I were actually playing Diplomacy in real life, just trying to win.

I don't want to diminish how awesome the points system is; I love it. But I think this change would make the incentives a lot more true to the spirit of the game.
berlinerkindl (100 D)
15 Sep 07 UTC
Mahatma.. my previous comments weren't meant to offend.. everyone in this thread has been constructive in the criticisms, my comments were flavored by comments left in the recent past (other threads) bashing the work he's done... and even if you like the work, but feel you can contribute (code) you should, and if it's not adopted and you feel it should be.. you can fork.. one trunk, many branches, big beautiful forest of variants.
The Mahatma (1195 D)
15 Sep 07 UTC
You're probably right anyway Berliner. I overreacted because this system really doesn't sit right with me and it's touchy given Kestas and others do this for free.
bihary (2782 D(S))
16 Sep 07 UTC
For all of us who think our goal when we play Diplomacy is, or should be, well-defined, let me reference a very nice article:
http://www.diplom.org/Zine/S1999M/Windsor/point.html
I agree with the article's point - Let all the opponents have their own motivation, if I am to succeed, my job is getting to know what they are.
alamothe (3367 D(B))
16 Sep 07 UTC
You can read this article by the inventor of diplomacy when devising new point system http://www.diplomacy-archive.com/resources/calhamer/objectives.htm

He says "the draw, of course, is the only objective other than victory that is recognised by the rulebook", and argues why number of units should not matter, whether it's solo victory or draw
aoe3rules (949 D)
17 Sep 07 UTC
he's got some very good reasons, too.
kestasjk (95 DMod(P))
17 Sep 07 UTC
He also gives some good reasons for why the number of units should matter. Thanks for the interesting and relevant articles but I think if they show anything it's that this is a hot topic for debate and that if you ask 5 people exactly how the points system should work you'll get 5 answers.
alamothe (3367 D(B))
17 Sep 07 UTC
From your answer I guess we'll not get new point system on this site :-)
alamothe (3367 D(B))
17 Sep 07 UTC
And yes, there are many systems, but I don't think there's one, besides this, that awards second placing as much as a victory
kestasjk (95 DMod(P))
17 Sep 07 UTC
Coming second is rewarded by a 16:18 ratio to winning only if one player has 16 units and the other player has 18, in the majority of cases there'll be 2-3 smaller players so the ratio between first and second will be more like 6:18 or 8:18.

The only compelling argument against the system are the ones about draws, where alliances pick on smaller players to maximize the number of units they get. This is a good point that has been raised in this thread, and that'll be solved by separate code.

But yes, I'll wait and see if the gameplay deteriorates before changing anything ;-) Based on what I've seen so far most people play out of enjoyment and not to maximize the number of points they get, so I haven't seen any noticeable change in gameplay (other than the benefit of being able to play exclusively with more skilled players)
The Mahatma (1195 D)
17 Sep 07 UTC
I can say from personal experience that this purported benefit of being able to play exclusively with the more skilled players is overrated.


50 replies
Sicarius (673 D)
17 Sep 07 UTC
new game, low bet
game name sicarii

I havnt been on here forawhile and I'm new to the point stuff so this is a low bet game for fun
0 replies
Open
JonnyB.Cool (100 D)
14 Sep 07 UTC
Little change in Game-List
Hi,
i just wanted to say, that there should be a little space between the button "Take over a country" and "View game" - i just made the error to click a little to high and so i took over a country BEFORE i had the chance to see the game...
Another idea would be a little dialogue like "do you really want to take over xyz" (and below that dialogue the map of the game)...
5 replies
Open
Daniel (100 D)
16 Sep 07 UTC
lost before i start
Free For All Spring 1913, Diplomacy
I bet only 3 but i have no choice for move and am killed next turn. do i get my point back. this no fair
2 replies
Open
spinebag (337 D)
14 Sep 07 UTC
Move Time
How much time is there between turns? Is this adjustable?
10 replies
Open
mjlawson (30 D)
16 Sep 07 UTC
supporting support
if country A is supporting country B into C, can country D support A such that it has defense of two? (I understand this wouldn't prevent A's support for B's move being cut, but would it prevent someone with support invading A?)
5 replies
Open
berlinerkindl (100 D)
16 Sep 07 UTC
Points ain't everything...
it never ends... has ended, and you survived and got 0 .

w00t!!!!
0 replies
Open
Rait (10151 D(S))
16 Sep 07 UTC
another try to start Masterminds series game (no VI)
...please feel free to join before the game vanishes
0 replies
Open
stormage (100 D)
15 Sep 07 UTC
Convoy
I cant figure out how to convoy, help will be very appricated^^
5 replies
Open
TeutonicPlague (250 D)
15 Sep 07 UTC
Hang Up on End of Phase
The game, "Bad Boys" has been sitting on "End of Phase Due Now" for about 18 hrs. What's the deal? Is this a common bug? Does the game need to be manually pushed over? Help!
0 replies
Open
bamed (357 D)
14 Sep 07 UTC
Draw
Kestas, is it possible for us to have a draw in this game: http://phpdiplomacy.net/board.php?gid=1440?
And if so, how would the points get distributed?
2 replies
Open
stoni90 (780 D)
15 Sep 07 UTC
pot pot game is open
See above....
0 replies
Open
ChancellorFipp (100 D)
15 Sep 07 UTC
anonymous games
Does anyone know if it's possible to set up anonyous games? That is, the identities of all the players are masked so if you are playing with a group of friends it's impossible to take advantage of the knowledge you have about individual tactics/weaknesses.
1 reply
Open
alwaysspent (100 D)
14 Sep 07 UTC
New Game
JOIN UP
0 replies
Open
Zxylon (0 DX)
12 Sep 07 UTC
High Rollers
I just joined the High Rollers game and I have a question. The pot was 300 a person and 5 joined when the game started with a pot of 1500. 2 people joined in the first turn to fill the civ disorder countries. WHY ISNT THE POT 2100? These people got in on the first turn for less than 300 points WHY? If they win they will have found a flaw in the system and this needs to be fixed right away.
24 replies
Open
Shardz (0 DX)
13 Sep 07 UTC
Random Name (New Game)
There's a new game started (Random Name). The bet is only 10 (as I'm new and didn't want to use a large amount of my points). I'd prefer it if somewhat experienced players joined, but it's completely open to anyone.

If posting a message about a new game is unacceptable, please tell me and I will desist.
2 replies
Open
Noodlebug (1812 D)
01 Sep 07 UTC
Revealing private messages
This is just a random thought and probably a non starter but I thought I would throw it out there...

Does anyone else think it might be a good idea to make all the in-game messages from completed games publicly viewable?

On the plus side:
- this will encourage more thoughtful and less abusive messages, leading to more respect between players
- it will make it easier to spot players who have been communicating with each other outside the game (possible multi-gamers)
- those keen on learning how to improve their skills can see where the game is REALLY won and lost

On the negative side:
- I don't think all the messages are archived, early ones disappear after a while
- some people might prefer to negotiate face to face (brothers, fellow students) or use more readable email to co-ordinate moves
- old pros don't necessarily want the extent of their duplicity revealed to the world!
32 replies
Open
dnorth (131 D)
14 Sep 07 UTC
Player Evaluation
Why could there be a player evaluation that is made like the buyer seller evaluation on ebay. It could be made at the end of each game. Each player evaluating the others in the game. Then everyone could see the ratings of other player and those that got bad ratings for cheating, missing turns, or droping out of game would be known to all.
1 reply
Open
winner1 (154 D)
13 Sep 07 UTC
Unable to retreat from stp/nc
I was on stp/nc and for some reason my fleet wont retreat to barents
http://phpdiplomacy.net/board.php?gid=1597&orders=on#orders

why is this when there is no fleet there or even in norwegian sea. i had to disband the fleet- can some one tell why?
thank u
2 replies
Open
saulberardo (2111 D)
12 Sep 07 UTC
another doubt
Folk,

If A moves to C;
and B moves to C (so, there is a stalemate betwim then);
and D moves to B with a move support from D (so displacing B);

can B retreats to C?
7 replies
Open
lzwqmang (869 D)
12 Sep 07 UTC
there is a question about supporting army.
when a army is convoyed to another place, is this army able to accpet any support from other unit?
6 replies
Open
Page 39 of 1419
FirstPreviousNextLast
Back to top