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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.
50 replies
Open
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.
Willigogs (603 D)
12 Sep 07 UTC
I joined and took over Civil Disorder Germany before the Spring 1901 moves for 222 points (I think).
dangermouse (5551 D)
12 Sep 07 UTC
Good point Zxylon...I hadn't noticed!
Chrispminis (916 D)
12 Sep 07 UTC
Yes, kestas or figle needs to look at this. This is definitely a small error in the math, because the buy-in has been adjusted.
Zxylon (0 DX)
12 Sep 07 UTC
Kestas please address this error ASAP. I dont want people winning an unfair amount porportionate to what they put in. They should be asked to put in the rest or they if they win we should get some chips back automatically
kestasjk (95 DMod(P))
12 Sep 07 UTC
This is the problem Chispminis noticed a few days ago:
> Well spotted Chispminis, the bet should be
> (n/u)*(p + b) = b
> p+b = (u/n)*b
> p = (u/n-1)b
> b=p/(u/n-1)
> (b = bet, p=pre-bet pot, u=total units in play, n=number of units
> the CD player has)
> It looks like the bet has the potential to be very large as the
> number of CD units approaches the total number of units in play,
> so let me know if I made a mistake
b=p/(u/n-1)
p=1500,u=18,n=3 -> b=300
p=1800,u=21,n=3 -> b=300
So it looks like the corrected formula would have got it right, I'll try and implement that and correct the pot size tonight
kestasjk (95 DMod(P))
12 Sep 07 UTC
(I'm going to assume Willigogs and the other player are okay with paying the full 300, if not post here and I'll remove you from the game)
bihary (2782 D(S))
12 Sep 07 UTC
Well, Russia has 4 units to start, so that would slightly distort the amount of a buy - in would it not?
Zxylon (0 DX)
12 Sep 07 UTC
They have already moved which actually brings me to another point I believe was already discussed. The 2 players were in civ disorder until less than 2 hours before the turn ended in spring 1901. I had placed my moves anticipating no response from either player. I was surprised when I find both spots were filled and they had advanced on my position. I don't like the system of taking over a civil disorder. I need to be alerted somehow OR the person taking over cannot place moves until spring of the following year.
figlesquidge (2131 D)
12 Sep 07 UTC
Personally, I think this is good, since otherwise people who aren't next to the CD nations have a better chance if you have to take note of CD units. However, I think that when a unit is taken over a message should be sent in their chat field telling you they have been taken over
Chrispminis (916 D)
13 Sep 07 UTC
Hm, bihary, good point. Can we get clarification towards how Russia is dealt with? From my understanding, currently, the Russian player buys-in the same amount of points as every other country, but if the game were to end there and then, then Russia would make a profit? As well, if the Russian player went into CD, and someone wished to join the game, would they not be paying more than the original Russian player invested, since they would be paying for four units?

As for the handling of CD's being taken over. I think a notification is the best and only way to handle it. A long, long time ago, in a galaxy far, far away, when CD's were taken over, they could not make moves for one phase (I believe). You have no idea how annoying this is for anyone taking over a CD country. It would GREATLY discourage taking over CD countries.
dangermouse (5551 D)
13 Sep 07 UTC
I don't think we need to worry about Russia's scoring. The game is inherently unbalanced in several ways anyway. Russia starts with more armies but also has a lot more territory to cover.
bihary (2782 D(S))
13 Sep 07 UTC
kestajsk, I do not agree with chrispminis' inovation.
The formula you describe comes from the understanding that the buy-in should pay for the proportion of the new pot. But by taking the CD, the new player increased the pot. Not only for himself, but for everyone. So should the newcomer cover the whole coast of this increase? i do not think so. He deserves the proper proportion of this increase. Which would lead to the original formula.
On the issue of taking CDs in 1901: Use the original formula! Sure, the newcomers pay less, but *if they did not join, the pot would be smaller*. By joining, they make the pot bigger. The original formula takes care of it, no problem. In any case, the newcomers are doing a service here (as always, with a later join) so what is the problem?
bihary (2782 D(S))
13 Sep 07 UTC
I see the problem. In the beginning everyone should pay the same bet. But what is the beginning? The beginning ends when the 24 hours tick. After that, it is a choice of taking a CD country or not.
kestasjk (95 DMod(P))
13 Sep 07 UTC
bihary; the problem is that if a player takes over a civil disorder using the current formula the units they have are worth more than the money they put in.

If someone puts an extra 20% of the pot in, for 20% of the units, using the current formula the pot size is now 120%.
Now if the game ends without the player gaining or losing any units he gets 20% of the new 120% pot, which is 24% of the original pot.
So the player who takes over civil disorder is getting, in this case, an extra 4% worth of value on their bet without doing anything.

The new formula simply adjusts for this, so that if you want to take 20% of the units you have to pay the amount the units are worth.
bihary (2782 D(S))
13 Sep 07 UTC
I understand your point, but consider this: In your example, consider another player, say with 30% of the units at the moment of join. He also does nothing, just stays at 30% till the end. How much does he end up with? 36%. He earned an extra 6% doing nothing! Not even taking up a CD!
The player who joined brought some new money to the table. He contributes value by joining. Should he get zero of that value, distributing to the old players? Comeon! He is the one who made the decision to join, he should not be penalized for that, relative to the other players.
The algorithm that distributes the extra money in a fair way _is_ the original intuitive algorithm. No correction is necessary.
Do I make sense?
bihary (2782 D(S))
13 Sep 07 UTC
Let us see the result with the refined algorithm:
Newcomer pays 25%. Pot becomes 125%. If he stays at 20% of units, he ends up with 25%, makes no profit. The old player, with 30% of units, if stays at 30%, actually makes 37.5%. He made 7.5% just by another guy joining his game.
Take an extreme: Two players stay in the game with 17 centers (50%) each. One goes CD. It is picked up. With the new algorithm, the buy-in is 100%. The newcomer never ever can make a profit, as he will end up close to 50% even by winning. The old player will have his win basically doubled. Who would take a CD then?
kestasjk (95 DMod(P))
13 Sep 07 UTC
Let's say there are 7 players, and each player has 3 units. 1 player is in civil disorder, and there is 700 in the pot.

Once a player has taken over the civil disorder he will have 1/7th of the units in the game. Therefore he should put an amount into the pot so that his units are worth 1/7th of the pot.

In the old system the player would put in 100 points. The pot is now 800. The player's units are worth (1/7)*800 ~= 115 points. The players units are worth more than the amount he paid for them.

In the new system the bet is increased. b=p/(u/n-1), b=700/(7/1-1),b~=118
The new pot size is 818. The player has 1/7th of the units in the pot, (1/7)*818~=118. The players units are now worth the same amount that he paid for them.

I don't get what problem you have with this :-/
kestasjk (95 DMod(P))
13 Sep 07 UTC
>Take an extreme: Two players stay in the game with 17 centers
> (50%) each. One goes CD. It is picked up. With the new algorithm,
> the buy-in is 100%.
Say the pot size is 700 again, there are 17 units per player, 34 units total, one player in civil disorder.
Old system: Player bets 350, pot is now 1050, player has 1/2 the units in a game worth 1050, player's units are now worth 525.
New system: b=700/(34/17-1)=700. Player bets 700, pot is now 1400, player has 1/2 the units in a game worth 1400, player's units are still worth 700.

If the player now gets one extra unit and manages to win they will profit by (1/34)*1400, which is the amount the one unit he gained is worth.
In the old system if the player wins he now gets over 525, despite having bet only 350 into the pot. Even if the first player wins the player who took over the civil disorder still profits, without doing anything at all.
bihary (2782 D(S))
13 Sep 07 UTC
but please look at the other side as well. How about the player already in the game?
with the new system, his units are worth double, without doing anything.
kestasjk (95 DMod(P))
13 Sep 07 UTC
His units are worth double because the player that was playing with him left, not because someone else joined the game.

His units were worth 350, but then the other player left and forfeited his 350 points worth of units, effectively giving them to the other player.
Once the CD player has left the remaining player effectively has units worth 700 points, and it's only fair that newcomers have to put forward the full 700 point bet.

Or, in the earlier example, each player put 100 points into the pot, and has an equal number of units, and then a player leaves.
Now there is 700 in the pot with only 6 players, each player effectively gets a slice of the CD player's bet, so each player's units are now worth ~117 instead of 100. It's only fair that a newcomer to the game also has to pay 117 to get units worth 117.

The newcomer doesn't increase the value of the other players units by joining the game. If a player leaves the other players get the exact same increase in value per unit whether or not another player joins.
Then, when another player joins that player puts money into the pot, but the player is also bringing units into play that were no longer in play, so the effect of increasing the pot size cancels out.

If a pot is 700 in size, there are 7 players with 3 units each for a total of 21 units, the value per unit is (1/21)*700 = 33
Then a player leaves. The pot is still 700 in size, there are 6 players with 3 units each for a total of 18 units, the value per unit is (1/18)*700 = 39
All the players' units have increased in value just as if the civil disorder player had suddenly been destroyed; that player forfeit his points and resigned.
Now another player takes over the civil disorder player, with the new scheme. The going rate for units, from above, is 39 per unit. The player wants to take over a civil disorder player with 3 units. The required bet to take over the civil disorder is 3 * 39 = 117

Now there is a pot with 817 points in it, and once again there are 21 units on the board and 7 players. The value per unit is (1/21)*817 = 39

So the value per unit only changed when the civil disorder player quit, the value didn't change when the new player entered.

In the old way, however, players suddenly lose value per unit when a civil disorder is taken over; because the bet required to take over a civil disorder is too small so the player who is taking over pays less for the units than the units are worth.
figlesquidge (2131 D)
14 Sep 07 UTC
It would be a good idea to add a check for taking over in spring 1901 though...
Chrispminis (916 D)
14 Sep 07 UTC
My head just exploded. But bihary, I believe that kestas is right. The important thing is that the other players get extra, not off the player taking over, but off the player leaving. The player taking over spends his points purely for his units, he does not add to any of the other player's scores.
bihary (2782 D(S))
14 Sep 07 UTC
OK, I stop arguing. You can look at it in many different ways. practically, our debate has little consequence, as CDs occur at low unit counts.
But I say this: Extra $ value to the pot is only generated by someone actually _taking_ that damned CD spot. If you want to motivate people to do so, you cannot say "The newcomer doesn't increase the value of the other players units by joining the game. If a player leaves the other players get the exact same increase in value per unit whether or not another player joins.
Then, when another player joins that player puts money into the pot, but the player is also bringing units into play that were no longer in play, so the effect of increasing the pot size cancels out."
Do you want to motivate people taking CD spots? If not, I have nothing ele to say. If you do, you just threw away a nice knob.
Zxylon (0 DX)
14 Sep 07 UTC
Kestas you still havent modified the pot amount for High Rollers. Regardless of the script, I think fairness needs to be addressed especially if people keep joining as civ disorder countries after the game began but before the end of the spring phase


24 replies
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
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