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  • Speed of Turns

    I think we should have a vote on this issue, since it certainly is a point of concern for some folks, and this is a democracy game.

    Please use the following link to understand the topic being voted on here:

    link

    (That's my post suggesting the below options. Nobody else suggested anything else, so I'm just including those options here; of course any alternatives will also be considered if posted here. Also read up that thread a page or so to see the questions leading up to that.)

    Options are:[list x=1]
    [*] 12 hours after save sent to your team OR 24 hours after save sent to previous team[*] 12 hours, of which at least 2 hours must fall within a pre-set 8 hour window (set by your team), or else the save window is extended so that 2 hours fall within the window[*] 12 hours, period.[/list]
    Team captains, please vote. This only applies to the 12 hour turns; once 'middle ages' are reached, strict 24 hour turn limit applies with none of this other stuff, as all of us are up at least once every 24 hours (i hope ... no vampires in antarctica playing in this game are there? )

    Euphorica:
    BOH:
    Team Babylon:
    Desolation Row:
    Lost Boys:
    Team Conquest:
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

  • #2
    Number 1. 12 hours after save sent to your team OR 24 hours after save sent to previous team
    Gurka 17, People of the Valley
    I am of the Horde.

    Comment


    • #3
      Re: Speed of Turns

      Originally posted by snoopy369
      I think we should have a vote on this issue, since it certainly is a point of concern for some folks, and this is a democracy game.

      I think you should play your turn in madness.

      Comment


      • #4
        From the peanut gallery:

        From experience, 12 hours after getting the save is just not going to work.

        Let's say I personally get the save a 6 AM for a private PBEM. I'm on my way to work, (10 hours + hour commute) there's just NO way I'll be playing that within 12 hours.

        Similar problems can arise from the '24 hours from the previous team' option, given differences in times.

        Now, you'll say that this is a TEAM though, and surely someone will be able to play it. Realistically though, that's not the case. After 3 years of demo games, I've learned that each team typically has 1 player and perhaps a backup or two, who will typically try to wait for the 'main' player to play if he can. (I've only seen one team where this is not the case in more than 10 teams I've been on) And, these are relatively small teams, guys. Not the 100 member poly teams for IDG games.

        IMO, therefore, the best way to make this work is for each team to say they will play their turn within a set time. Not within an imposed timelimit in terms of hours after getting the save.

        Team A plays from 0:00 to 12:00, Team B from 12:00 to 0:00...etc etc. I think most of us have a typical time they play PBEM's, allow the team players to work that in.

        Times might need to be adjusted, and there might be gaps that go a little over 12 hours, but it should be possible to work something out to

        /me is playing a PBEM where each player has an hour window to play each day or they are skipped. Best moving game I've been in, and it's no problem because I play all my PBEM's at that time anyway.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

        Comment


        • #5
          Uno - I understand where you are coming from - but I think we need to break from the old demo game format/process. I like the 12 hour rule.

          That will mean teams may need more than one player ready to play. It may also mean that they cannot have 100% discussion and voting on certain actions.

          It will mean that teams have to be continually discussing options and possibilities, so that when the save rolls around - they are ready to go. It may mean the player for a team has to make a unilateral decision every now and then.

          But, it will mean that the game continues to move, and that we don't lose interest as has been the case with other games.

          The faster pace was a premise of this game when it was first discussed, and why I was willing to get involved. I for one will be very disappointed if this falls back into the same rate of play as some of the other games on the go.

          Also, keep in mind that Civ4 is coming.
          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

          Comment


          • #6
            I agree with Beta here. And it has worked ok so far ... only occasional slowdowns when major diplomatic issues have arisen, as far as I can tell, and still we're averaging something like 3 turns a week? And nobody's been skipped yet, so far as I can tell.

            If the turn comes and there's only one turnplayer, and they aren't available, then the others on the team just need to post that their main turnplayer will get to it asap and that there will be a few extra hours needed. That's it.
            <Reverend> IRC is just multiplayer notepad.
            I like your SNOOPY POSTER! - While you Wait quote.

            Comment


            • #7
              ahhh well maybe the teams need to get their secondary turn player organised and listed somewhere...
              Gurka 17, People of the Valley
              I am of the Horde.

              Comment


              • #8
                our team has two turn players, two active members, two diplomats and no team leader.

                Conqueror is little bit busy lately (or at least I think so) and only me and Krill are doing all the job. We are both europeans and we can play only in the evenings.

                This means that if both of us busy the same night nobody can play our turn.

                But we have the fastest live play on the other hand

                Comment


                • #9
                  Originally posted by ormuzd
                  our team has two turn players, two active members, two diplomats and no team leader.
                  Haven't you heard? Communism failed
                  So if you meet me have some courtesy, have some sympathy and some taste
                  Use all your well-learned politesse, or I'll lay your soul to waste

                  Re-Organisation of remaining C3C PBEMS

                  Comment


                  • #10
                    funny guy...

                    No, really - you have heard about this and I have seen seen (and I'm looking it still...)

                    Comment


                    • #11
                      Snoop

                      any chance of getting this matter sorted and settled
                      Gurka 17, People of the Valley
                      I am of the Horde.

                      Comment


                      • #12
                        Is this really a problem? The speed of turns has a good overall rhythm, averaging 3 sends a day.

                        The speed has picked up since February. Some teams play the save faster than others, you can see who they are, and there are blips sometimes but being too gestapo like with times would suck the fun out of things and could even increase overall speed if teams decide they want to take the full alloted time each turn.

                        If the overall speed slows or if one team persistantly takes too long then the matter would need to be addressed, but ATM all is good.
                        Are we having fun yet?

                        Comment


                        • #13
                          Personally I will be ecstatic if we can maintain a turn every 2 days with 6 teams!
                          So if you meet me have some courtesy, have some sympathy and some taste
                          Use all your well-learned politesse, or I'll lay your soul to waste

                          Re-Organisation of remaining C3C PBEMS

                          Comment


                          • #14
                            Originally posted by Aqualung71
                            Personally I will be ecstatic if we can maintain a turn every 2 days with 6 teams!
                            good point indeed

                            and congrats to everyone for the turn rate, currently it just went from Kloreep to Kloreep in 25 hours awesome stuff that
                            Gurka 17, People of the Valley
                            I am of the Horde.

                            Comment


                            • #15
                              Between 3800bc and 3000bc

                              the mean save sending speed has been 9 hours and 2 minutes which equates to a turn every 54 hours

                              however that is influenced quite heavily by sporadic lengthy 1 off issues

                              the median save sending speed is only 5 hours 30 minutes which equates to a turn every 33 hours

                              Speeds for specific teams are avaliable, I didn't know whether to post them.....

                              BoH have been the fastest team in both mean and median rates of play, aswell as having the highest score in game but that remains quite close....

                              However they didn't have the fastest save sending, that was Desolation Row with a time of 34 minutes between recieving and send the save.

                              the top 5 individual save sending times are as follows

                              1. Desolation Row 34 mins
                              2. Lost Boys 37 mins
                              3. Team Babylon 38 mins
                              4. Lost Boys 43 mins
                              5. Desolation Row 51 mins

                              Although BoH have a disadvantage here as paddys email doesn't process the saves that fast.... there is usually a little discrepancy between the save being sent and recieved

                              - numbers are based on difference between times at which the Admin account recieved the save not on turn sent reporting time-
                              Are we having fun yet?

                              Comment

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