% games completed statistic

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Worker Bee
Posts: 4
Joined: September 13th, 2005, 5:33 am

% games completed statistic

Post by Worker Bee »

Players should be discouraged from starting games that they cannot or, even worse, have no intention of playing until the end.

I would like to propose that a statistic "% games played completed" be visible alongside each player after a probationary period of, say, 20 games (during which only the number of games played would be visible). Hosts can then boot players who do not complete more than a certain percentage of their games (or who haven't played more than a certain number of games), or use the statistic as a condition for joining the game in the first place.

This system is used in "GunBound", and it works well. The only problem is excluding newbies, but being able to stop one bad egg from ruining a 6-player game seems worth it to me.
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Elvish_Pillager
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Post by Elvish_Pillager »

In a 6-player game, it shouldn't matter if one guy leaves. Especially since you're likely to have an observer to replace him with...
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
lwa
Inactive Developer
Posts: 271
Joined: June 11th, 2005, 8:19 am
Location: Paris, France

Re: % games completed statistic

Post by lwa »

Worker Bee wrote:Players should be discouraged from starting games that they cannot or, even worse, have no intention of playing until the end.

I would like to propose that a statistic "% games played completed" be visible alongside each player after a probationary period of, say, 20 games
It is a good idea behind, but the implementation is poor. A player could not easily abort when it it almost killed and after he has told the other he surrender.

Also, it require some account to keep the info into the server.
Worker Bee
Posts: 4
Joined: September 13th, 2005, 5:33 am

Post by Worker Bee »

Yeah, I thought of that the day after posting this. One solution would be a "surrender" menu option. It's the same as disconnecting, but with the (important) difference that the other players can consent to the surrender before the player leaves.

Okay, it was just an idle idea. I'm washing my hands of it, let other people take it up if rude newbies bug them.
Titou
Posts: 9
Joined: October 19th, 2005, 5:50 pm
Location: Earth, ground.

disconnecting, aborting, playing, surrender

Post by Titou »

Worker Bee : about surrender, please have a look at this thread :
http://www.wesnoth.org/forum/viewtopic.php?t=7121

An ally or an observer could replace a quitting "player", or the game could be gracefully ended (with win and loss) but never aborted. So there would be no frustration.
telly
Posts: 260
Joined: January 12th, 2004, 5:07 am

Post by telly »

There are plenty of good reasons to quit a game in progress in the first couple of turns if the players are taking too long with their turns or the map is super stupid or like one of the the players on your team quits and the host refuses to let anyone take over and instead forces you have to a computer player or just someone is being unpleasant and abusive etc etc etc.
Sith_Lord
Posts: 3
Joined: October 22nd, 2005, 12:29 pm

Post by Sith_Lord »

quiting isnt the problem!! the problem lies when a guy is afk!!
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