#Other by sparkyarai

1 messages · Page 1 of 1 (latest)

tidal sequoiaBOT
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Welcome @light osprey! Any feedback from the community will show up here.
Please note that this thread discussion is not shared with SMG.
It is solely for the RISK Community to discuss ideas & provide constructive feedback!

fickle gust
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I feel like just an automated message to the staller would be sufficient. The idea is to reduce stalling.

So I would say just improve stalling detection, with an automated message to suspected stallers. Maybe if this message is triggered enough times per a single game something to the effect of an MIA could be triggered on the suspected player? Perhaps even the application of an auto-ban onto the infringing player, as well, if this message has been triggered and/or they have been reported in past games?

cobalt basin
untold swallow
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There are already automated warnings issued in-game for having a notbale advantage in troops when only 2 players are left

light osprey
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Yesterday i had a game were the winning players had above 150 times the troop amount for more then 7 turns, when does the automated warning kicks in?

I know there is a message if you don’t make a turn and and have above X times troops advantage, but does the automated also works if the other player is cardblock and the winning player can still take 1 territory and keep the other player cardblocked?

@untold swallow

untold swallow
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I'm pretty sure it's low enough that it'll flag when you're building troops to take a final capital sometimes

whether they heed the warning or not is another matter of course...

light osprey
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Thank you for the answer, good to know. Should there really be players that would ignore the message and continue the stalling?

I have no rights to post the picture here, but the player picked 1 territory a turn for 15 rounds while keeping the other player cardblocked. And it was no beginner, he was expert FFA.

broken isle
# untold swallow I'm pretty sure it's low enough that it'll flag when you're building troops to t...

I had it once flag falsely at the end of a caps game.

Do you happen to know if there’s anything in place to detect whether a player is using their full turn timer to do nothing, every round for a really large number of rounds in the late game?

In FFA caps, since it often takes a large number of rounds to finish a game, players who do this once they’re starting to lose, can really drag things out for the other players

untold swallow
uncut knot
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Such a fixed small advantage is often times not enough to win in caps. You not only need to have the troops on board, but you also need them in a position to not allow your opponent to cap run while winning.