Bugs and Feature Requests for PlanetsCentral and other VGAP software

[Posting] Automatic dropping of missing players.
Thread opener
Posted Thu, 2018-05-03 16:13 GMT

Hi, Stefan.

Can you do this? I played almost a year on your host and noticed that many of games are spoiled because of missing players. And I see no reason for anyone to object to this proposal. Even if someone incidentially is removed from the game, he can always enlist again.

Vchc.

[Posting] Re: Automatic dropping of missing players.
Posted Fri, 2018-05-04 11:59 GMT

I agree. f.e., his race could be reserved for him for another two turns, and then opened for other players.

Hi, Stefan.

Can you do this? I played almost a year on your host and noticed that many of games are spoiled because of missing players. And I see no reason for anyone to object to this proposal. Even if someone incidentially is removed from the game, he can always enlist again.

Vchc.

[Posting] Re: Automatic dropping of missing players.
Posted Fri, 2018-05-04 19:22 GMT

An automatic kick can be done. If I get notified/notice players who don't submit a turn, I tend to kick after around five turns. Of course, having to kick manually goes against the design goal of this server to run maintenance-free (i.e. not break when I'm on holiday). I don't think there's a need to reserve a slot - if someone wishes to keep it, all it takes is a message to request a break, or submitting a turn.

With digital currencies mushrooming everywhere, I had hoped that a PlanetsCentral account with a good reliability becomes a valuable asset people would work for, seems that didn't happen :smile:

I was hoping to give the host server a little more love during the next time, so I could add this. Another ability I'd like to add is to have games with fewer than 11 players, maybe that helps filling games, also. Right now that requires manual editing of the database.

--Stefan

[Posting] Re: Automatic dropping of missing players.
Posted Fri, 2018-05-04 20:33 GMT

That would be nice to have.

I think pc.com also needs an auto function for pausing games. At the very least planned holidays should be possible to set up without admin via forum and voting with the usual "when turns are in condition".

And personally I'ld suggest a one way ticket for skipping the next host run. Everyone gets one and if there is a dire need (crashed pc, sudden death :tongue:, whatever) everybody is able to make the host skip the next run all by himself but just once per game.

btw there is even a manual alternative which is worth a second thought. We could set up a referee for every single game which gets admin rights for this very game to do such stuff. That way you as admin would no longer be bothered with requests from each and every game.

Just my two cents. :smile:

[Posting] Re: Automatic dropping of missing players.
Thread opener
Posted Sat, 2018-05-05 11:53 GMT, edited Sat, 2018-05-05 11:54 GMT

An automatic kick can be done. If I get notified/notice players who don't submit a turn, I tend to kick after around five turns. Of course, having to kick manually goes against the design goal of this server to run maintenance-free (i.e. not break when I'm on holiday). I don't think there's a need to reserve a slot - if someone wishes to keep it, all it takes is a message to request a break, or submitting a turn.

What is the reason in waiting for so much time (5 turns)? As I see, the idea behind automatic dropping is to minimize damage to the race, so that the new player will not get a big disadvantage. Of course in the manual mode it is too hard to track all missed turns from all games. But in automatic mode (if it will be implemented) the waiting time should be set to a minimal reasonable value, such as 2-3 turns.

[Posting] Re: Automatic dropping of missing players.
Posted Sat, 2018-05-05 16:15 GMT

What is the reason in waiting for so much time (5 turns)? As I see, the idea behind automatic dropping is to minimize damage to the race, so that the new player will not get a big disadvantage. Of course in the manual mode it is too hard to track all missed turns from all games. But in automatic mode (if it will be implemented) the waiting time should be set to a minimal reasonable value, such as 2-3 turns.

I want players to be able to "survive" an accidental miss (i.e. forget to submit a turn, unplanned travel, illness), so a week's worth of turns (2-3) would be the absolute minimum. No matter what, it will be configurable, even per game, so I'm taking suggestions for the actual value.

I think pc.com also needs an auto function for pausing games. At the very least planned holidays should be possible to set up without admin via forum and voting with the usual "when turns are in condition".

And personally I'ld suggest a one way ticket for skipping the next host run. Everyone gets one and if there is a dire need (crashed pc, sudden death :tongue:, whatever) everybody is able to make the host skip the next run all by himself but just once per game.

btw there is even a manual alternative which is worth a second thought. We could set up a referee for every single game which gets admin rights for this very game to do such stuff. That way you as admin would no longer be bothered with requests from each and every game.

What you're describing needs rules and GUIs. I have a half-baked design for setting up holidays (in the form of a "survey/voting" plugin to the forum). Needed rules are: what options do we give (just pause? change config option X? change schedule permanently?), how are surveys set up, how do they interact, and what type of vote turnover do you need for the change to be accepted?

The server core can already manage what you call "referee", but there's no GUI for that feature. I have mixed feelings for that, because I have seen it fail at PlanetsServer. There, the referee (master player) had the power to exchange players, which lead to games where two players play against a master player and eight of their sockpuppets. I blocked this at least partially by not allowing an exchanged player to take their score with them. Still, it has abuse potential.

The ticket idea is neat. In the beginning of this site we tossed around the idea of "karma" to linearize it somehow, so you'd get, like, one ticket per 50 turns played.

--Stefan