Having read through this discussion thus far I have a few semi-random thoughts:
I find myself in agreement with much of what
bluebird005vis said in the beginning of this thread. Suffice to say that luck is a part of the game, and as such, there will always be players who believe they can beat the odds and as a situation appears more desperate the likelihood of such a move increases.
As far as online play being more or less civil than real world play, as in
aeronautic's example of "consequences" being physically throwing the game board, I believe that
aeronautic and I would NEVER be able to play a game in real life. Such childish behavior is exactly the reason I have not played Risk in real life for nearly 10 years (although I do have a possible game with colleagues tentatively planned for early next month). I abhor a sore loser and although I am far more tolerant of such temper tantrums in the virtual arena, such petulance in real life would void the possibility of any future game play (and likely most social activity) with myself and the offensive party.
I do, however, completely agree that a training game option, which would create a game devoid of points, would be an excellent addition. I'm unclear as to who would bestow an "approved player" award and what happens if play degenerates to a point that such an award is no longer reflective of current "correct" play? Can it be revoked? If so, by whom and under what criteria can it be revoked?
As far as
bluebird005vis suggesting a mandatory "walk-through" before a new player can join a regular game, I can tell you that had this been the case when I joined, I would have NEVER played the first game here, and would also have warned anyone, who mentioned looking for an online Risk game, against ever coming here. This may be the sort of thing that many here would welcome.
There seems to be continual whining about "suiciders" or those whom certain players deem to be "suiciding" with regularity. I haven't played as many games a some of you but having played a fair number of games (1001 games to date) I can say that I believe I may have been in a MAXIMUM of 10 games in which a move was entirely what I would define as "suicidal". I would define an action as suicidal that meets 1 or more of the following conditions:
1. an action with 0% possibility of any non-losing outcome for the actor, for the purpose of ending the player's participation in the game
2. an act out of some perceived need for vengeance which is designed solely to doom both parties
3. an act which decimates the actor in an effort to hobble a given player or players for the advancement of another player
As far as the idea of "cheaters" in games, the only example that I can imagine are Secret Teams, of which I have experienced few, if any, that I can recall.
Both
aeronautic and
bluebird005vis bring up some very good points regarding what is considered the "right" style of play (SEE:
Post#15and
Post#16 especially).
I wholeheartedly agree with bluebird005vis regarding the varied definitions of a "ruined" game (SEE
Post#16). For example,
Thorpe wishes for a stalemate game, but I cannot imagine a less interesting match. The mere thought of a game so stalemated that an admin is contacted to end the game without a winner seems completely asinine to me. With regard to stalemates as a potential problem to be remedied, I, too, am intrigued by a capped troop count option. Also, I would propose a game creation option that limits the game to a given number of rounds, from the start, but as I have, thankfully, never had to endure a prolonged stalemated game, I have nothing of further value to add to this portion of the discussion.
I find amusement in the idea that advancing in rank (and to a hilarious degree, the possibility of entering the Dominator hunt) is seriously mentioned in this thread as a motivation for "cheating" or ruining any remotely significant number of games. In the games where less-than-ideal moves are attempted, my observation has been that the overwhelming majority of such instances are what
Thorpe has called hail-Mary attempts to win or at least improve the actor's standing in the game, gambling against the odds, out of pure desperation, as has been mentioned.
I agree with
Matty that the D12 system works, as is.
I anxiously await a Friends/Enemies list, especially if it makes sending invites easier. Though I think a "Friends" list, and to a much lesser degree, an "Enemies" list are good options that could be used as criteria to limit potential play with new, inexperienced, "bad" or otherwise "undesirable" players, I think this is an implementation that would ultimately destroy this site. It would further solidify the cliquish class structure that already insulates skilled players from others. In similar fashion to discussion forums in which a "General" board contains the riffraff while the elitist, high-brow crowd inhabit the more "refined", specific topic boards, largely spared mingling with the unwashed masses, such secluded confines that makes play with experienced players less and less likely for newcomers would eventually leave the vast majority of players floundering in a fetid cesspool of festering mediocrity, while the best players would obliviously play with themselves as membership dwindles to the point of the eventual demise of D12.
Having read through this discussion thus far I have a few semi-random thoughts:
I find myself in agreement with much of what [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=7657]bluebird005vis[/url] said in the beginning of this thread. Suffice to say that luck is a part of the game, and as such, there will always be players who believe they can beat the odds and as a situation appears more desperate the likelihood of such a move increases.
As far as online play being more or less civil than real world play, as in [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=14411]aeronautic[/url]'s example of "consequences" being physically throwing the game board, I believe that [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=14411]aeronautic[/url] and I would NEVER be able to play a game in real life. Such childish behavior is exactly the reason I have not played Risk in real life for nearly 10 years (although I do have a possible game with colleagues tentatively planned for early next month). I abhor a sore loser and although I am far more tolerant of such temper tantrums in the virtual arena, such petulance in real life would void the possibility of any future game play (and likely most social activity) with myself and the offensive party.
I do, however, completely agree that a training game option, which would create a game devoid of points, would be an excellent addition. I'm unclear as to who would bestow an "approved player" award and what happens if play degenerates to a point that such an award is no longer reflective of current "correct" play? Can it be revoked? If so, by whom and under what criteria can it be revoked?
As far as [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=7657]bluebird005vis[/url] suggesting a mandatory "walk-through" before a new player can join a regular game, I can tell you that had this been the case when I joined, I would have NEVER played the first game here, and would also have warned anyone, who mentioned looking for an online Risk game, against ever coming here. This may be the sort of thing that many here would welcome.
There seems to be continual whining about "suiciders" or those whom certain players deem to be "suiciding" with regularity. I haven't played as many games a some of you but having played a fair number of games (1001 games to date) I can say that I believe I may have been in a MAXIMUM of 10 games in which a move was entirely what I would define as "suicidal". I would define an action as suicidal that meets 1 or more of the following conditions:
1. an action with 0% possibility of any non-losing outcome for the actor, for the purpose of ending the player's participation in the game
2. an act out of some perceived need for vengeance which is designed solely to doom both parties
3. an act which decimates the actor in an effort to hobble a given player or players for the advancement of another player
As far as the idea of "cheaters" in games, the only example that I can imagine are Secret Teams, of which I have experienced few, if any, that I can recall.
Both [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=14411]aeronautic[/url] and [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=7657]bluebird005vis[/url] bring up some very good points regarding what is considered the "right" style of play (SEE: [url=http://www.dominating12.com//forum/?cmd=topic&act=view&id=1379&page=1#post-18870]Post#15[/url]and [url=http://www.dominating12.com//forum/?cmd=topic&act=view&id=1379&page=2#post-18871]Post#16[/url] especially).
I wholeheartedly agree with bluebird005vis regarding the varied definitions of a "ruined" game (SEE [url=http://www.dominating12.com//forum/?cmd=topic&act=view&id=1379&page=2#post-18874]Post#16[/url]). For example, [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=4394]Thorpe[/url] wishes for a stalemate game, but I cannot imagine a less interesting match. The mere thought of a game so stalemated that an admin is contacted to end the game without a winner seems completely asinine to me. With regard to stalemates as a potential problem to be remedied, I, too, am intrigued by a capped troop count option. Also, I would propose a game creation option that limits the game to a given number of rounds, from the start, but as I have, thankfully, never had to endure a prolonged stalemated game, I have nothing of further value to add to this portion of the discussion.
I find amusement in the idea that advancing in rank (and to a hilarious degree, the possibility of entering the Dominator hunt) is seriously mentioned in this thread as a motivation for "cheating" or ruining any remotely significant number of games. In the games where less-than-ideal moves are attempted, my observation has been that the overwhelming majority of such instances are what [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=4394]Thorpe[/url] has called hail-Mary attempts to win or at least improve the actor's standing in the game, gambling against the odds, out of pure desperation, as has been mentioned.
I agree with [url=http://www.dominating12.com//index.php?cmd=member&sec=profile&act=view&id=5025]Matty[/url] that the D12 system works, as is.
I anxiously await a Friends/Enemies list, especially if it makes sending invites easier. Though I think a "Friends" list, and to a much lesser degree, an "Enemies" list are good options that could be used as criteria to limit potential play with new, inexperienced, "bad" or otherwise "undesirable" players, I think this is an implementation that would ultimately destroy this site. It would further solidify the cliquish class structure that already insulates skilled players from others. In similar fashion to discussion forums in which a "General" board contains the riffraff while the elitist, high-brow crowd inhabit the more "refined", specific topic boards, largely spared mingling with the unwashed masses, such secluded confines that makes play with experienced players less and less likely for newcomers would eventually leave the vast majority of players floundering in a fetid cesspool of festering mediocrity, while the best players would obliviously play with themselves as membership dwindles to the point of the eventual demise of D12.