Clock resets after a kill
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supiachao wrote:
In current game, a player's clock automatically reset to 3 minute (in a 3 minute turn) if a player made a kill. Only said player's clock will be reset, so if he/she made a kill when there is 1 minute left on the clock the player will get an extra 2 minutes.

However, in current game, let say a player added time approaching the end of the clock, and made a kill. The player will end up having 7+ minutes, due to the changes made to the add time button (originally proposed in the thread fro consec game). Giving said player a huge 'solo' time advantage.

When I first start playing ST caps, all they told me is "DO NOT LEAVE YOUR CAPITAL", then experienced player proceed to leave caps and make a kill during 'solo' add time. Hence, very contradicting to first statement.

The glitches are funny, sometimes I get extra card and won't miss next turn. Haha.. Good glitch, sometimes I don't get extra card and missed a turn... Bad glitch.
123playcard wrote:
Yes supi

My argument is without having add time button, how can the game end?

If the game includes all good players, there is no chance you can kill other capitals with only region bonus or one turn in (in other words without using the troops from your capital)

The game will become much simpler and likely slate mate

supiachao wrote:
If you are playing with all good players, then chances are they won't let you go into add time phrase alone. Assuming all players enter add time phrase with you, can you still attack from you capital?

If yes, then you can also do it during the given turn time, right? 
If no, the add time phrase become wasted.
123playcard wrote:
Yup supi

That is the beauty of it

You only has one add time. You have to use it wisely
Others have to "guess" if someone will add same time. If they guess it wrong, they will get glitched

If your argument is that same time is used to kill newbie, in most cases it is not. Newbie most of the time leaves their capital too weak and get took over by a bonus (then the game is ruined). Adding time button has nothing to do with that
supiachao wrote:
True, sometimes a newbie just weaken him/herself in round 1 just to take a region, worse it it come out from capital just for a few sec and it is enough to end his/her game.

That is something you hate and love about the game. Just hoping that the game have some changes for good, so if they fixed the missing turn glitched, I don't think the add time button can be exploited since players don't need to end their turn anymore to avoid glitches they can just wait for the time to pass and enter the next round or the add time phrase if someone added time.

After some consideration, I think the exploitation happens due to the glitches, so, if the glitches is fixed, you possibly can't exploit the add time button. Is that right?
Vexer wrote:
I've updated the turn code and I think I have fixed the glitch that happens when you run out of time.

You mentioned "waiting for the time to pass". We don't want that either. The game needs to keep moving along. I plan on coding it so that if all but one player end their turn before the timer runs out, the player who let the timer run out will have to wait just the same as if they were the last to end turn.
supiachao wrote:
So you mean that even if a player did not end turn before running out of time, said player will still be able to the next turn without skipping a turn?

BRAVO!!!!!

I think this is the fundamental problem that cause the add time exploitation, lets see if this statement is true or not.

Thanks for fixing the bug, (even though it caused some glitches to the live game) and go be awesome. ^^
4960epic wrote:
I hate to say this, but, removing the glitch also removes some of the skill. It was always a game of life or death, on the line of ending or not. This is just a suggestion, but what if the player didnt gain a card if they dont end their turn?

But if not, thanks for the update, now dont have to worry about accidents. 
123playcard wrote:
lolz

I see it is hard to satisfy all people.

Now to help newbie playing same time, I suggest whenever a new player join the chat automatically show some pre-text so that he can read

"This is same time game. All people will play (attack or fortify) at the same time"

If that is the capital game, one more line
"If you move out of the capital and other player still can attack. They may be able to take your capital (and you lose the game)"



supiachao wrote:
I remember reading Hoodlum posted something about same time should be unlocked using tokens like how domination game does.

So, we don't end up having newbie playing their first game in ST mode and end up having no clue at all how it is going to be played.

Can some retrieved the thread here?

4960epic wrote:
123, i always warn new ppl who join my games, and suggest that they go to a deathmatch to begin their time here. I also most of the time (sometimes i forget) post that its same time caps, and some pre chat lines from the tab there. 
All i was saying is there was a method to the ending turn so you didnt glitch. I like the update so no one will glitch out, but i think that it would be neat if they had a less severe punishment for not ending like not receiving a card or something like that. 
Im gonna be honest, i click to the log tons to watch others, and see if i think they will add time, so i know if it is safe to end or not.
I like hoods idea too, thst may eliminate some of the problem of unimformed players unknowingly ruining a game. 
The_Bishop wrote:
Not a bad idea 4960, who runs out of time skips the card, it sounds logical, both for same-time and consecutive games.
«God doesn't play dice with the World» ~ Albert Einstein