Forum
A place to discuss topics/games with other webDiplomacy players.
Page 101 of 160
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Mercy (2131 D)
04 May 14 UTC
Probably a bug in creating games
I can't start a new game. When I try to start one, I get the following message:
'The variable "noProcess" is needed to create a game, but was not entered.
Two of my friends have exactly the same problem.
3 replies
Open
Captainmeme (1400 D Mod (B))
02 May 14 UTC
New addition to the Mod Team
Hi all,

I'm happy to announce that GOD will now be working with us on the Mod Team. His mod flag isn't appearing yet - probably due to a bug - but he is now a moderator :)
13 replies
Open
sephiroth (866 D)
28 Apr 14 UTC
Join our HRE Game
If you want to play, you can join our game, pass: 612345
http://www.vdiplomacy.com/board.php?gameID=19217
1 reply
Open
SuperAnt (983 D)
05 Feb 14 UTC
(+1)
Fire and Blood - Game updates
The NWO game is underway. We have a healthy number of vdip players playing (thank you!), so I'll be posting the results here too. I just wanted to start up a clean thread for game updates and discussion. Here is the starting map:

http://i.imgur.com/TYOXILE.png
57 replies
Open
Alcuin (1454 D)
29 Apr 14 UTC
(+3)
And in other news
I am proud to announce the birth of a complete first and second draft of my novel 'Seven Sins' which I have been writing for the past 29 days. That is one reason I am only in one game at the moment.
4 replies
Open
Oli (977 D Mod (P))
19 Feb 14 UTC
Requesting ideas for a ReliabilityRating calculation...
Here is it's own thread, so the discussion is more visible.
Page 6 of 10
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ChrisVis (1553 D)
28 Feb 14 UTC
Oli, I agree that a player should not be able to fix his reliability rating by taking over a CD. The problem is having unreliable players, and taking over a CD doesn't make a player more reliable.

I also feel that every player should have an opportunity and an incentive to improve his/her RR. The present RR system, with the "take over a CD" element removed, would still provide such an opportunity and incentive. Take me for an example. I missed one phase out of 302 phases. This happened by accident, unintentionally, although the cause of the miss and the intent are irrelevant. The point is that my RR still stands at 100% and I can keep it there by missing fewer than 0.5% of phases. If my miss had happened on my 5th phase, giving me a RR of 80% at that time, I would still have been able to get my RR back up to 100%, just by being reliable from that point onwards.

So therefore having a RR system which can only be fixed by being reliable, is more useful than the present system. And a player who turns over a new leaf and wants to start again with a fresh record, can do so by starting a new account. But that player should have to demonstrate reliability by completing several phases reliably. The RR and Phases Completed filters can filter out players with unproven reliability.

Number of CDs should definitely be shown in every player's stats, and should reduce the player's percentage of wins, draws, etc. But more than that. At the end of Anon games, the present system shows the identity of the final player in each country, but those players who played a country for a while and then went CD, remain anonymous forever. So a sophisticated cheater who knows how to avoid detection by means of IP address, is less easily investigated. Cheaters are easy to identify within a game, because they make irrational decisions, and these cheaters are more likely to be exposed by disgruntled opponents than by moderators. So I suggest that at the end of Anon games, all players who participated in the game, including those who went CD and were replaced, should be visible to the "private" investigator.
Oli (977 D Mod (P))
28 Feb 14 UTC
@Chris: The current system does not hide players that CDed in anon games.
Once a country is taken it reveals the identety in the gamechat (with link to the players profile).
ChrisVis (1553 D)
28 Feb 14 UTC
Oli, thanks.
Oli (977 D Mod (P))
28 Feb 14 UTC
Maybe I could add a column in the country-overview of finished games with the CD-players...
Oli (977 D Mod (P))
28 Feb 14 UTC
@kaner: First I will add gamecreation-options for the NMR and CDratio. But finally i would like to add these 2 (and only these 2, not anything else) to one rating. Obviously a noCD of 85% is really bad, but the 85% look much too good (think about a win-ratio of 85%).
Retillion (2304 D (B))
28 Feb 14 UTC
Oli,

Thank you VERY MUCH for adding the NoNMR and NoCD statistics on the profiles !

1° May I please suggest that you rephrase the :
"0 out of 1079 phases missed"

Indeed, it does not sound clear at all.
May I please suggest instead :
"0 missed phases out of 1079"

And same with "0 out of 14 games left" that could please become :
"0 left games out of 14"

2° NO ! 85% of NoCD ratio does not look too good at all !
Please think about this example : a man's wife tells him that she has been faithful to him 85% of the nights. Do you really think that many people would find that that percentage is too good ? People are not that stupid.

And if they are, if some players think that a NoCD ratio of 85% is actually good, well that's really too bad for them but they won't understand better the question if you use a rather complicated equation or formula that is intended to help them understand.
Oli (977 D Mod (P))
28 Feb 14 UTC
@Retillion: Yeah. 85% does not look good to you and every expert player. But for quite a lot of people 85% look ok, because in most other context 85% is a solid rating. That's why I want to add some more general calculation that put these 85% in a more common context.

That would not remove your ability to set filters for noCD and noNMR separately.
You will be able to decide if you want to set filters based on noCD and noNMR status or on a more general RR. But this RR should directly use these 2 ratings combined. Nothing more. IMHO it should not be possible to ballance this by time or by CDtakeovers.

But it should be clear for every player that 15% CDs are really bad. Also you are limiting your possibilities by using these noCD and noNMR settings on their own (but I will not hinder you to use them), because basically you just can work with a very limited variety (between 90% and 100%).
diatarn_iv (1458 D)
28 Feb 14 UTC
Oli, if you think that 85% noCD ratio "looks much too good", you might turn it around into a CDratio of 15% (obviously, you can do the same with the noNMR and NMR ratios).

That would measure UNreliability rather than reliability, but might actually be more immediately useful for (very) unsophisticated players: for example, if you compare two players with CD ratios of 15% and 5%, it is immediately clear that the 15% guy is 3 times more likely to go into CD than the 5% guy; this is less immediate if with 85% vs. 95%.

We all know that CDratio and noCDratio are exactly equivalent, but the CDratio might give a more immediate "perception". The only drawback I can think of is that "lower is better" is somewhat less intuitive than "higher is better".
kaner406 (2067 D Mod (B))
28 Feb 14 UTC
that makes a lot of sense to me diatarn
Oli (977 D Mod (P))
28 Feb 14 UTC
@diatarn: That makes it better, but not optimal.
The % for noCD and noNMR are ok. If you change this, a 1%-rating look bad, but these are the best players....

I would like a more linear spread for a combined rating. Best with 50% = average. This is a more obvious system.

And I would like to stress: This should not and will not replace these 2 separate ratings. I just want to merge these 2 in one catchy rating with 0% total fail, 50%=average, 100% top.
kaner406 (2067 D Mod (B))
28 Feb 14 UTC
I guess we need to access the database to see what the mean is for CDs. Something like:
CDs recorded / number of players
diatarn_iv (1458 D)
28 Feb 14 UTC
Oli, what about using the rank of the player in the reliability ratings?
I mean, suppose there are n players on the site, and m of them have a worse noCD ratio than player P. Then, the reliability score of P might be simply 100*m/n
In this way, the most reliable player has a reliability score of 100, the median-reliability player has a reliability score of 50%, and terrible-reliability players are close to 0%.

If you want to account also for noNMR ratio, you might either mix the two ratios (e.g. with kaner's/mapu's formula) before calculating the rank; or calculate the score about noNMR separately, and then take an average.
diatarn_iv (1458 D)
28 Feb 14 UTC
Other possibility: use something like
[(number of games played) - (number of CDs)] / [(number of CDs) + constant]
which (apart from the constant, which is needed to prevent divisions by 0 for players who never went CD - btw, I suggest constant=0.5, but the choice is not unique), with some normalization (e.g., you might calculate the score above for all the active players on the site, then choose where "100%" should be).
diatarn_iv (1458 D)
28 Feb 14 UTC
ooops, i erased part of a sentence in the previous post:
which (apart from the constant, which is needed to prevent divisions by 0 for players who never went CD - btw, I suggest constant=0.5, but the choice is not unique), with
-->
which (apart from the constant, which is needed to prevent divisions by 0 for players who never went CD - btw, I suggest constant=0.5, but the choice is not unique) tells you how many games were finished normally for each CDed game. This should should be used with
Oli (977 D Mod (P))
28 Feb 14 UTC
Normalizing about all players here is not a good idea, because most have max. 1 CD and you can't set 1 CD=average=50%. I think using common sense is a better aproach...
Retillion (2304 D (B))
28 Feb 14 UTC
@ diatarn_iv :

Your formula does not give 100% to the most reliable player ! It doesn't give either 50% to the median-reliability player.

Indeed, suppose there are 100 players on the site (n=100), player P is the most reliable one. As a consequence there are 99 players who have a worse noCD ratio than player P (m=99).
And so, according to your formula, player P would have a reliablity score of 100*99/100 = 99.


Also, what is the point of knowing the median-reliablity player ?
For example, let's suppose this extreme but easy to understand example :
There are 101 players, 50 players have missed 0 Phases, 1 of them has missed 1% of his played Phases and 50 players have missed 5% of their played Phases.
Then, according to your formula, the player who has missed 1% of his played Phases has a "Reliablity Rating" of 49,50%. Does that make sense ?

In other words, there is no point in knowing if a player is relatively reliable compared to the other players of this site : what we want to know is if a player is reliable.


Gentlemen, your are trying to complicate uselessly things.

When people make a statistics, it is always in order to show something : either to oneself in order to understand something or, most of the time, to show something to other people. So the question that one should ask himself when he calculates a statistics is "Is my statistic going to show to people what I want them to see ?"

Oli, if you really believe that an 85% NoCD rating looks too good, then what we need is to *educate* people. Maybe a clear notice could be written somewhere on this site saying that it is expected that players (almost) never NMR or CD.


Finally, if you still really think that people are so stupid that they do not understand such an easy concept as not NMRing or not CDing, which is actually just a matter of simple respect, and if you really think that they need some statistics that shows them how bad is their Reliablility Rating, what do you think about this most easy formula :

Reliablity about not NMRing is equal to :
NoNMR ratio ^ 2.

For example, a NoNMR ratio of 85% gives a result of 72,25%.
If you think that this result still looks too good for those who don't understand that they should (almost) never NMR, then replace 2 by 3 and the result becomes 61,41%.
If you still think that it looks too good, you can use any higher number after the ^ so that the result gives you the impression that you find correct to your taste.


But once again, wouldn't it be so much easier to *educate* players so that they *understand* that a NoNMR ratio of 85% is really terribly bad ?
steephie22 (933 D)
28 Feb 14 UTC
NoNMR? That would be a good thing, since that means 'No No Moves Reveived', which most likely means Moves Received, right?
Retillion (2304 D (B))
28 Feb 14 UTC
Yes, steephie22 : the "NoNMR ratio" is equal to the "Moves Received ratio".
Oli (977 D Mod (P))
28 Feb 14 UTC
@Retillion: That's exactly what I wanted to say. Comparing players with one another makes no sense.

Measuring a CD-count is easy, because it uses hard information. And I know a lot of people esp. people with a very math. background prefer this. And it's easy to value this right because you know the context. NoCD=80% (=bad), NoNMR=80% (=bad).

But if you have just one arbitrary information like reliability (without the context of CD and NMR) people have no clue how to interpret the given value and will apply already known value-distribution (In Germanys school system we use 50% = 4 = average, where 1 ist best and 6 is totally unacceptable). In preschool here kids get a grade for reliability too, and 80% would be a really good grade.

That's why I would like to set a basic non-fail value at 50%. But first I would like to gather some oppinions what to define as non-fail.
RUFFHAUS 8 (2490 D)
28 Feb 14 UTC
(+1)
Using percentage values in the ratings is confusing the issue. A percentage implies part of a whole. Submitting 100% of your orders and completing 100% of you games is a perfect performance from a reliability standpoint. The problem begins when you attach a rating of 90% or 85% or even 80%, it looks pretty good because of the context it's taken in. The reality is that 85% reliability in Diplomacy is terribly dysfunctional. Once again the problem seems to be that no one is willing to call out the dirt bags for what they are. No one wants a cookie for turning in all their moves. We just want to be able to weed out perpetually problem players.

Also the more appropriate term for leaving a game is abandoning. Left doesn't really adequate explain the damage done by players who CD.
Oli (977 D Mod (P))
28 Feb 14 UTC
@Ruffhaus: +1
This is what I was trying to say... :-)
Oli (977 D Mod (P))
28 Feb 14 UTC
Maybe instead of a % we can agree on school grades (A-F).
drano019 (2710 D Mod)
28 Feb 14 UTC
(+2)
Nah Oli, school grades still are subject to misinterpretation. For some people, a "B" is real good, but here we might assign a "B" to 90% reliability...which is quite terrible. Education is the answer. Inform people more about what it means, and make it blatantly obvious when people are screwing up.
diatarn_iv (1458 D)
28 Feb 14 UTC
@ Retillion:

First of all, i suggested the "ranking" formula, because I was trying to find something that might satisfy Oli's requests ("one catchy rating with 0% total fail, 50%=average, 100% top"). It was the only "natural" idea that came to my mind.

Unfortunately (as you rightly noticed) I was very sloppy in describing it.
As you noticed, there are several bugs in my suggestion, but I believe that all of them can be easily fixed with a bit of common sense.
- A first correction is to use 100 * m / (n-1), which is justified because you don't want to compare P to himself; this would correct your first objection.
- For even better results, use 100 * m / (n- tP), where tP is the number of players that are tied with player P (I know there exist pathological situations, e.g. when all the players have the same noCDratio.. but is that so important?); in your example, this would give 100% to the players who missed no phases/never went into CD.
- A more debatable improvement is to introduce a tie-breaker for players with 0 missed phases/0 CDs: a player with 0 CDs over 10 games should rank lower than a player with 0 CDs over 100 games. This would mean that in your example the "worst" of the top 50 players (i.e. the one with the lowest number of phases played) would rank barely above 50%. This is not good.. but is that a realistic situation?

Finally I think that (apart from satisfying Oli's "catchiness" request) knowing relative reliabilities can be useful, because you can "cross-reference" them with the absolute reliabilities in order to find what reliability constraints you can realistically put on games you create.


Oli (977 D Mod (P))
28 Feb 14 UTC
@drano: Thats why I would assign B to 98% for example. Why do you want to use B=90%? This is what I always say in this thread we can't use these the same percentages for the pure stats(here this works) and the term reliability (here not).
drano019 (2710 D Mod)
28 Feb 14 UTC
I was just throwing it out there Oli. I definitely would never consider a 90% a "B". I guess the problem with assigning "grades" is going to be that most people see things differently (again). Some of us, like Ruffhaus and myself, would consider 93% absolutely terrible in reliability. That's almost 1 out of every 10 phases missed, meaning 1 or 2 per game most likely. Others might see that as totally acceptable. So how do you determine what grade it gets? Is it a "D" which implies real bad, or a "B" which implies pretty good? That's why I feel just strict percentages give the best option. People can see the % and decide for themselves, without having to figure out what "B", "C", and "D" mean.
Oli (977 D Mod (P))
28 Feb 14 UTC
Yea. That's why % are hard too. Some see 90% as totally acceptable, and some absolutely terrible. But even with grades. Most people see a B grade as good, but some see absolute fail on B or worse.
Retillion (2304 D (B))
28 Feb 14 UTC
@ diatarn_iv :

Having a tie-break between some players could be possible in order to rank them.
The only point of such a ranking would be some recognition from the community towards those best ranked players.

HOWEVER, a tie-break should certainly NOT be used to "calcute" the reliability of players.

For example, your stats are PERFECT :
- 0 missed Phase out of 1203 played Phases.
- 0 CD out of 21 games. By the way how come you have 26 finished games and only 21 games in your stats ?

And for example, my stats are PERFECT too :
- 0 missed Phase out of 1079 played Phases.
- 0 CD out of 14 games.

This is nothing personal against you but do you really think that you are more reliable than I am ? If, because of some "calculation", this site would describe me today as less than 100% reliable, I would be MOST disappointed !

Another example : a player with 5 CDs out of 5 games is, from my point of view, as bad as a player with 20 CDs out of 20 finished games. And I would totally disagree with a calculation that would declare that first player more "reliable" than the second one.

Also, how would you decently calculate that ratio ? I mean, what is "1 game" ? Could we really compare a 1vs1 game (that can be paused most easily) or any small variant to a 36-player game ? Could we compare a game in which the player was eliminated after a few turns to a game that has lasted for 6 months ?

----------------------------------------

Finally, I would like to point out, once again, that I absolutely agree with players like drano019 or RUFFHAUS_8 : a NoNMR ratio of 93% (for example) is absolutely terrible !
What we really need is to educate people : they should know, understand and feel that they should (almost) never NMR nor CD.
Oli (977 D Mod (P))
28 Feb 14 UTC
(+1)
I changed the Newgame settings.
You can now set a noCD or better and a noNMR or better instead of th e"old" RR.
The RR does still work for the ongoing games, but at the moment you need to use these 2 new settings.
Maybe we can agree on a RR after some time...
Retillion (2304 D (B))
28 Feb 14 UTC
Now that is fantastic ! Thank you VERY much, Oli !

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290 replies
Firehawk (1231 D)
18 Mar 14 UTC
Cold War Variant Poll
Hello vdip players. Safari and I have been working on our 1v1 Cold War variant for a while now and we are finished with most of the coding and such. We are currently going through some balance issues and have identified a problem we would like to fix.
9 replies
Open
Anon (?? D)
26 Apr 14 UTC
Bug report. Administration team. Please check
variant: http://vdiplomacy.com/variants.php?variantID=86
game http://vdiplomacy.com/board.php?gameID=19165
turn: spring 1902, diplomacy
error: alert Parameter 'fromTerrID' set to invalid value '32'
3 replies
Open
SandgooseXXI (1294 D)
21 Apr 14 UTC
Back in black
Hey guys, sorry I've been gone so freaking long. I would have come back sooner if I could. Main issue is that they blocked V-dip from work. I had no other place to log in besides my job so now that I found a work around I am somewhat back in business...sorry for leaving everyone hanging when it mattered most, there was just everything out of my control. :(
7 replies
Open
Miklagard (1011 D)
24 Apr 14 UTC
What are the victory conditions for Fall of the American Empire: Civil War?
Richmond and Washington DC appear to be the capitals. In 1066, one must be in control of both their own capital and the capital of an enemy country. Are the rules similar for the Civil War variant, or are they just likely any other supply center?
5 replies
Open
Chaqa (1586 D)
25 Apr 14 UTC
(+3)
Large Map Arrow Click
So the idea is, you can click through the maps but the full-size map or the large map. It'd be useful for larger variants like Gobble and WW4, rather than having to maximize each individual picture.
2 replies
Open
tobi1 (1997 D Mod (S))
18 Apr 14 UTC
Colonial Diplomacy - Optional Rules: Testers needed
Finally the Colonial variant with implemented Trans-Siberian Railroad and Suez Canal is ready for a test game on the lab:
http://lab.vdiplomacy.com/board.php?gameID=193

Feel free to join to test the new features! :-)
16 replies
Open
Tomahaha (1170 D)
23 Apr 14 UTC
World Dipcon (Chapel Hill)
The World Dipcon tourney is approaching Memorial Day Weekend (May 20-22) and is being held in Chapel Hill, NC.
Housing is relatively inexpensive as is the entry fee.(Foreign travelers stay for free)
I am making my very first face to face tournament appearance and hope many here also make that jump as well. Do consider it and if you ARE going let us know!
http://www.dixiecon.com/
0 replies
Open
SniperGoth (959 D)
21 Apr 14 UTC
Favorite Varient and Balance
What is your favorite variant and do you think it's balanced?
2 replies
Open
Tristan (1258 D)
16 Apr 14 UTC
New Variant Testing
anyone care to help me test run my new variant?

http://lab.vdiplomacy.com/board.php?gameID=192
7 replies
Open
Fluminator (1265 D)
21 Apr 14 UTC
Reliable Chaos Game?
Would anyone who is reliable be interested in a classic chaos game? I want to play one but don't want it to be ruined by large amounts of drop outs.
0 replies
Open
GOD (1907 D Mod (B))
07 Apr 14 UTC
WII recreation
Hi everyone. Since the variant exists, i want to make a team game of variantID=87 (GB,France, SU vs Germany and Italy). That obviously has one major weak point. it's three (21 SCs) against two (14 SCs), with a difference of seven SCs. Those are my thoughts on that so far:
41 replies
Open
Chaqa (1586 D)
11 Apr 14 UTC
Did vDip used to be called something else?
I have it in my bookmarks as OLDip... did it used to be called something else?

Just curious.
23 replies
Open
Spartan22 (1883 D (B))
09 Apr 14 UTC
Playing all the Variants
I've played almost every variant on the site and eventually, I want to have played all of them. Would anyone be interested in playing any of these variants?
10 replies
Open
BabylonHoruv (811 D)
11 Apr 14 UTC
Webdiplomacy
Anyone know what is going on with it? It gave me an SQL error and won't let me log in.
12 replies
Open
KingCyrus (1258 D)
06 Apr 14 UTC
WWII needs YOU!
gameID=18949

Come on people, join now!
0 replies
Open
Spartan22 (1883 D (B))
17 Mar 14 UTC
(+1)
Vdip March Madness?
March Madness (college basketball for those that don't know) is finally rolling around. I was curious if anyone here would want to do a bracket challenge.
93 replies
Open
Battalion (2326 D)
30 Mar 14 UTC
Grey Press - variantID=50
Anyone up for giving this a go? It's like the normal classic, with the ability to send anonymous messages in addition to normal ones. I was thinking it would be 1 day phase, Anon, and full press. I'm not bothered about buy-in.
21 replies
Open
gopher27 (1606 D Mod)
28 Mar 14 UTC
Grad Students, Former Grad Students or IT Professionals?
Are you a graduate student, were you a graduate student when you joined this site or are you an IT professional?


Gopher----grad student
15 replies
Open
Rules Question/ Possible Glitch?
gameID=18823
Does anyone have an explanation for why Prussia didn't take Holland from France? RH moved to HOL with support from KIE. It seems that the support was cut, but I don't see any moves to KIE.
Thanks
3 replies
Open
Decima Legio (1987 D)
26 Mar 14 UTC
(+2)
Games history
Before taking a break from the site, I’d like to propose a couple of enhancements for the end-game analyses.
5 replies
Open
RUFFHAUS 8 (2490 D)
25 Mar 14 UTC
Redscape Games III - PBEM Tournament Results
Redscape Games III has come to a conclusion. A summary of the final standings is below:

8 replies
Open
RUFFHAUS 8 (2490 D)
07 Mar 14 UTC
(+1)
Interesting Episode of Diplomacy From WWII
I found this encounter from the Second World War to be extremely interesting, and not at all out of the context of some of the negotiations in our Diplomacy games.
92 replies
Open
ZoMBi3 (1012 D)
26 Mar 14 UTC
live 1v1
0 replies
Open
The Ambassador (2241 D (B))
12 Mar 14 UTC
(+2)
If WW1 was a bar fight
Thought you guys here would appreciate this one. Apologies if you've read it already.

http://m.quickmeme.com/p/3vu14a
25 replies
Open
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