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A place to discuss topics/games with other webDiplomacy players.
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tobi1 (1997 D Mod (S))
03 Oct 19 UTC
Looking for new moderators
We are looking for new members of the moderator team:
2 replies
Open
tobi1 (1997 D Mod (S))
19 May 19 UTC
(+1)
Game processing paused
We are currently having some problems after another WebDip code merge with some deep changes to the codebase. Game processing has been paused until this is resolved.

Sorry for the inconvenience.
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tobi1 (1997 D Mod (S))
19 May 19 UTC
(+1)
So far issues with the in-game messaging and a new NMR extension mode have been reported. If you observe something else on this website that seems to not work as intended, please report in the mod forum.
Oli (977 D Mod (P))
19 May 19 UTC
(+1)
In-game messaging works again, and the new NMR-code is disabled as we search for a better fix.
Oli (977 D Mod (P))
19 May 19 UTC
(+1)
Should be fixed now too...
Lets hope for the best... :-)
Enriador (1507 D)
20 May 19 UTC
Yay. I see we got a new excused turns thing, looks really cool. What else is new?
Technostar (1302 D)
20 May 19 UTC
What's this whole "delays" thing?
Technostar (1302 D)
20 May 19 UTC
(+5)
Update:
Here's an explanation of what changed:
http://webdiplomacy.net/contrib/phpBB3/viewtopic.php?f=5&t=1551

I've read through it, and from what I comprehend about it, I am not in favor of making this change the default behavior for games. Overall, while this system appears to make sense for smaller maps, I am VERY concerned about what it means for the large maps that make vDip such a unique experience.

My biggest concern is that we don't appear to have an option to use the old NMR system, and there's no option for a 0-excuse game. Huge games would become impossible to play given the NMR excuses. Given a game such as Divided States, you NEED the old NMR system to play the map. Games already take a year to complete on that map. Imagine that each time somebody NMRs, there is a 2-day extension. Each time a player goes into Civil Disorder, there's a 2-day extension. Judging by the CD logs for the finished Divided States games, I'd assume an average of 50 missed turns per game, for 3 OVER THREE MONTHS of extra delay just because some players missed their turns. There's a reason why NMR protection is only enabled by default during the first year. My other concern is that in these long games, it's very likely that a player will miss more than one phase. The previous system only booted players if they missed two phases in a row, which meant that it was incredibly unlikely to get a CD just because you overslept or your orders didn't save. I know that I missed several phases in my Kansas Divided States games, and under these new rules, I would have been kicked out of the game long before it reached its conclusion just for missing a short phase here or there, and given how strong the position was, I know someone would have snapped it up quickly. I know that I will be irrationally kicked out of a game at some point due to this system. Unless there's something I'm missing, this new NMR system seems to pose a major threat to the experience of a large map by causing extreme delays and/or unjustly kicking players out of the game.
ubercacher16 (2196 D)
20 May 19 UTC
(+3)
I agree with Technostar. This is a ok feature for Classic and similarly sized maps, but it is simply unsustainable on large variant maps. WebDip is even having trouble with Chaos.

They however do have an option to turn it off. Also I think it should remain off in all existing games.
Technostar (1302 D)
20 May 19 UTC
(+5)
I support disabling this feature in all existing games. It should be an option to use, as it can offer security against NMRs in smaller games, but this change will severely mess with a lot of currently active games.
jmo1121109 (1200 D Mod)
20 May 19 UTC
There should be an option for a 0 excuse game. I specifically added that with tobi. If there isn't that's just a mistake on moving it from webdip over here that I'm sure Oli will get soon.
jmo1121109 (1200 D Mod)
20 May 19 UTC
(+1)
I am considering making a code change on webdip that will default the excuses to 0 for larger maps. But I want to see how it works with people choosing it on their own. The moderator team does have the option to remove excuses in bulk for a game if there are specific games where this is going to cause excess delays.
ubercacher16 (2196 D)
20 May 19 UTC
(+3)
And about suspending the "feature" in all existing games? I think Technostar and I speak with the interests of the player base when we request it.
jmo1121109 (1200 D Mod)
20 May 19 UTC
(+2)
That part is up to Oli, I'm not making that change on webdip. Over there it's doing exactly what I wanted it too. Stopping people who NMR hundred's of times a year and stopping games from ever having no orders entered. I personally feel that not letting a game have missed orders is more in line with player interests then allowing people to miss a turn and stay in the game, which negatively impacts everyone's strategy and turns a game of skill into something else. But Oli can do anything with the code here that he wants.

Unless by turn it off you mean reduce the number of excuses in all existing games to 0 vs removing the feature entirely. In that case that'd be a 1 line update statement in sql.
G-Man (2466 D)
20 May 19 UTC
(+1)
Z+1 Technostar
Oli (977 D Mod (P))
20 May 19 UTC
I will adjust this feature to our site soon (like I did with the new CSS-layout).
There are many new features added to the main webdip code at the moment, and with my limited time it's a bit hard to keep up.

And yes, you have the "old" NMR-system still, but the new one is "in addition" at the moment. I'm still thinking about a way to merge these 2, so you can limit these excused extensions to the first X turns. Or you can choose to use one or the other, as I think 1 or 2 extensions per game and player is quite reasonable for variants < 10 players.
Oli (977 D Mod (P))
20 May 19 UTC
PS:
This will be disabled for all ongoing games for sure. It's for new games only. I just need to stabilize the code and than I will take care of this.
KingOfSwords (1497 D)
20 May 19 UTC
It appears that when all game processing was paused, as noted at the top of this thread, some players were charged with a delay in a game. As far as I can tell, this happened randomly, and without any fault on the part of the player. My guess is that perhaps this happened to the first power in alphabetical order in a game, and possibly this happened in a great many active games.
Oli (977 D Mod (P))
20 May 19 UTC
@KingOfSwords: There was a (already fixed) bug with 2-player and live variants.
I have removed all recorded delays, and once the system is fully integrated I will erase again all records for a clean start.
KingOfSwords (1497 D)
20 May 19 UTC
@Oli: Thanks! Sounds good.
ubercacher16 (2196 D)
20 May 19 UTC
@jmo, yes. I mean reducing the number of excuses in existing games to zero.
Oli (977 D Mod (P))
20 May 19 UTC
(+1)
That's how it works now (will need to adjust the gamesettings-page the next few days)
These two settings work independent:

1. As long as a player has excused NMRs his country will not be send into CD if there is a NMR.
2. If there are no more excused NMRs the next NMR will send the country in CD ready for a takeover.

3. During the fist X turns (you can set X in the settings page, default will be 2) a NMR will force 1 phase extension.
4. After the first X turns a NMR will not extend the current phase, adn the game will proceede as usual. It does not matter if the country is set CD or if the same player is still in charge of that country.

There was/is a setting how many times there should be a phase extension without all players entering orders. It got rarely used, and will be kept at 1 phase extension hardcoded.
Enriador (1507 D)
20 May 19 UTC
Looks about right. Hopefully with the option to set the NMR Excused Turns to zero by default, but keep the option as it is.
Technostar (1302 D)
21 May 19 UTC
I must ask, will zero-excuse games auto-kick anyone who NMRs and extend the phase (similar to the old Serious NMR protection), or will it just use the old system where players must miss 2 turns in a row to be kicked with no phase extensions?
Oli (977 D Mod (P))
21 May 19 UTC
(+1)
Yes, zero-excuse games auto-kick anyone who NMRs.
But it only extends the phase the first X turns.

So I don't think zero-excuses are a good idea for large variants.
And if you want a good game esp. on lower player counts it's a good idea to allow for an extension the complete game.
5-player game with 2 excuses = 10-player game with1 excuse
Technostar (1302 D)
21 May 19 UTC
(+6)
That’s still very problematic. If that 0-excuse setting is the default, going to have a lot of people who get kicked from games simply because they missed a single retreat phase, especially on maps the size of WWIV or Divided States where there are many more turns for players to miss. While NMRs suck, losing your spot in a game that you’ve put 7 months into sucks even more just because you overslept once. What’s worse is that the country will still have no orders for the turn if the phase isn’t extended, completely defeating the point of kicking players out to find a replacement. We NEED the option to use the old NMR system, as while it has its flaws, it doesn’t lead to huge delays and it doesn’t kick everyone out. In fact, as there are several large-size games going on right now, the old system should be the default behavior for any currently-ongoing game. I know the WWIV Sealanes game “Big Day” has already been complaining about the delays caused by this new system, but those complaints will probably grow if players lose their spots over a single missed retreat.
Oli (977 D Mod (P))
21 May 19 UTC
(+1)
The old system is no longer possible.
You just need to set the excused NMR high enough, so players can NMR a few times during retreats (or whenever).
But keep the phase extension to the first few turns, so the games get not stuck in endless extensions all the time.
Kurt (967 D)
21 May 19 UTC
(+4)
I don’t mean to be rude, but I really am not a fan of this new system. Could there at least be an option to still use the old one?
tobi1 (1997 D Mod (S))
21 May 19 UTC
(+1)
As Oli said, if you disable the extensions and accept to have an NMR-flawed game (which might be especially reasonable for large variants), there is only one difference to the old system: The number of allowed NMRs before being put into Civil Disorder will be absolute. The only advantage of the old system that I see is, that position might be free for takeover already after two consecutive turn, whereas in the new system this might not be the case in the new system if the allowed excuses are set to high. However, the new system also kicks players who NMR a lot but manage to give orders at least every second phase. So that could compensate the previous disadvantage.

Overall the initial intend over on webdip was to remove NMRs completely from this game. The reason for this was, that despite having the reliability rating, NMRs still happened a lot and harmed a lot of games. On the one hand this should be achieved by the extensions, on the other hand by the stricter CD-mechanic. If you now fear to be kicked out of game because you occasionally NMR on a regular basis, that is actually exactly what was tried to achieve with this change. Without intending to be offensive I believe that the game and its members would actually profit if you an unreliable player gets kicked after a certain number of NMRs.

Personally I would advise to not set the excuses too high to avoid the problems of consecutive NMRs, but instead just join games with phase lengths you could actually safely manage. This is the responsible behavior we as a community are actually trying to enforce for ages now.

Despite that, if you have suggestions to improve the system, we are always happy to consider those.
However, going back to the old system is even impossible on the technical site, too, since we want to be as much in line with the webdip codebase as possible. And going back to the old system would revert quite some of the recent changes of webdip which would make it much more difficult to maintain the code as it already is.
bsiper (1281 D)
21 May 19 UTC
I wonder if retooling the personal RSS feed to make reminders about games possible would be a good feature for this new system. I've set up an email reminder via IFTTT that emails me when the RSS updates, but all it does is tell me when moves have happened, which is not very useful if I need to get moves in beforehand.
Technostar (1302 D)
21 May 19 UTC
(+4)
While penalizing players who NMR relatively frequently seems reasonable, this new system with 0 NMR excuses is still not viable for huge variants. The standard is simply too strict to be reasonable. Take Divided States, which has an average of 56 turns per game. For a player who makes it to the draw, assuming you NMR once every hundred turns (which is a reasonable reliability that’s slightly above my old RR) and that each turn’s risk of NMRing is independent, you have only a 57% chance of making it to the end of the game without losing your spot (as opposed to a 99.5% chance under the old system). For a game you probably spent half a year or more playing, this is an unacceptable level of risk. You would need to miss fewer than 2 out of every 1000 phases to even have a 90% chance of not being booted from a Divided States game. By my guess, only a minuscule number of players on this site are reliable enough to not be booted from these games. And god forbid you need to ask for an extension due to IRL circumstances. That’s already stressful enough as it is due to the risk of NMRing once and I presume it would be much worse knowing that you might lose every single game you’re playing in if you don’t put in orders.

Essentially, for large variants, a 0-excuse instant-kick NMR policy means that even reasonably reliable players are likely to be kicked from the game, while a 1-excuse extension policy means about 3 extra months of game time on a game that’s already extremely long. Only the old system doesn’t have either flaw. And for a map as large as Divided States, I would prefer to be able to both finish the game that I started in and finish it in a reasonable time, even if it means that there are a few impactful NMRs.
Enriador (1507 D)
21 May 19 UTC
(+2)
That's a tough thing to balance.

"Very large" variants - in other words, Divided States, Chaos, Chaoctopi and the WW4 subvariants - are forced to have a zero-tolerance policy with absolutely reliable players, or pay for its lack of a perfect cast with extra game time. And that's bad.

However, I believe the vast majority of games/variants will greatly benefit from webDip's latest change. I observe a dozen games at any given time and it's pretty common to see a Civil Disorder, let alone irregular players who NMR from time to time.

If keeping both systems as options (the ideal solution!) isn't feasible, then there isn't much that can be done. These are variants bound to have a degree of randomness/very long duration due to their expansive nature. I suppose there are other game settings that help alleviate that duration problem if you want to give people 1 excused turn, like Rulebook press on 24h phases.

Suggestion: bellow is what the game creation page says about excused turns:

>The number of excused delays before a player is removed from the game and can be replaced. If a player is missing orders at a deadline, and the game is in the first few turns the deadline will reset and the player will be charged 1 excused delay. If they are out of excuses they will go into Civil Disorder. The game will only progress with missing orders if no replacement is found within one phase of a player being forced into Civil Disorder. Set this value low to prevent delays to your game, set it higher to be more forgiving to people who might need occasional delays.<

The old system clarified that a "turn" means Spring/Autumn (in most variants) and that a turn can have up to three phases (Movement, Retreats, Adjustments). The new system should have a similar clarification.

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56 replies
The Ambassador (1948 D (B))
28 Sep 19 UTC
Very superstitious
I've got myself into doing a certain thing in my games here and recently changed what I did, for it to go very wrong...
2 replies
Open
Cromig (1409 D)
28 Sep 19 UTC
4 Spots Left on great South America map!
Come join the South America game! https://www.vdiplomacy.net/board.php?gameID=39913
3 replies
Open
MagicalSand (1839 D)
25 Sep 19 UTC
V Dip Discord?
This is simply a question im curious with. Would it be a good idea if V Dip had a discord server? just curious what people would think about that.
9 replies
Open
Diplomacy Poll
Hello all, I’m trying to make a poll on what people consider to be their favorite parts of diplomacy. I’ll be reading every response and making a chart of what people enjoy the most here, so please help me out and give me some words.
2 replies
Open
Anon (?? D)
24 Sep 19 UTC
Anyone want to take this world game?
I'm playing in World Peace Simulator-2, gameID=39267 , but I'm about to go away and am unsure if I'll be able to input my moves. If you are interested, PM me and I'll tell you what country I'm playing. I don't want to just say it here as the game is anonymous. Then I can use the country switch tool to give it away. Please take a look if you are interested.
Thanks!
1 reply
Open
The Ambassador (1948 D (B))
23 Sep 19 UTC
London vDip players?
Calling London Diplomacy fans... we need your help! Trying to track down from the British Library some 1970's articles in the old school mag Games & Puzzles about our great game. Any locals who can help with a little research in the Reading Room? Thanks :-)
5 replies
Open
BBQSauce123321 (2026 D)
22 Sep 19 UTC
(+1)
For those curious...
https://vdiplomacy.com/board.php?gameID=39855
1 reply
Open
The Ambassador (1948 D (B))
13 Sep 19 UTC
(+5)
Rise of the Bots at webDip
While I dearly love vDip, I am blown away by this development at webDip.
37 replies
Open
KingOfSwords (1497 D)
04 Sep 19 UTC
(+1)
Crashed Europa Renovatio Games
At least two games of the new Europa Renovatio variant have had problems and crashed, although so far most of these crashes have been resolved. This is the first time I've encountered this issue here at vDip. How concerned should we players be about this?
4 replies
Open
Dawaldo (1000 D)
26 Jun 19 UTC
"New World" forum game?
There's a text-based turn-based forum game set on a fictional New World continent. Some on here may be interested.
5 replies
Open
AJManso4 (2318 D)
05 Sep 19 UTC
Sealanes Europa Renovatio

Basically england skipped a unit to convoy to my mainland

More info: as reply
5 replies
Open
Sky_Hopper (365 D)
30 Aug 19 UTC
Issue that prevented me entering moves
See below.
4 replies
Open
Anon (?? D)
28 Aug 19 UTC
gameID=39145
This is really a message for mods. .. but I am not getting any response in the ModForum. I have been unable to load orders in the above game for a number of days now .. and am receiving increasingly threatening messages about missing turns and a possible ban. I can't communicate with any of the other players in the game. Does anyone know what is going on?
1 reply
Open
jmo1121109 (1200 D Mod)
25 Aug 19 UTC
(+1)
Nexus Tournament Open for Registration
You can now register for the Nexus Tournament. See inside for more.
3 replies
Open
BBQSauce123321 (2026 D)
07 Aug 19 UTC
"Theoretical" Game
So there's a map called Fubar (https://vdiplomacy.com/variants.php?variantID=39). Let's say I created a game called "HA! Pranked!" where it was choose your own country (So I choose the big one), and then I make the SC count to win 8 (greater than any other country has, except the big one which starts with 10). 5 other people are foolish enough to join the game. Would I just win automatically then?
23 replies
Open
AJManso4 (2318 D)
07 Aug 19 UTC
Sealanes Question
Say I am in the Sealane territory of X SW, and I’m attacking an adjacent Y sea territory, but the Y itself not Y SW/N etc. And I support myself in, can the Y territory retreat into my exposed X sea territory, despite me attacking from X SW?
2 replies
Open
kevdog8 (1780 D)
29 Jul 19 UTC
Move Didn't Go Through
I was looking for clarification from the Mod team as to why a certain unit was not dislodged in a gunboat game with 1.5 day phases, so I sent a message in the Mod forum yesterday morning. I haven't received a response and the next phase of the game is about to go through. What is the proper action in this situation? Should I vote extend and hope for a last-minute extend? Thanks for advice.
2 replies
Open
HQDominator (757 D)
19 Jul 19 UTC
Discord Server
I don't use this website much but I know ya'll do, would you be interested in making a Discord for you to discuss this game on?
6 replies
Open
nopunin10did (1041 D)
14 May 19 UTC
(+3)
Changes to make PPSC better
Currently, the PPSC system rewards points in a solo. It has a number of perverse effects on gameplay. In the subsequent post(s), I will outline changes that could reform PPSC and reduce its detrimental impact.
69 replies
Open
hq_dominate (955 D)
20 Jul 19 UTC
(+1)
Toes
Toes?
2 replies
Open
Sky_Hopper (365 D)
16 Jul 19 UTC
Deleting an account
Hey, if I were to ever want to delete my account, how would I go about doing that?
9 replies
Open
ubercacher16 (2196 D)
11 Jul 19 UTC
(+1)
Google Translate Game
Hello everyone! I am looking for six other players to join a game of Classic(probably, another variant if more want to play), public press, where every player must send messages after putting them through several other languages and then back into English.

I am open to suggestions on exactly which languages and how many there should be.
59 replies
Open
AKeeFaTheHun (1078 D)
18 Jul 19 UTC
Preview button not working?
I apologise if this has been covered before, I've been away for a few years. I'm trying to preview my moves and that function does not appear to be working.
4 replies
Open
Chenggis Khan (963 D)
16 Jul 19 UTC
Fun Times
i got a huge urge to play some games. join up!
0 replies
Open
Elipticon (736 D)
12 Jul 19 UTC
Error found in Europe 1939
I was browsing the variant list, when I noticed an error. Europe 1939 claims to have 8 players, when it actually has 9.
2 replies
Open
Zybque (1000 D)
09 Jul 19 UTC
(+2)
Update Nexus Cold War tournament
For who wants to know: 47 participants joined and were seeded in both brackets (called east and west) so everybody has two chances to reach the final. (and if the semi's have the same people in it we go straight to the final)
2 replies
Open
Oli (977 D Mod (P))
29 Jun 19 UTC
(+1)
Small improvement to the chat interface...
In an attempt to clear the chatinterface a bit I changed the tabs.
It now shows the countries you have sent or received messages by default, and groups all other in a new selector.
23 replies
Open
G-Man (2466 D)
01 Jul 19 UTC
Decompressive Backseat Orchidectomy Restart
For those that were in this cancelled game (over the technical gaff beyond our control), I’ve recreated the game as Decompressive Bilateral Backseat Orchidectomy. Message me, G-Man, for the password. This is just a restart for the same group of players that had already been playing this game. So, no newcomers please.
5 replies
Open
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