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Gavinwj
2nd February 2008, 12:18 PM
ME Games Ltd wrote:

>> Personally, I think that MEPBM has far bigger problems to fix than rating
>> players. The issue of drop outs being the biggest...
>
> We don't generally have a problem with this. The major problem we
> presently have is uncommunicative players and missing turns so we offer the
> service of players getting team-mates turns if requested and they think
> that that player will miss the next turn. I think you are talking about
> your own game of WoTR Variant - variant games are harder to fill when
> players drop hence I try to minimise the quantity of such games. Otherwise
> we invariably fill nations quickly when a drop out does occur (usually end
> up with more players asking for the nations than nations available
> actually!) :-)

No, I wasn't talking about the WotR variant, I was talking about virtually
every game I have played in the last few years. Not one single game has
ended with the same players that started it: in the last game (and which was
the final straw for me) I think we were down to four starting players, some
having to lay two positions, when it went belly up. I've been in games where
players quit almost as soon as it started: for some curious reason, this
seemed to coincide with the end of the "free" turns...

Gavin

Øystein Tvedten
2nd February 2008, 12:18 PM
--- In mepbmlist (AT) yahoogroups (DOT) com, Gavinwj <gavinwj@c...> wrote:
> In that particular game (223), the collapse was caused mainly by
> one player deciding he'd had enough and didn't want to "waste"
> more money on the game.
>

223 was a clusterf*** on the FP side, I'll be the first to admit.

First dropout came on turn 5. Turn 10 the second had occured. Turn 11
the third. All these three was picked up by other FP players.

Turn 21 came our first SpecService'd turn, as one of the double-
players missed his turns. Turn 22 the game was basically over.

Enjoyable setup for the most part, but we had no gameplan. We were
just constantly reacting and coming up short :(