A discussion how to improve GMR, a reward system, more info, and other things

What I envision is having an option to say that you are looking for games to join. This would be off by default, but if you select it then your name and stats are added to a list of players looking for a game. Hosts can then invite people from this list(in addition to what can be done now).
Your 'stats' help convey what type of GMR play you are, this is important if the host is looking for a certain kind of game (eg fast turns), but the qualities which are considered good are totally up to the players involved. I think stats, rather than some score would be better at conveying this information.

As I posted earlier, I think the important information for each player is:
a) average time to play turn across ALL turn timer games
b) average number of skips across your turns in ALL turn timer games
c) total number of turns played

EEE_BOY suggest that vacation mode is also a factor some people might be concerned about.
so: d) average number of vacation mode turns across ALL turn timer games

People who play without the turn timer should get a N/A in the turn timer categories (a, b, d) but still build credibility with c [in the arbitrary eyes of our imaginary host ;)]

@EEE_BOY, we have info for turn time and skips at a per game level, what I want to see on the 'player profile' is the average for this across all a players turn timer games.

It would also be super cool to see a heat map of the time of day when we take our turns, this would make setting an optimal turn order easier!

I think PrimEval is weighing up the various issues pretty clearly here. Minor suggestion: since c) is the primary, universal statistic, let's make it first, and all the turn timer stuff is secondary.

Also I think the host going into vacation mode to more or less abandon a game is, hopefully, a fairly unique or at least rare event, which, though highly annoying if you're in that game, can be dealt with via appeal to the GMR gods/devs and/or by never joining one of that host's games again.

Agreed on the map, though I haven't heard the term heat map...sounds a lot like something I suggested many moons ago, though in a graphic and easy to understand way. My guess is optimal turn order may be more on the back burner than some other issues? Knowing Mel and Brian, there are big things coming from these most responsive of Gods. :D
 
What I envision is having an option to say that you are looking for games to join. This would be off by default, but if you select it then your name and stats are added to a list of players looking for a game. Hosts can then invite people from this list(in addition to what can be done now).
Your 'stats' help convey what type of GMR play you are, this is important if the host is looking for a certain kind of game (eg fast turns), but the qualities which are considered good are totally up to the players involved. I think stats, rather than some score would be better at conveying this information.

As I posted earlier, I think the important information for each player is:
a) average time to play turn across ALL turn timer games
b) average number of skips across your turns in ALL turn timer games
c) total number of turns played

EEE_BOY suggest that vacation mode is also a factor some people might be concerned about.
so: d) average number of vacation mode turns across ALL turn timer games

People who play without the turn timer should get a N/A in the turn timer categories (a, b, d) but still build credibility with c [in the arbitrary eyes of our imaginary host ;)]

@EEE_BOY, we have info for turn time and skips at a per game level, what I want to see on the 'player profile' is the average for this across all a players turn timer games.

It would also be super cool to see a heat map of the time of day when we take our turns, this would make setting an optimal turn order easier!

I just lost a long post in support of this. Here were the main points, impatiently rehashed:

1) since c) is the primary, universal statistic, make it first; all the turn timer stuff is secondary, for a subset of players.

2) hopefully a host virtually abandoning a game by going into vacation mode is a rare or even unique event, which can be dealt with either via word of mouth (I'm never joining one of that guy's game again!) or by appeal to the GMR gods.

3) the heat map (I need to google the term) does sound very cool, and a lot like something I suggested many moons ago, that the GMR app could potentially automatically sort out optimal turn orders for players if we input our time zones and typical play times. This may be on the back burner, not sure, but knowing Mel and Brian, these most responsive of Gods, something big is on its way. :goodjob:
 
I think the developer is keen to increase the player base, improve existing players' experience and hopefully help their cost of providing the service. If you look at from that perspective, a 'detective' system will not help that much. If you don't want to punish slow player, it shouldn't punish player who might lose interest after a while or whatever other reasons might be. Let's wait and see how developer will implement that. Currently I'm very happy about the existing implementations we've got:)

Right, that's why I said you should make sure we can differentiate between legitimate irresponsibility and player's who simply stop playing for awhile.


I agree that a reputation system would be helpful for some GMR players, not all. And that it should be rewards based, without any punitive side.

The best reputation system we can have for consistency and/or quick turn taking is going to be what we have already: word of mouth and reputations made in others players minds via games and forums.

The developers are balancing the interests of all their users, not catering to some few 'hardcore' GMR players (us). So I'd expect to see something very general and fun, which is a good thing. :D

This is true, and if players wish to participate in games that have 'requirements' of responsibility, then they can join one of the groups (Civplayers or NQ) that will keep track of these things, right?

What I envision is having an option to say that you are looking for games to join. This would be off by default, but if you select it then your name and stats are added to a list of players looking for a game. Hosts can then invite people from this list(in addition to what can be done now).
Your 'stats' help convey what type of GMR play you are, this is important if the host is looking for a certain kind of game (eg fast turns), but the qualities which are considered good are totally up to the players involved. I think stats, rather than some score would be better at conveying this information.

As I posted earlier, I think the important information for each player is:
a) average time to play turn across ALL turn timer games
b) average number of skips across your turns in ALL turn timer games
c) total number of turns played

EEE_BOY suggest that vacation mode is also a factor some people might be concerned about.
so: d) average number of vacation mode turns across ALL turn timer games

People who play without the turn timer should get a N/A in the turn timer categories (a, b, d) but still build credibility with c [in the arbitrary eyes of our imaginary host ;)]

@EEE_BOY, we have info for turn time and skips at a per game level, what I want to see on the 'player profile' is the average for this across all a players turn timer games.

It would also be super cool to see a heat map of the time of day when we take our turns, this would make setting an optimal turn order easier!

Yes, presenting all of the information would allow hosts to make their own intelligent decisions. The question is what is the relevant information? Certainly I agree that turns played is the most important, but other than that we need what exactly? This is where I have no input to give.
 
Right, that's why I said you should make sure we can differentiate between legitimate irresponsibility and player's who simply stop playing for awhile.

This is true, and if players wish to participate in games that have 'requirements' of responsibility, then they can join one of the groups (Civplayers or NQ) that will keep track of these things, right?

Yes, presenting all of the information would allow hosts to make their own intelligent decisions. The question is what is the relevant information? Certainly I agree that turns played is the most important, but other than that we need what exactly? This is where I have no input to give.

Differentiate players with different reasons and causes is an impossible task. The end result is the same. The system should be impartial to any player joined.

The relevant information should be simple, all these averaged statistics will complicate things. Skipped, stayed in vacation, or unplayed turns have the same effect of no human input.

In the end, manually submitting turns is the essence of GMR, otherwise I can play AI for the consistency. If any player skipped, in vacation or not playing, it just gives no point and shouldn't be differentiated by the system. Only players themselves can judge by looking at the stats, not developer helping you judge.

1) Total points are just for giving out titles or levels, which may be motivcating other people to play more games or upgrade account.
2) Recent points are for very rough guess if the player is active or not recently, if active, then other hosts may invite him more, if inactive then the player receive less invitation, that's all. If recent activity over the past week is 0, the host has reasonable ground to replace a player or just let him be there.
3) A list of opt-in players' Steam ID for host to invite in new game or sub a game.
 
Differentiate players with different reasons and causes is an impossible task. The end result is the same. The system should be impartial to any player joined.

The relevant information should be simple, all these averaged statistics will complicate things. Skipped, stayed in vacation, or unplayed turns have the same effect of no human input.

In the end, manually submitting turns is the essence of GMR, otherwise I can play AI for the consistency. If any player skipped, in vacation or not playing, it just gives no point and shouldn't be differentiated by the system. Only players themselves can judge by looking at the stats, not developer helping you judge.

1) Total points are just for giving out titles or levels, which may be motivcating other people to play more games or upgrade account.
2) Recent points are for very rough guess if the player is active or not recently, if active, then other hosts may invite him more, if inactive then the player receive less invitation, that's all. If recent activity over the past week is 0, the host has reasonable ground to replace a player or just let him be there.
3) A list of opt-in players' Steam ID for host to invite in new game or sub a game.

Not playing when you said you would is very different from not playing. My point was that the way you wanted the information presented would make people who don't play at all be confused with those who cause problems. New players are part of the group who have not yet played at all, and I was arguing against presenting information that wrongly encourages hosts to not allow them to play.
 
Not playing when you said you would is very different from not playing.
No difference in my opinion. It doesn't matter what's been said, because it's not a president election.

My point was that the way you wanted the information presented would make people who don't play at all be confused with those who cause problems.
Players who don't play after joining the games will have some total points and no recent points

Skipping 1or 2 turns, staying in vacation mode for a short period, or taking turns every 2 days: these are not problems;

Skipping too many: we have the local skip limit;
staying in vacation mode for too long: No recent points, but player can go back later;
taking turns every 10 days: we have the combo of local turn timer and local skip limit;

New players are part of the group who have not yet played at all, and I was arguing against presenting information that wrongly encourages hosts to not allow them to play.

New player will have no total point or recent point either. It's easy to tell.
 
I think you guys have made your points. We all get it. My system right now. If a player has a pony avatar, chances are they wont take their turn. Everyone else Im willing to join in with. Im positive Mastermel and Tazzik will come up with something good. :thumbsup:
 
I think you guys have made your points. We all get it.

I was about to say something similar.

And now we all know the ugly truth: Bluecollar is anti-pony!! :eek:
 
No difference in my opinion. It doesn't matter what's been said, because it's not a president election.


Players who don't play after joining the games will have some total points and no recent points

Skipping 1or 2 turns, staying in vacation mode for a short period, or taking turns every 2 days: these are not problems;

Skipping too many: we have the local skip limit;
staying in vacation mode for too long: No recent points, but player can go back later;
taking turns every 10 days: we have the combo of local turn timer and local skip limit;



New player will have no total point or recent point either. It's easy to tell.

I still think you misunderstand me.

I am not talking about players new to GMR, I am talking about players new to the 1/day crowd. Such people will have points from playing with their friends in 1v1 games or other such things, but they may not have points recently.

And the case of someone in vacation mode results in the same thing: a player who took a break will have the same statistics as someone who dropped games.


Very clearly we have not made our points if we still seem to misunderstand each other. It is entirely possible I am misunderstanding EEE, and I wish for him to clarify what his point is. That is why we are still having this discussion. This is a forum, is that not the point? Please join the conversation with something productive! There is no reason to stop the conversation unless you think there is malice attached to the words, which I assure you I am not doing.
 
Not playing when you said you would is very different from not playing. My point was that the way you wanted the information presented would make people who don't play at all be confused with those who cause problems. New players are part of the group who have not yet played at all, and I was arguing against presenting information that wrongly encourages hosts to not allow them to play.

No difference in my opinion. It doesn't matter what's been said, because it's not a president election.

Yes, there does seem to be some misunderstanding here. For the record, I'm with Gamer on this point, I think there is a difference and that it's important.

Perhaps another thread might be appropriate for a fuller discussion on this particular, narrow issue?
 
Yes, there does seem to be some misunderstanding here. For the record, I'm with Gamer on this point, I think there is a difference and that it's important.

Perhaps another thread might be appropriate for a fuller discussion on this particular, narrow issue?

:D Could you please start the thread and do the honor to referee/judge/chair/host such a debate?

And if possible, maybe some big trunks of posts related can be transferred to that thread instead of clouding this one?
 
No, sorry, I don't have time for that. :nope:
 
I am not talking about players new to GMR, I am talking about players new to the 1/day crowd. Such people will have points from playing with their friends in 1v1 games or other such things, but they may not have points recently.

And the case of someone in vacation mode results in the same thing: a player who took a break will have the same statistics as someone who dropped games.
.

Recent points I proposed are points across the recent 7-days, so using vacation mode longer than that 7-day is effectively seen as dropping the games. Only difference is the player can still come back to games and should affect anything if recent points start to increase after another 7-day.

If I do not misunderstand you, Gamer is trying to specifically distinguish different reasons of not taking turns and assign some merit to these reasons. I personally think it is not necessary and also impossible for developer to consider every style of playing GMR. So I say the implementation should focus on the basic thing that GMR is supposed to provide: help players taking turns.

For other things such as reputation or reliability, it is not the job of developer, it is for the forum participants or among players themselves. Personally I think joining the game itself requires the commitment, it doesn't have to speak and say in the forum. Sometimes player simply does not realise the level of commitment required or simply lost interest. Instead of putting a 'tag' on player, I would rather moving on and find new active players (who have many many recent points). If the dropped players decide to come back, just take turns in other new games and start to accumulate recent points, no tag or anything else discourage them.

And if there is some player style such as taking turn every 10 days, it is completely fine, but the majority speed I guess would be within 2 days? Holiday maybe a week? That's why a 7- day period accumulation is proposed. It will not be good experience to mix up players who take turns every 2 days with players who take turns every 10 days.

Anything still missing?
 
Sorry, I just felt like I was reading the same thing over and over again.

I fall somewhere in the middle of this. I would like a system to try and figure out how people are using GMR. A way to know who has the app. figured out and who doesnt.

At the same time, I want to play new people and encourage more to join with no worries about a ranking system. Also to play at there own pace so there is no burn out.

I would give points out just for taking turns and for finishing games. If you get conquered, you still deserve as much credit as the guy that is playing 100 turns down the road.

If I could penalize people, it would be for dropping out of games. I dont know how to do it fairly. The person that dropped out because he didnt like his start doesnt deserve the same as the guy whose computer blew up or the ones that forgot they even joined GMR.

I think an open game where new people could just jump in and play for a few turns would be cool. I dont know if its possible though. It would help with the games that dont get started or bogged down by new players that are just trying to figure it all out. That is my main reason for wanting a point system. Several games I have joined dont even get past 1 turn because of players joining but not having the DLC or they dont get a turn within a few days and decide to just surrender. Then the host starts looking for players again.

It all comes down to what Mel and Tazzik want to do. They are the ones that are putting in the work. For them I want it to be as simple and easy as possible. So just give me 1 million points and everyone else minus 1 million. That should work.
 
Yes, there does seem to be some misunderstanding here. For the record, I'm with Gamer on this point, I think there is a difference and that it's important.

Perhaps another thread might be appropriate for a fuller discussion on this particular, narrow issue?

Yes, I certainly don't mean to "hijack" this thread. If that is what is bothering people, that is certainly understandable.

Recent points I proposed are points across the recent 7-days, so using vacation mode longer than that 7-day is effectively seen as dropping the games. Only difference is the player can still come back to games and should affect anything if recent points start to increase after another 7-day.

If I do not misunderstand you, Gamer is trying to specifically distinguish different reasons of not taking turns and assign some merit to these reasons. I personally think it is not necessary and also impossible for developer to consider every style of playing GMR. So I say the implementation should focus on the basic thing that GMR is supposed to provide: help players taking turns.

For other things such as reputation or reliability, it is not the job of developer, it is for the forum participants or among players themselves. Personally I think joining the game itself requires the commitment, it doesn't have to speak and say in the forum. Sometimes player simply does not realise the level of commitment required or simply lost interest. Instead of putting a 'tag' on player, I would rather moving on and find new active players (who have many many recent points). If the dropped players decide to come back, just take turns in other new games and start to accumulate recent points, no tag or anything else discourage them.

And if there is some player style such as taking turn every 10 days, it is completely fine, but the majority speed I guess would be within 2 days? Holiday maybe a week? That's why a 7- day period accumulation is proposed. It will not be good experience to mix up players who take turns every 2 days with players who take turns every 10 days.

Anything still missing?

You do misunderstand me, and I clearly must have misunderstood you. You are arguing in favor of a point similar to mine, and I thought you were arguing the point you have just labeled as mine. So we, essentially, agree.

What I AM saying is that I don't want the above to accidentally happen, so I am trying to help point out things that you have suggested that I think will encourage the behaviors we both do not want.

I do not want a tag on the player. Certainly giving hosts the information that allows them to choose who to let into their games is a good idea. The problem is how to provide that information, yes? I am saying that I don't want that information portrayed in a way that would confuse hosts into confusing people who have not played but would like to with people who drop games.

My point of "they don't play games they agreed to play" does not mean I want to differentiate between people who are malevolent and people who are irresponsible. Certainly not, that is not our place to do. My point was every person who drops a game is not playing a game they agreed to play. What this means is that:

-Players who are playing a game they agreed to play should get points for such
-Players who are not playing in the 1/day system should be judged by the statistics that would make them equal to those who have never played GMR in general
-Players who used to play but no longer do, who are NOT dropping games, should not be confused with those who are currently dropping games
-Players who are playing some games in the 1/day system and others not should not be confused for being slow or lazy with the games meant to be that way (so that hosts of 1/day wont think that THEY are personally slow)

These are important points to me. These are design goals, and it is important to lay these out before we actually start figuring out how to do it. I think our misunderstanding lies in this area.



As for HOW to deliver the information, I think we agree on this for the most part. Collect some basic statistics, and allow the host to infer what they mean. Which statistics GMR collects and displays should be chosen based off of the design goals. If hosts get too little or too much information, they may confuse good players for ones they don't want in their games.

Sorry, I just felt like I was reading the same thing over and over again.

I fall somewhere in the middle of this. I would like a system to try and figure out how people are using GMR. A way to know who has the app. figured out and who doesnt.

At the same time, I want to play new people and encourage more to join with no worries about a ranking system. Also to play at there own pace so there is no burn out.

I would give points out just for taking turns and for finishing games. If you get conquered, you still deserve as much credit as the guy that is playing 100 turns down the road.

If I could penalize people, it would be for dropping out of games. I dont know how to do it fairly. The person that dropped out because he didnt like his start doesnt deserve the same as the guy whose computer blew up or the ones that forgot they even joined GMR.

I think an open game where new people could just jump in and play for a few turns would be cool. I dont know if its possible though. It would help with the games that dont get started or bogged down by new players that are just trying to figure it all out. That is my main reason for wanting a point system. Several games I have joined dont even get past 1 turn because of players joining but not having the DLC or they dont get a turn within a few days and decide to just surrender. Then the host starts looking for players again.

It all comes down to what Mel and Tazzik want to do. They are the ones that are putting in the work. For them I want it to be as simple and easy as possible. So just give me 1 million points and everyone else minus 1 million. That should work.

Yes, I agree. When EEE first suggested a points system, I had imagined it could be used to encourage new players AND fair play, while perhaps discouraging irresponsibility. I think that giving points to players for taking turns is the best idea. The GMR app is all about letting more players play how they want, right? Of course some players get stuck with bad people and their fun is ruined. If there is a way to improve that, then that should be considered as well.

Possible design goals for this should be listed as well?

-Encourage players to play how they want
-Discourage players from ruining other players' fun
-Provide hosts with a way to block out spoilsports?

So how do we do this? Let's give points to players for doing good things, shall we? But who are we to say what is good? We want players to play how they want to. Ok, so we have to give points for playing, indiscriminate of style. Points for each turn played is certainly the only way to do that, right? We can either give a flat amount of points per turn, scale it with number of players (and thus with how often you are allowed to take your turn), and/or scale it with game length (encouraging players to play full games).

How to discourage players from ruining other players' fun? Word of mouth is a great one, and already exists. Anything else?

So we can subtract points for "ruining fun". But how do we know this has happened?

Well how do players ruin fun? Quitting, delaying, and trolling. Well we could discourage these things by subtracting points from those who do them, but do these 3 thing ALWAYS result in "ruining fun"? No, the first 2 are sometimes necessary, sometimes understandable, and sometimes agreed upon. And I don't know how we would detect "trolling" anyways.

Ok so since quitting and delaying are NOT synonymous with ruining fun, how can we find out when they actually ruin fun? Well let's break them down into even smaller units.

Why do people quit?
-Game is over. This should not be punished, clearly.
-Game is bugged/unplayable. Ditto.
-Game is unfun/unwinnable. This is questionable.
-Cannot commit. Should this be punished?
-Never comes back to play. If accidental, perhaps should be punished to discourage. If on purpose, no punishment will help.

It is difficult to differentiate between the reasonings with only our data. Certainly we cannot universally punish for quitting. Perhaps we could differentiate at the source, aka discourage quitting for bad reasons, don't discourage for good reasons.

Well scaling points earned with game length encourages players to stay in the game more the further in you get. That should discourage players from quitting early unless they truly think it is a lost cause. And players who never commit will never earn many points because they only take early turns.

Ok what about delays? Why do these happen?
-Player has no time. Certainly should not have to be punished, but it does ruin fun for others if they are impatient. Maybe punished to prevent them joining games in the future?
-Player is lazy/doesn't check often. Ditto
-Chronic, but one-time problem. Should not be punished.

So again, we can't really punish this either. Perhaps encourage players to only commit to games they truly can, encourage them to be diligent, and find a way to prevent 1-time problems from ruining fun.

Again, the method of giving points for turns, scaled with length does the first 2 points, and vacation mode already does the 3rd. Since you get points as often as you take turns, you get more points for taking them faster. And since you get more points the further in you get, it encourages you to commit to games you won't delay either.

As for trolls, I don't think GMR will have many of those.

So do we need to present statistics? We certainly can. We can also have this point system in place, as it wouldn't be too hard to implement as far as I can tell.

I hope this damn thing posts, its so long... :lol:
 
Wow, it looks like I should have started another thread for this discussion! A lot of really good feedback and thoughts so far, thanks guys! I won't try to respond to every point or topic but I'll try to summarize my thoughts here. There are two major goals that we're hoping to address in upcoming enhancements to GMR, both of which you guys have touched on and perhaps mixed:

  1. Provide a reward system that directly adds value to GMR and enhances the somewhat tedious process of actively participating in these PBEM style games. This is where the "points" system comes in. Its purpose is simply to excite players (new and old) into participating in more games and reward them for what they're already doing: taking turns. This will likely include titles, special graphics, achievements and leader boards. I don't think we'll implement a penalty system.
  2. Provide information on players, in an effort to easily tell what kind of GMR player they are. We plan to accomplish this almost entirely through the use of statistics on a player's profile. This will include things such as total turns played, total games played, average turn time, number of times skipped, and the average amount of turns played before leaving a game. We can easily display each metric in terms of the last week, month, year, and lifetime. We've also considered implementing some sort of "karma" system, where you would be able to vote other players up or down to indicate the experience you've had with them.

So right now Brian and I are working on probably the largest enhancement to GMR since its beginning, which we're referring to as "Community". In addition to implementing the two goals I mentioned above this will include a full forum system, tightly integrated with games and players, greatly expanding on the simple comments we have now. Hopefully all of this will make GMR not just a fun way to do casual CiV multiplayer, but a more rewarding and fulfilling system to use. :)

Also, before all of this awesomeness hits the pipe there are a couple minor enhancements we'll be releasing. First the ability to specify the timezone you're playing in which will allow the system to automatically assist the host in creating the optimal player ordering. And second the ability for a game host to list their in-progress game in the public "Game Browser" page, enabling any other player to see it and join it, replacing an existing AI. Look for these changes to roll out in the next week or so.

As always keep the feedback coming! It's the core heart of the GMR community here at CivFanatics that drives most of our design and motivation. We may be the gods of GMR, but it's only because of you, our fellow players. Thank you :goodjob:
 
Wow, it looks like I should have started another thread for this discussion! [...]

If somebody could point me to the start of the discussion, and mention which posts in between don't belong to it, I could still move it to a separate thread.
 
Also, before all of this awesomeness hits the pipe there are a couple minor enhancements we'll be releasing. First the ability to specify the timezone you're playing in which will allow the system to automatically assist the host in creating the optimal player ordering. And second the ability for a game host to list their in-progress game in the public "Game Browser" page, enabling any other player to see it and join it, replacing an existing AI. Look for these changes to roll out in the next week or so.

Nice! If these two wish list items are becoming real and are now 'minor', then the big update should truly be awesome. Firaxis should be paying you guys. :lol:
 
Thank you.

The discussion starts from post #563 to #613

Except: #564, 565, 567, 568, 569, 571, 572, 576, 577, 593, 597

Also #611 seems to be a good opening post.
 
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