The wishlist is for things you would like to see, this thread is for things you would be angry if you don't see.
Not sure if these can be regarded as bugs or feature. But for me appears to be exactly what this thread addresses. I sure as heck get annoyed and at times angry from these issues. Issue #2 and #3 might be regarded as minor flaws or features, but I am more inclined to say they are crucial for game. They relate to the core basis of playing this game it and is not an improvement/feature but really what seems to have been forgotten and perhaps ignored/down-prioritized when making this application. They are issues that reduces some of the joy this game brings, and if frequently encountered completely kills it.
# 1 #
One of the big annoyances is being disconnected from the server. Not that I expect this to be resolved as a multitude of reasons outside your
control can cause this. But the consequences can be severe.
After spending 30-45 minutes on setting up a well planned order and the disconnect occurs the entire setup is lost. Which reminds me of the good old days when Word crashed after you had been writing for hours without auto-saving. Not only takes it time to set up the move again (although this of course goes a lot quicker the second time). But it is highly demotivating and sometimes I rather quit for the day rather than to start up doing stuff I already know how to do and what to do. Feels more like work than fun. I would recommend a local autosave where all the moves are stored so if exiting the application in any way, this can be retrieved when that game is loaded.
And there are a few more issues regarding this. Although not as severe, but still easily fixed especially if the autosaving is implemented:
- Autosave when leaving a game
so when reentering it all moves are remembered. E.g. I play a game with a dear friend in game #1 and he take a long time. so I start a game #2. But not much later my friend finishes the move and I leave the 2nd game to play a move in the 1st game (playing with a friend is much more fun for me). All my actions are lost in game #2 which is a bit annoying.
- Saving of a setup
. Many times I find a good plan, and then after finishing it I realize there is another strategy that might
be better. Now sometimes I delete everything, try the second strategy and even delete that and implement my first one. Other times I don't bother as it's to much hassle so I end up submitting a move I'm not perfectly pleased with. A possibility to save a given move had been well (even to file and load from file would work great) so that when after testing out secondary tactics one can go back to the original plan.
# 2 #
My second biggest annoyance with the game is wasting my time on people who do not complete their games.
Many a time I've started a game. spent a long time on either it or simply the first move in the game. And only to end up with a person who has discarded the game. Probably either because they are displeased with the outcome, starting position or simply don't care. I expect many people have addressed this more or less before, but I must persist in reporting this as this is ruining a lot of the fun
Now it is impossible to ensure people finish their games, I realize this. But something can be done for managing some of these problems.
#1 If a person isn't interested in playing a game that is randomly created - there can be a button/flag/... to toggle before performing the first move. A "round 0". And when both players commit to this game then they have accepted the responsibility of finishing it. This way one can avoid spending a long time on people who discard their set up as being unfair. Now I'm totally for the point system and unfair games can be even more fun - but a lot of people do not share this opinion.
#2 A person not completing a move in a week, 2-3 weeks, month (exact time-limit not so relevant, but anyone in the world ought to be able to perform a move in a month) while the other player has performed his - ought to get an automatic loss.
A statistic like this also could also in the future enable the possibility of matching responsible players with responsible, and the irresponsible with the irresponsible. So that we who take defeat like gentlemen can reduce the exposure of people who do not show the same sportsmanship. E.g. people with a perfect record are allowed to ignore or not matched people who have a completionrating
less than 90%.
# 3 #
The rating system.
This is the big carrot for many (at least for me), but there is and always will be problem with cheaters and other issues:
* People not finishing games they are going to loose, and hence avoiding drop in rating and denying the winning player fo this bonus:
Now my #2 mentions the solution for people not completing "lost" games. And hence their rating will drop. Which might be enough to make them finish their games.
Such games seems also to break up any streak of wins a player has achieved, as games in between a long winningstreak will never finish.
Another problem is customized battles which people can exploit to set up what seems like a fair match where they have an advantage and challenge people on it. E.g. was I challenged specifically and when opening up that game I had one person in the middle, surrounded by 5 others. This can easily be solved by not rating customized battles.
Friends forfeiting to make a super player is also a common situation. Now this is harder to address as denying personal challenges will limit the options for people who likes the ranking and also likes playing with specific persons from time to time. I have no recommendation on how to resolve this, but thought I ought the list of obvious exploitation of the system.