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One can always hope. There's no reason all of this wasn't done in the first place.
While the team is currently focused on delivering additional bugfixes, we can already answer to two points.
The Karma system common to many games by Asmodee Digital / Days of Wonder is presented here: {LINK REMOVED}https://www.daysofwonder.com/online/en/play/karma/
And if you're curious about the ELO system: {LINK REMOVED}https://www.daysofwonder.com/online/en/play/ranking/
Steam's Voice Chat system is very solid and exactly what you need. To use it, open a chat window with a friend or a group chat window with several friends, and click the microphone icon in the lower right corner.
Good to know. Thanks :)
So, here it is:
This is an automatic system to rate the proper (or unproper) behavior of players.
A new player starts at 50 karma points. The maximum score is 100. When you finish a game successfully, you earn 1 Karma point. If you are the first player to quit a game on purpose (ie: to quit without resuming), you lose 5 points as a punishment.
Dots divide Karma into 5 levels:
0-19: *
20-39: **
40-59: ***
60-79: ****
80-100: *****
I have Karma level 5. This means I am in the 80 to 100 range? It's a bit confusing because when setting the Karma minimum for a game, it offers me a choice of levels 1-5. But when I see someone else's game, it sometimes says "minimum Karma 40."
I assume that Karma 40 means minimum level 3, based on that chart? and 60 means minimum Karma rating of 4?
Also good to know. Looks like the fairly standaridzed formula that I'm accustomed to from playing Pente, another game that uses the 32 point ELO system.
All correct.
Feel free to add another point to your list in the first post regarding the consistency of the presentation of the Karma rating :)
One additional thought, and one that I think should be easy to implement, that I've heard several players mention:
An option to increment the timers by 15 minutes instead of just skipping from 1H to 2H.
This is especially helpful for 2p games, which can sometimes go 14 (I[ve even seen 15 and occasinally 16) generations if both players have a big production engine and didn't get started on terraforming until late. Thsoe last few generations take a long time, and sometimes an extra 15 minutes is needed betond the 60 minutes alotted in a 1H game.
But, setting it to 2H causes two problems:
1) Some people won't join the game,
2) A player who is losing can just disappear intentionally, and the opponent has to wait an hour and a half for the person to forfeit on time. I've had multiple people do this: The game isn't going well for them, but they don't want to forfeit, so they just don't do anything, perhaps hoping that the opponent will get bored/annoyed and forfeit.
Allowing game times of 1:15, 1:30, and 1:45 would provide more options with minimal effort.
1. It'd be very nice to have a confirmation/reminder that there are available blue actions before passing out of a generation completely. It was easy to forget them.
2. More detailed game log showing attack targets and such (I've seen this mentioned often enough); but also, Event Cards (red cards) should really be fully shown in the log. It's easy to miss Event Cards popping up on the screen on other players turns. The fact that they're hidden in standard play with the physical board game is mostly a matter of convenience, saving time and space, rather than an integral rule. If you really didn't want to make the entire event history fully visible, you should at least make the events played since the player's last turn visible in the log.
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And not a new item, but just parroting that shortening animations and other downtime would perhaps be the biggest quality of life improvement. If not given the option to eliminate animations entirely, allowing animation steps to run simultaneously instead of in sequence would be another way to shorten things.
I would like to suggest an alternative approach to solving this problem. I would like to have an indicator that shows if the player has disconnected. I have to imagine that information is already being transmitted for AI substitution to work properly. Then if someone disconnects from a game without forfeiting, an option to force a player to forfeit after some reasonable amount of time, say 5 minutes or so, would make the entire process much less painful.
I really need to start proofreading my posts.
I'm not sure I see the drawback to adding extra incremental game length options of 15 minutes instead of just going from 1 hour to 2 hours.
Your idea has some merit, but, sometimes people need to disconnect and rejoin, and it might take a while. Suppose there is a power surge or something. It might take longer than 5 minutes for the person to get back to the game. Or any other computer malfunction that requires re-enntering the game. If a person wishes or needs to use 15 or 20 minutes of his clock for one reason or another, he should be allowed to without being force forfeited.
Item number 1 would be a good idea for all players. In a 3p game (and even a 2p game, really), it's rather difficult to keep track during each generartion of who has done what actions. Each player's "actions" list should have an indicator such as " 3 / 8 " indicating that 3 out of the 8 actions have been performed this generation. Then, when we click that person's actions list, we should be able to see specifically WHICH ONES have ben used. This would mirror the actual board game, in which players place a color cube on each blue action card to indicate it has been used.
A more detailed game log has been suggested quite a few times, and I agree. It should be possible to review the exact result of every move. For "Regolith Eaters" it should indicate whether a resource was added or two were removed. For power infrastructure, it should show how many units were converted (insert joke here about the likelihood of actually converting power to MC using power infrastructure). And so on. The number of examples would fill quite a few paragraphs.
It would be cool if each game, upon completion, would generate a txt file "game history" similar to most chess programs, such that the game could be reviewed move by move. This would help a lot with strategy or rules posts on BGG or any other analysis site.
Also, the existing game log format is terrible. Is there a reason the game developers love scrolling so much? Just have the game log bring up a list of the generations, and allow us to click once on the generation we wish to review, and then have ALL that generation's actions show up on one screen. Why would anyone ever think endless scrolling is a good idea?
The red event cards have been mentioned dozens of times. The prevailing opinion seems to be that the red cards aren't really supposed to be "secret," but rather, as you noted, for convenience on the actual board game (and to avoid tag confusion). There's no reason to have them hidden in the digital game.
I mentioned the unnecessary confirmations for blue card actions in item number 8 in my long list.
The placing of the three special city tiles is a good addendum. s you noted - there's no backing out anyway, so why not just auto-place it? What exactly were the designers thinking when they decided to require us to click on the ONE AND ONLY SPOT each of those three cities can go on?
I've seen a lot of good improvement ideas, but all those together can't equal the need for speed.
When playing against only bots or solo there should never be animations. It should basically always be my turn - the game state just updates between passes - I can check numerous places to see changes, I don't need to watch on screen.
As a comparison, it takes 45-60 minutes to play me vs 3 AI bots non-drafting due to all these animations. It takes me 20 minutes to play me vs 3 bots of Scythe, with animations. This is far too great of a disparity.