Seems like I have missed the fun. Maybe if someone drops out, or otherwise next time. I used to play a lot of diplomacy online, but I haven’t in a while. It would be fun to play another game.
Two remarks though.
One: Like I said, I haven’t played diplomacy online for a while, so this information might be outdated, but I think playdiplomacy.com is a much better platform than webdiplomacy.net. In my experience is a more mature site, with a more mature audience. Webdiplomacy also doesn’t allow illegal orders, which in my opinion is completely against the spirit of the game (It’s probably somewhat friendlier to new players, but at the cost of denying them the full experience of the game).
Two: Demanding a 90% reliability is WAY too low. An in-game year will require entering orders between 2 and 5 times, say 3 on average. That’s 30 deadlines in a 10-year game. With 90% reliability each player will have only 5% chance of not missing any deadlines. Now keep in mind that there are 7 players, and that a single missed deadline by any of the players can potentially ruin a good game, and it becomes a certainty that your game WILL BE RUINED by this if you demand only 90% reliability.
A much higher level of commitment from all players is required to have a fun game.
Maybe if someone drops out, or otherwise next time.
Well, the game is FCFS. I sent PMs to everyone who applied on the thread to give them a head start, but the password is public. There will also be a second game as soon as enough people express interest (I think 3 so far).
Honestly, I chose webdiplomacy.net as I’m a regular there. I know it works, and the illegal orders protection is not that much of a bad thing really. The community is irrelevant in a private game, and I know I can easily get a hold of the mods if the need arises (e.g. if an unexpected pause is required)
Demanding a 90% reliability is WAY too low.
It is low, but not that low, because you are forgetting the 95% heads up. So, the player will miss every deadline with 0.1 * 0.05 == 0.005 (0.5%), which is okay. I think the 90% requirement is okay, but the 95% one should have been higher (and was originally)
Seems like I have missed the fun. Maybe if someone drops out, or otherwise next time. I used to play a lot of diplomacy online, but I haven’t in a while. It would be fun to play another game.
Two remarks though.
One: Like I said, I haven’t played diplomacy online for a while, so this information might be outdated, but I think playdiplomacy.com is a much better platform than webdiplomacy.net. In my experience is a more mature site, with a more mature audience. Webdiplomacy also doesn’t allow illegal orders, which in my opinion is completely against the spirit of the game (It’s probably somewhat friendlier to new players, but at the cost of denying them the full experience of the game).
Two: Demanding a 90% reliability is WAY too low. An in-game year will require entering orders between 2 and 5 times, say 3 on average. That’s 30 deadlines in a 10-year game. With 90% reliability each player will have only 5% chance of not missing any deadlines. Now keep in mind that there are 7 players, and that a single missed deadline by any of the players can potentially ruin a good game, and it becomes a certainty that your game WILL BE RUINED by this if you demand only 90% reliability.
A much higher level of commitment from all players is required to have a fun game.
Two slots left...
I assumed it meant a 90% prob of making every deadline.
Well, the game is FCFS. I sent PMs to everyone who applied on the thread to give them a head start, but the password is public. There will also be a second game as soon as enough people express interest (I think 3 so far).
Honestly, I chose webdiplomacy.net as I’m a regular there. I know it works, and the illegal orders protection is not that much of a bad thing really. The community is irrelevant in a private game, and I know I can easily get a hold of the mods if the need arises (e.g. if an unexpected pause is required)
It is low, but not that low, because you are forgetting the 95% heads up. So, the player will miss every deadline with 0.1 * 0.05 == 0.005 (0.5%), which is okay. I think the 90% requirement is okay, but the 95% one should have been higher (and was originally)