Reputation

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Reputation

Postby El Capitan » Sun Nov 06, 2011 4:13 am

Maybe (if it's even possible with the code) a point deducted from you or added to you within a range of +5/-5 depending on if you surrender early. Then make it so that you only see good reputation players' games if you have a good rep. I saw it in another game. Pm me if you want the name so you can see what I'm talking about.

*sry bout the pm for the map editor. Techgump thought I should do both.
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Re: Reputation

Postby techgump » Sun Nov 06, 2011 4:43 am

+1
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Re: Reputation

Postby adude159753 » Tue Nov 08, 2011 6:54 am

If this were to be put it I think it would be added as a filter right? I mean you don't have to play against players with a similar "reputation."
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Re: Reputation

Postby techgump » Tue Nov 08, 2011 7:19 am

Yes, I think a filter is appropriate. Just like minimum level requirement setting for game creation... a nice option would be reputation based on surrendering vs playing games out using point system as El has commented.
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Re: Reputation

Postby Robomajor » Tue Nov 08, 2011 7:28 am

1) you and your brother have excellent taste in your avatars.

2) I like the idea. Although, I think other types of reputations should be your conquer/loss ratio, and your win/loss ratio.
This too shall pass.
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Re: Reputation

Postby techgump » Tue Nov 08, 2011 8:03 am

Win loss and C/l.. Interesting, but I think pretty much pointless. I don't judge a player's skills off either of these numbers. Part of maintaining an super high win ratio (for those that really care about this generally useless number) is playing crap players, and/or teaming up with another consistently for draws. In fact, I expect the best players to have a lower W/L, a middle of the road number. This is an indication that they do not team (or at least not as often as others), and play better players. Likewise with C/L, there are more problems including the ones mentioned for W/L... like those than take one turn and quit when not happy. Leads to a very high c/l.

These two factors (w/l and c/l) as they stand to me right now, mean very little, and to me would be quite useless. I welcome low c/l and low w/l members to my games. I far more prefer they have experience under their belt (level settings handle this), do not ally up, and stay for a complete game (which is one factor missing that reputation would solve).
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