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Reputation

Posted:
Sun Nov 06, 2011 4:13 am
by El Capitan
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.
Re: Reputation

Posted:
Sun Nov 06, 2011 4:43 am
by techgump
+1
Re: Reputation

Posted:
Tue Nov 08, 2011 6:54 am
by adude159753
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."
Re: Reputation

Posted:
Tue Nov 08, 2011 7:19 am
by techgump
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.
Re: Reputation

Posted:
Tue Nov 08, 2011 7:28 am
by Robomajor
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.
Re: Reputation

Posted:
Tue Nov 08, 2011 8:03 am
by techgump
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).