Well, I for one would be alienated if those who can *afford* 10 turns
consistently get a discount, while those who simply can't afford to ante up
10 turns worth (especially if they're already running close to the bone due
to Volume...) have to pay more. The rich get richer...?
* So Ford should only make Ford Focuses because not everyone can afford the new Ford GT? BMW should only make 3 series cars because not everyone
can afford the 7 series?
-Russ
It's a tough call on both sides. The only _overt_ penalty I see below is
the "bottom of the queue" for nation selection. Really, not much of a
penalty as the last time I recall a discussion about this there was a
significant constituency with the perception that they never got their first
selection anyway, so while they might enjoy getting it, they wouldn't notice
if they were "penalized" as such. (the poor paying more is a penalty too, of
course, I didn't think you were an American Gavin...
)
So the benefits of "staying the course" are top of the list for nation
selection and a hand moderated bonus. Now, what if our perception is skewed
to the reality and Most players actually complete their games? Well, then
I'm in a list of those at the top of the list... And Most nations are now
handed a 2nd (hand moderated) bonus... Clint's rarely cheering these ones
one...
Not to simply rain on the parade. Thanks for the efforts, certainly a
worthwhile discussion, the type that often produces results in this
particular consumer-driven community (moreso than most others). I like the
ideas regarding supporting players on the brink, and would be more than
willing to pilot these policies in game 233... 
Hopefully the discussion can centre on the carrots and the sticks: what are
the rewards for NOT dropping and what are the penalties FOR dropping out in
the minds?
To clarify *my* position, yes, drops are annoying at the best of times, some
moreso than others. But when dealing with people... I'm not in the
community of "fed up", so I consider myself an objective observer.
Cheers,
Brad
···
----- Original Message -----
From: "Gavinwj" <gavinwj@compuserve.com>
To: <mepbmlist@yahoogroups.com>
Sent: Wednesday, November 03, 2004 12:45 AM
Subject: [mepbmlist] Drop outs
>
> Unless there's a penalty to the dropping player, this is not going to
stop.
> Currently there is no penalty and Clint is afraid of instituting one for
> fear of alienating some players. Now, the question that arises from that
is,
> do you want those players in the first place...?
>
> There are proven solutions, but they will never be implemented here.
>
> So, the question become "how can we encourage players to stay the course?"
> instead. None are perfect, but they might be worth considering. Off the
top
> of my head:
>
> - If a player loses his capital, the turn fee drops for a few turns
>
> - if a player is down to less than five characters or a single MT or city,
> then the turn is free if using MEOW/Automagic/latest-gismo for order
> submission
>
> - if a player commits to playing through to the end of the game (excluding
> bug hunts unless previously agreed) and pays for turns in blocks of ten,
> then he gets a discount, but no refunds if he drops
>
> - a player who drops with a viable position is automatically at the end of
> the queue for nation assignment in the next game
>
> - players who consistently stay the course and finish games move to the
> front of the queue for nation assignment in their next game and are
> guaranteed to have at least two characters with bonuses in at the start of
> that game
>
> Gavin
>
> Kevin Brown wrote:
>
> > This has been discussed before without too much input from "the
> > company" except to state that this isn't a problem. I still think it
> > is. I've seen a number of people drop or suggest dropping even when a
> > team is winning or even. Sometimes there are "real" reasons for
> > people dropping a position, but occasionally people drop a position
> > just because they're starting a new game. While the problem may not
> > be with the game (and I agree it's not), it's not a problem that
> > people discussing it here are going to solve. The solution has to
> > come from whoever is running the game. I'm afraid that as long as
> > there is someone else to continue paying for the turns (now that
> > ought to get a response) there isn't a problem with people dropping.
>
>
>
>
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>
>
>
>
>
>
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