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Messages - Mike Thicke

#31
Quote from: jeebus on 07 March 2017, 06:53:24 PM



And you agree about the social contract. Actually, it even exists online, even with the resign button. If I resign 50% of the time on turn 6 when we play, no explanation given, you would pretty soon want to blacklist me. So even online, even though some of us don't expect an explanation, we do expect that there is a legitimate reason.

This whole thread is absurd. If I screw up the opening in chess and put myself in a losing position against a competent opponent, I'm not going to sit around for 30 minutes waiting for my inevitable loss. I'm going to resign and move on to the next game. I can see how you might derive some enjoyment from gradually exploiting your advantage over many turns picking off my pieces one-by-one, but what incentive do I have to participate in that? I'm not a masochist.

Similarly, in Dominion while I can see how you might enjoy playing out your engine over several turns after you gain an insurmountable lead, what incentive do I have to participate? Why should I suffer for 10 more minutes while you parade to victory? Accept your victory and move on. Resigning is never unsportsmanlike.
#32
Is there really no way to distinguish between a disconnect and closing the browser window?
#33
General Discussion / Competitive play
04 January 2017, 12:41:06 PM
In another thread I read that, though there will be a ladder, it will not be featured. I'm flabbergasted that you would design a platform like this and not put laddering (or at least some competitive system) absolutely front-and-center. A large reason for Heathstone's and other online games' successes is the centrality of ladderring. Laddering is what keeps people coming back to the game, watching streams on Twitch, etc. Why would you not make this more rather than less central than it was in Making Fun's version?
#34
General Discussion / Actions in sidebar
04 January 2017, 12:31:27 PM
I find taking actions in the log/sidebar very awkward, especially if those actions are skippable (eg. reactions). It's amazing to me that in an interface that seems to go through contortions to make the user confirm every choice, it's possible to not even realize you could have reacted to something. In general, it seems very inelegant to make the user click in what appears to be simply a log of the game.