Changing Reliability Rating System

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jmo1121109
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Changing Reliability Rating System

#1 Post by jmo1121109 » Thu May 02, 2019 2:01 am

In the next week or two we will be rolling out the largest change to games in years.

What are we trying to solve?
The problem of NMR's (No Moves Received), negatively impacting games. The average member has 150 phases completed and 9 of those are NMR's. Since we began tracking Civil Disorders there have been 153,957 of them on the site and 333,451 NMR's. These result in a drastically different game flow, because when 1 country does not move it's units, the entire board suffers as people move to take advantage.

So what are we doing?
Adding excused missed turns to games and game creation. Every game will have a number of excused missed turns, from 0-4 available. When time runs out, if someone is missing orders and has an excused missed turn the phase time will reset, and they will lose 1 excused missed turn. If they do not have an excused missed turn left they are instantly removed from the game, the phase time resets, and anyone can take the position over.

How will this affect Reliability Ratings?
All ratings will reset the next time you have a phase go through after the change goes live. RR is calculated each time a phase processes in a game you are in, so it will not happen automatically. RR will now be calculated entirely based on the number of missed turns you have over the last 365 days. Having a non excused missed turn in the last 28 days will result in an additional 11% decrease in RR. 2 in the last 28 days is a 22%, 3 is 33% penalty, etc. Which should highly incentivize people to be more reliable in the short term and will refrain from punishing people who change their behavior for the better.

What is the exact new formula? Still being fine tuned based on average NMR's per player per game and being run through some models to see how it would impact people's current rankings.

Will this impact wait for orders games?
No, WFO will be unaffected.

Will current games be impacted?
YES! All current games will give 1 excused missed turn to each player in the game.

What will the default Missed Turns be set too for new games?
1

How does this address people who NMR all the time?
In addition to changing RR, during a 1 year span you get 3 un-excused missed turns as warnings.After that you will be temporarily banned from joining new games, making new games, and re-joining your CD games for increasing amounts of time.

Over a 365 day period you get:
1-3 un-excused delays: warnings in your notifications
4 un-excused delays: 1-day temp ban
5 un-excused delays: 3-day temp ban
6 un-excused delays: 7-day temp ban
7 un-excused delays: 14-day temp ban
8 un-excused delays: 30-days temp ban
9 or more un-excused delays: infinite, must contact mods for removal

*These numbers may be increased or decreased as needed

Isn't that too harsh for someone who misses a few deadlines in a day?
Yes, which is why only 1 un-excused missed turn will count towards the temporary ban punishment over a 24 hour period. So if you CD in 3 games over an hours span then your RR will be docked for 3 un-excused missed turns but your yearly count towards being temporarily banned will be 1.

What can I do if I had an emergency?
Contact the mods, they have new tools that will let them forgive unexcused missed turns.

Will I be able to see how my Rating is calculated?
Yes, all missed turns will be visible to you and the mods on your profile with all the turns that count against your RR being highlighted in yellow, and all the ones that count towards your yearly temp bans being highlighted in Red.

When will this go live?
In the next week or two when my testing is completed.
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Carl Tuckerson
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Re: Changing Reliability Rating System

#2 Post by Carl Tuckerson » Thu May 02, 2019 2:26 am

This looks awesome.
Mind walking me through an example in a live game?

Say Billy signs up for a live gunboat and forgets about it / his power is knocked out / whatever and he never enters orders.

Assuming the game setting is three excused missed turns and five minutes per turn...

* Spring 1901 will happen four times: three times with him missing turns, then he's kicked, then one more time with the country in civil disorder.
* Billy's RR will be docked three times for missing the first turn three times.
* Billy will get one unexcused delay on his record toward his temp ban counter, even though he missed three turns, because the three misses happened within 24 hours of one another (in a fifteen minute span to be precise).

jmo1121109
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Re: Changing Reliability Rating System

#3 Post by jmo1121109 » Thu May 02, 2019 2:53 am

Carl Tuckerson wrote:
Thu May 02, 2019 2:26 am
This looks awesome.
Mind walking me through an example in a live game?

Say Billy signs up for a live gunboat and forgets about it / his power is knocked out / whatever and he never enters orders.

Assuming the game setting is three excused missed turns and five minutes per turn...

* Spring 1901 will happen four times: three times with him missing turns, then he's kicked, then one more time with the country in civil disorder.
* Billy's RR will be docked three times for missing the first turn three times.
* Billy will get one unexcused delay on his record toward his temp ban counter, even though he missed three turns, because the three misses happened within 24 hours of one another (in a fifteen minute span to be precise).
No, "excused missed turns" do not count against RR. So if a game gives you 2 excused turns you can use both with no impact to your RR. Billy will get 1 penalty on his RR and 1 on his yearly unexcused missed turns for the year. Everything else is correct though, Spring 01 takes 15 minutes, and then gives someone the chance to take over without having missed any moves. At 20 minutes without a replacement the game will progress.

If at 20 minutes Billy rejoins the game and then misses his turns again he'll get a 2nd penalty to NMR but still only 1 to the yearly quota. If people in live games try and abuse that then I'll make an exception for live games giving additional punishments for rejoining and leaving multiple times.
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