It has come to my attention that there is a group of players who repeatedly quit during games and take advantage of site loopholes to recover their karma very quickly. These players use friends (or, I suspect much more frequently, their own alt accounts) to repeatedly "play" around 3 games per minute, thus getting their karma back very efficiently.
A screenshot of game history, anonymized to try to comply with forum rules - https://imgur.com/a/D2IpI1r
The games that I've noticed abused in this manner are Soluna and Neutreeko, and there may be others. These game implementations instantly go to 50% completion during the first turn, so it's possible for one player to immediately concede these 2-player games.
My comments, requests, and suggestions for the BGA team:
1. The immediate problem is quality control on all game releases to not jump to "50% completed" or higher after leaving Alpha. In case these games are legitimately halfway complete on turn 1, I'd suggest they become mandatory friendly mode.
2. Additionally, it seems fairly easy for these players to avoid any cheating detection that BGA might be using. If any detection systems are in place, adding rules to uncover any player playing a large amount of non-friendly games in a short timespan would probably be helpful.
3. Even though the above is the most extreme version of karma manipulation, there are less extreme versions such that BGA penalizes a user 10 or 20 karma points for quitting a 2+ hour game, but will also allow the karma to be recovered in a disproportionately small amount of time.
4. The suggestion which would solve the problem directly is probably not feasible for BGA, but having a separate karma rating for each game would make sure quitters of one game wouldn’t be able to recover karma by playing something else (shorter or more.) I recognize this is difficult and/or arduous and/or impossible for BGA to program and might also cause some confusion in the playerbase.
5. The simplest suggestion (with problems of its own, admittedly) is just making leave penalties harsher. I have an old related suggestion here with over 100 upvotes: https://boardgamearena.com/bug?id=66050
6. The suggestion I hope is the best combination of realistic and helpful, is to scale karma by some time-based factor. For example, setting a standard rate of karma gain (roughly 0.01 - 0.05?) per 1 minute of real-time game (using the average game length at that player count.) Then the penalty for a quitter can be based on the minutes elapsed in the game they quit, multiplied by 10, 20, or whatever -- as the leave penalty is currently 10 or 20x the gain.
7. Overall, I think BGA’s karma system is currently too lenient in multiple ways. Not only is it often too easy to recover karma from quitting, but the standard thresholds for game creation are not strict enough for my standards (and I’d imagine I’m far from alone here.) I try to not be insulted that the strictest karma threshold for Arena is 75%. Quitting has absolutely no place in competitive play. If I had the option to restrict all simple and Arena games to 100% minimum reputation, I would!! Do people miss Arena queues and have emergencies ever so often? Sure. But the occasional “quit” of that variety comes with a 10% karma penalty which is pretty easy to recover.
A screenshot of game history, anonymized to try to comply with forum rules - https://imgur.com/a/D2IpI1r
The games that I've noticed abused in this manner are Soluna and Neutreeko, and there may be others. These game implementations instantly go to 50% completion during the first turn, so it's possible for one player to immediately concede these 2-player games.
My comments, requests, and suggestions for the BGA team:
1. The immediate problem is quality control on all game releases to not jump to "50% completed" or higher after leaving Alpha. In case these games are legitimately halfway complete on turn 1, I'd suggest they become mandatory friendly mode.
2. Additionally, it seems fairly easy for these players to avoid any cheating detection that BGA might be using. If any detection systems are in place, adding rules to uncover any player playing a large amount of non-friendly games in a short timespan would probably be helpful.
3. Even though the above is the most extreme version of karma manipulation, there are less extreme versions such that BGA penalizes a user 10 or 20 karma points for quitting a 2+ hour game, but will also allow the karma to be recovered in a disproportionately small amount of time.
4. The suggestion which would solve the problem directly is probably not feasible for BGA, but having a separate karma rating for each game would make sure quitters of one game wouldn’t be able to recover karma by playing something else (shorter or more.) I recognize this is difficult and/or arduous and/or impossible for BGA to program and might also cause some confusion in the playerbase.
5. The simplest suggestion (with problems of its own, admittedly) is just making leave penalties harsher. I have an old related suggestion here with over 100 upvotes: https://boardgamearena.com/bug?id=66050
6. The suggestion I hope is the best combination of realistic and helpful, is to scale karma by some time-based factor. For example, setting a standard rate of karma gain (roughly 0.01 - 0.05?) per 1 minute of real-time game (using the average game length at that player count.) Then the penalty for a quitter can be based on the minutes elapsed in the game they quit, multiplied by 10, 20, or whatever -- as the leave penalty is currently 10 or 20x the gain.
7. Overall, I think BGA’s karma system is currently too lenient in multiple ways. Not only is it often too easy to recover karma from quitting, but the standard thresholds for game creation are not strict enough for my standards (and I’d imagine I’m far from alone here.) I try to not be insulted that the strictest karma threshold for Arena is 75%. Quitting has absolutely no place in competitive play. If I had the option to restrict all simple and Arena games to 100% minimum reputation, I would!! Do people miss Arena queues and have emergencies ever so often? Sure. But the occasional “quit” of that variety comes with a 10% karma penalty which is pretty easy to recover.