How is the game finished % calculated?

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EuroGamez
Posts: 115
Joined: 13 July 2014, 04:23

How is the game finished % calculated?

Post by EuroGamez »

Just "finished" a game where one oppontn decided to kick the othe ropponent at the end of round 1 for timing out. I would say we were almost done with the round (~1 hour) and playing CIvilized Society so maybe 25-35% done.

After the game end I see that it says only 1% of the game was finihsed and so we got 1% of ELO... kindo useless =(
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EuroGamez
Posts: 115
Joined: 13 July 2014, 04:23

Re: How is the game finished % calculated?

Post by EuroGamez »

TI4 on BGA has a serious quit/abandon problem. There has to be a better implementation to deal with this.

Just chekcing cacually the top 5 players in the rankings 50% of games end with someone quitting.

I am sure the developer has better access to actual stats but it's frustrating to play when the game is more likely to end with someone leaving than not. For me it's now 10 out of 16 games abandoned 63%.
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GTSchemer
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Joined: 09 August 2013, 03:26

Re: How is the game finished % calculated?

Post by GTSchemer »

The only site solution I am aware of is to give "Just for me" red thumbs to players who frequently time out or kick without checking if the player is still around.

Progression percentage is normally calculated by the number of objectives revealed, or score compared to the score required to win. In Civilized Society, it should be the highest score achieved, if I recall correctly, so a very low progression in round 1 may be normal.
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weatherguy92
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Re: How is the game finished % calculated?

Post by weatherguy92 »

What helps for me is setting a filter of what players can join my game, only above 75% karma (I believe is the term). Thumbs-downing players who quit prevents repeats, like GT mentioned, also works. Finally, I typically stick with turn-based, which filters out folks who quit because they didn't realize the time commitment. I believe I'm at 2 quits in 18 games, so not too bad.
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EuroGamez
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Re: How is the game finished % calculated?

Post by EuroGamez »

Posting in this thread to not make a million new posts, slightly related.

So last game we had a situation where two players were essentially eliminated, but they still had to sit though the rest of the games clicking okay and no-response to a bunch of stuff constantly. And so this gave me an idea. Can't there be an option to just let a player go into voluntary "zombie mode" (i belive this is what you call it when a player has quit and their turns are skipped. If people had this option I think it would maybe stop a fe from at least quitting. And if all players did it the game would end with the last player to do so being the winner.

Fortunately yesterday the two players were good sports about it and sat though the whole thing, but it makes no sense that they should have to sit there and click for almost an hour when they are 0% to win.


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weatherguy92 wrote: 01 September 2026, 20:08 What helps for me is setting a filter of what players can join my game, only above 75% karma (I believe is the term). Thumbs-downing players who quit prevents repeats, like GT mentioned, also works. Finally, I typically stick with turn-based, which filters out folks who quit because they didn't realize the time commitment. I believe I'm at 2 quits in 18 games, so not too bad.
Good to hear it's better for a-sync, I however have zero interest in non-live games =(
I obviously red-thumb players that don't behave already.
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