Karma system and how it handles large numbers of plays

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Philomorph
Posts: 19
Joined: 17 January 2014, 18:54

Karma system and how it handles large numbers of plays

Post by Philomorph »

I'm curious about how the karma system is supposed to accurately represent people who play a lot of games.

For example, I'm in a 5p game of Carcassonne that is set to 4 moves per day. Everyone has been doing good on their time except for one player that started the game making one move a day, but now is down to one move every other day or so and keeps running out of time every round.

Since I only play a couple games at a time I try to filter this problem out by setting karma restrictions to 75% and above, but it wouldn't have mattered because the player has 100% rating.

Normally I'd give them the benefit of the doubt and not really be annoyed, but looking at their profile under recent penalties they have 3 quits and 10 timer violations!

But they are also playing over 100 games currently, so it seems they are gaining enough karma on the bulk of their games to completely wipe out the less desirable behavior.

Is this just an artifact of how the system works? If you play hundreds of games and bail on a dozen of them, that's a small enough percentage to maintain 100% karma?

I've run into this issue before and I guess what I'd like to see is a filter for players that are playing so many games at once. It seems like every time I have a player at the table who's constantly running out of time they are also playing a huge number of games, which IMO makes them less fun to play with anyway, for multiple reasons.

Thoughts?
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Serilo
Posts: 42
Joined: 28 February 2019, 20:43

Re: Karma system and how it handles large numbers of plays

Post by Serilo »

It`s exactly how the Karma system is designed to work. After all, you can give red thumbs for plays like that, and too many of these give the recipient a maximum karma of bad(or worse depending on the red/green thumbs ratio)
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Philomorph
Posts: 19
Joined: 17 January 2014, 18:54

Re: Karma system and how it handles large numbers of plays

Post by Philomorph »

Serilo wrote: 17 June 2020, 15:52 It`s exactly how the Karma system is designed to work. After all, you can give red thumbs for plays like that, and too many of these give the recipient a maximum karma of bad(or worse depending on the red/green thumbs ratio)
Thanks, that's kind of what I figured.

So the thumbs act as sort of a secondary karma system limiter based just on the ratio of red to green?
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Serilo
Posts: 42
Joined: 28 February 2019, 20:43

Re: Karma system and how it handles large numbers of plays

Post by Serilo »

Philomorph wrote: 17 June 2020, 15:56
Serilo wrote: 17 June 2020, 15:52 It`s exactly how the Karma system is designed to work. After all, you can give red thumbs for plays like that, and too many of these give the recipient a maximum karma of bad(or worse depending on the red/green thumbs ratio)
Thanks, that's kind of what I figured.

So the thumbs act as sort of a secondary karma system limiter based just on the ratio of red to green?
Yes, and I don`t know how it works exactly, but I know that you need more than just one green thumb to get rid of the effect of one red thumb(on the other hand avoid-rated red thumbs(the red thumbs that matter for karma) cannot be given unless you gave others enough green ones)
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Craig42
Posts: 2
Joined: 12 April 2020, 19:32

Re: Karma system and how it handles large numbers of plays

Post by Craig42 »

Philomorph wrote: 17 June 2020, 15:24 Since I only play a couple games at a time I try to filter this problem out by setting karma restrictions to 75% and above, but it wouldn't have mattered because the player has 100% rating.
This happens with live games too. Someone can deliberately quit very long games, ruining them for all players, then play a ton of 2-minute games to get their karma back.
(see https://boardgamearena.com/bug?id=18448 )
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