North Star: Improving Reliability and Player Experience #581
Replies: 5 comments 2 replies
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Enthusiastic thumbs up to this; these changes sound great and will be a big improvement to the site. I particularly like the changes to the staging experience: having players go right into the map and having to confirm participation will engage players from the start. I hadn't considered forcing a message on-join, but I think I like the idea; it sets the tone that this is a game about communication. As for your other questions, there's nothing else I can think of right now. On having a player's NMR rate displayed on their profile: will it be permanent? I'm thinking of the way that Chess.com does it, where the score is something like 'timeouts in the last 6 months'; that way, you can always get back to a good score by playing consistently for a while. The all-time NMR rate could still be displayed as a secondary score somewhere on the profile, but maybe 'recent NMRs' should be the headline? Just an idea, maybe overcomplicating it. The only thing I'm not sold on is putting the responsibility of policing players onto the gamemaster instead of having hard filters: I think being able to set up entry requirements is the way to go. What if the last player who joins is the unreliable one, or indeed if a few people join before I've had the chance to vet them? Then, presumably, the game would start with no ability to remove them. It also means that I'm not sure what I'm getting into if I join someone else's game: will this GM curate a game of reliable players, or will they let anyone in? It means that if I want to ensure a game of reliable players, I need to set up my own game instead of joining one, which splits up players. I'm also thinking about this from the point of view of the new or unreliable player who will be the target of removals: I would rather not be able to join a game at all than potentially join several games in a row and not be able to start them, presumably without explanation; I would find that very frustrating. It's a much better experience when everyone knows what game they are joining before they press 'Join'. Another advantage of explicit filters: games with entry requirements can be visible at the bottom of the Find Games section so that new or unreliable players understand that there is something to be gained by playing and sticking with games. To put it in one sentence: if the stats are going to be presented to us to let us filter out players, why not let the computer make that decision for us? I hope that didn't come across as too negative; even without reliability-gated games, these would all still be great changes that would make me a lot more enthusiastic to join games on the site. |
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As always, good thinking, and love your calmness, John. Phase 1: Foundational Reliability & UXPlayer Profiles and Reliability
Civil Disorder Recovery
Game Creator Tools
I agree with AJ that this can better be pre-gated on join. If you as GM KNOW you will only accept reliable players, why have to manually vet it? It seems like we're adding steps for no reason? What is the benefit over allowing users to presetting this? _Maybe it's more work (hide not eligible games, add messaging if a non-eligible game is opened via link etc, but I'd say YES AND - allow vetting AND allow gating. _ Staging Game Experience
Also, the 'public press' needs to have a first message from the system saying that all messages in public press will be visible to all visiting players - especially if we pull (which should be ready: #551)
Join & Engagement Mechanics
Notification Improvements
We should set this for 'reliable' games - even set to 2 instead of 1: reliable players miss a deadline because of shizzle, and we don't want to break their reliability/NMR track. You know it's going to be accidental if a reliable player became reliable. Lasting effect of 'unreliable'_Agree with AJ, we need to have some sort of 'moving average' or weighting algorithm that counts recent games more strongly than older games, to allow players to 'recover' easier.Phase 2: Advanced Replacement & RewardsAll good. The above already seems like 5 phases to me :D. |
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In response to AJ (and a quick one hopefully) I feel that tracking NMRs based on a number of games last played, rather than an amount of time, would be preferrable, considering that people would then have to actually prove themselves to be reliable instead of waiting for their penalties/low performance to go away. Secondly, I may be misunderstanding this, but will players be penalised for going into CD or missing orders if a significant number of other players in their games have done so already? I'm all for giving extra credit to people who actively attempt to keep games alive, such as by giving substitute players a reliability boost or a particular medal, but at a certain point, playing in a game where most other people are absent (or have been removed, if some of these ideas are put into place) is not an enjoyable experience, and therefore I feel that these people should not be penalised with a loss in reliability. Saying this though, if only 1 player abandons the game, then I feel that this is not a sufficient reason for other players to do so as well, though even then, this depends on the variant. I suggest that either A.) reliability loss should be calculated in proportion to the amount of players remaining in a game (so that if many people go into CD then missing turns offers negligible loss), or B.) that there be a line drawn on a per variant basis which would negate any reliability loss once a certain number of people leave. I think pairing this with a reliability gain for still making moves despite absences (similar to the bonus for substitute players) would help prevent this from just killing games where multiple people leave, but my main point is that I don't think people should be expected to continue play in games where, say, 1/3 or 1/2 of the players are missing, as it is just not fun. Do let me know what you think about this (or if anything I've said is redundant). |
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Thanks for this, Counterink — really good points. On the question of reliability and broken games: I'm not sure I want to go down the route of a proportional calculation, mainly because it adds a lot of complexity and would be hard to explain to players. I think the better approach is to give players explicit mechanisms to exit a game gracefully:
The idea would be that conceding carries no reliability penalty, but only under certain conditions — for example, after a minimum number of phases have been played, or once a certain number of other players have already gone into civil disorder. This prevents abuse (you can't just join and immediately concede penalty-free) while still giving players a graceful exit from genuinely broken games. We haven't figured out the right thresholds for when penalty-free concession kicks in, and the UX for surfacing this clearly is also an open question. Curious what others think — does this approach make sense, or is there something about the proportional calculation that you feel solves a problem this doesn't? |
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Hej, First of all thank you John (and Joren of course) so much for your enthusiasm and passion with this project. First I will try to describe the players coming her with the Skill-Will-Matrix. Maybe by doing so you will get some other ideas what to improve: High Will / Low Skill Players: Low Will / Low Skill: High Will / High Skill: Low Will / High Skill: So what to do to get everyone to the high skill / high will level or in your language what to do to reduce NMR rates (CD)? Focus on the high will / low skill players and the low will player / high skill players. Personally I would drop the low will / low skill player. Ignore the High Will / High Skill players (to some extent).They will stick around as they see you are putting so much heart in this project and keep adressing issues. Thoughts to improve the High Will / Low Skill Players:
Thoughts to get rid of the Low Will / Low Skill Players:
Thoughts to motivate the Low Will / High Skill Players again:
Right now you are spamed (!) with messages, especially in games with fixed durations where you cant submit orders. Thats why I think as Joren its critical too spam more or even spam with emails. Pls dont do it. No messages if no actions are required (maybe a costumable setting for players preferences?) Thoughts to keep the High Will / High Skill Players:
Further comments / my opinion on "planed" changes:
I hope I could give you some feedback with what I think will make the game / app more enjoyable. Maybe it will inspire to better ideas. However, most important: Keep enjoying! |
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Background
We’ve been looking at the numbers, and they paint a clear picture of where the biggest problems are:
NMRs and civil disorder are what ruin Diplomacy games. A 40% NMR rate means nearly half of all order submissions are missed. A game where 62% of active games have an abandoned nation is not a good experience for anyone who is trying to play seriously.
The goal of this initiative is to drive these numbers into a healthier state. We’re not going to eliminate NMRs entirely — life happens — but we believe there is a lot of low-hanging fruit that can meaningfully improve the experience for committed players.
We’ve had some great discussions across Discord about this. This post is an attempt to synthesise those conversations into a concrete plan and get feedback before we start building.
The North Star
The core idea is simple: committed players should be able to find and play with other committed players.
To get there, we need to:
Phase 1
Player Profiles and Reliability
Every player will have a public profile page showing their name, avatar, and reliability stats. The stats we’ll show:
On top of the raw stats, players will earn a Reliable badge once they’ve played enough games to have a meaningful track record and their stats meet the threshold. Players with insufficient history show a New badge. Players with history who don’t meet the threshold show no badge — no negative label, just the absence of a positive one.
Player names throughout the app (in staging game member lists, in the in-game player roster) will be tappable, taking you to that player’s public profile.
Civil Disorder Recovery
Right now, civil disorder is permanent. Once a player enters CD, they stay in CD for the rest of the game. This is wrong and we’re going to fix it.
Players in civil disorder will see an “I’m back” button. Tapping it clears their civil disorder status and sends a notification to all other players in the game so nobody is caught off guard. There’s no automatic deadline extension — other players are notified so they can choose to revise their orders before the existing deadline.
Game Creator Tools
The player who creates a game can now boot any player from a staging game. Booted players can rejoin — this is a soft mechanism, not a permanent ban.
When a player joins a staging game, the game creator receives a notification: “X has joined your game. Check their profile to see if they’re a suitable player.” The expectation is that game creators use the public profile stats to keep their staging game healthy.
When a player enters civil disorder in any active game, they are automatically removed from any staging games they’re in. They receive a notification explaining what happened and can rejoin once they’ve resolved their civil disorder situation.
The Staging Game Experience
Staging games will move into the same layout as active games, with the game map showing the template starting positions. This gives pending games a proper home in the app rather than the current awkward experience of bouncing between screens.
For non-gunboat games, the Public Press channel will be open from the moment a game is created, giving players a place to talk while they wait for the game to fill. This channel carries over seamlessly into the active game.
When a player joins a non-gunboat game, they will be required to post an intro message to the Public Press before the join is confirmed. This is intentional friction — if you’re not willing to write one sentence to introduce yourself, you’re probably not going to be a committed player. There’s no pre-filled default; you have to write something.
Confirmation Before the First Phase
Every player must confirm they’re ready before the first movement phase begins. This eliminates the most common form of ghosting — players who join and never look at the game again. If a player doesn’t confirm in time, they’re removed.
Join Flow Improvements
The join button will open a confirmation dialog showing the phase duration and the commitment being made. If a player doesn’t have push notifications enabled, the dialog will surface a warning and a prompt to enable them. Push notifications aren’t required to join, but players should know they’re increasing their risk of missing deadline reminders.
Notification Improvements
Two improvements to how deadline reminders work:
Small Changes
The default number of NMR extensions when creating a game changes from 0 to 1.
Phase 2
Player Replacement
Players in civil disorder can be replaced by other players who sub in. The replacement system will include a way for available nations to be listed as open, a way for players to claim them, and a reliability boost for players who step up to replace an abandoned nation.
Medals
Beyond the reliability tier, players will be able to earn medals for specific behaviours we want to encourage. The first candidates are:
What We’re Not Doing (Yet)
Questions for the Community
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