Reliability and player experience #781
johnpooch
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Goal
Reduce missed orders and abandoned nations so committed players can reliably find and finish games with other committed players. The platform currently sees a ~41% NMR rate, with abandoned players in ~62% of active games; this work targets the friction that drives thoughtless joins and early abandonment, and makes ghosting harder to do without consequence. Profiles and reliability stats already ship — the remaining work adds the recovery, concede, creator-control, gating, staging, and notification flows that build on them.
Definition of done
This RFC is complete when all of the following are live in production:
Out of scope: player replacement and the medal system (Phase 2, not planned).
Context
Supersedes epic #602 and consolidates its remaining sub-issues; full background and community discussion in #581.
Already shipped (profile foundation and Phase 1 backend): public profile stats and reliability tier (#584, #585), civil-disorder-recovery backend (#586), staging-boot backend and auto-removal from staging on civil disorder (#590), and email notification wiring (#596).
Remaining open work consolidated here: #587, #588, #589, #591, #592, #593, #594, #595, #597. Each backend/frontend pair should land backend-first — the UI depends on the endpoint existing.
Reliability-gated games (#592, #593) stay in scope but need tighter product requirements before implementation: exact copy, the gate control itself (no dropdowns or sliders), and how the requirement is surfaced (on cards vs. a greyed-out join with helper text). With the userbase currently skewed toward new players, this is lower priority than the recovery, concede, staging, and notification flows; see #593 for discussion.
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