AFK timer is broken for Turn-based games


AFK-ers are the blight of the game, I think we can all agree with that. :angry:
The 48h ingame time limit to push people into AI is fine for real-time games, but is utterly broken in turn-based ones. In the standard format (8h jumps, 24h deadline) an AFK player holds up the game for six days, during which game progress agonizes forward a mere two days. So basically, nothing is happening for an entire week, making others lose interest as well, them becoming the next one to slow the whole thing down. My last two games we were able to complete 400 ticks in 40 days, which seems to be very typical for the random ones.

I’m also participating in “Little Boxes”, a 16-player game, that started aug 12th, and is currently on tick 224. A little math reveals we are on a pathetic 8.29 tick per day, in a game which was only available to find through forum and google+, so less chance of casuals strolling in and going AFK right away.

On the flipside, I jumped into a game with 24h jumps and 12h deadlines, and some poor soul got eliminated the first day. None of this seems to work as intended.

I ask the AFK-timer be changed to actual time as opposed to ingame time, and perhaps that the AFK deadline be a config option during game creation, just like the turn deadline.

AFK timer turn based games?

Yes I agree, I think the AFK for TBG should be a flat 72 hours regardless of the turn deadline.

However, having said that, when you join a 48h deadline game there really should be no expectation that the game would run any faster. The turn jumps ahead when everybody is ready only as a convenience.

In my view its not rude or inconveniencing other players to let that timer run down as you wait for trade or diplomacy from the other players. You chose the slowest possible game because you only want to look in on it a few times a week.

Kicking players sooner will not necessarily make these games run faster.!