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Author Topic: Disconnection handling procedure  (Read 355 times)

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Offline Dream Trance

Disconnection handling procedure
« on: October 21, 2021, 11:04 PM »
We have every aspect of what may happen covered, even if your match disconnects. We hope it will not happen in any of the matches, but if it does this is what will be done to solve the problem in a fair way.

First of all a player who caused the disconnection will be automatically forced to skip a turn once disconnected match resumes. In case the host (me, Kayz or a Kf member that will host my matches vs Kayz) will disconnect while hosting a match for others no player will have to skip a turn once the match resumes.

At the moment of a potential disconnection every player always has a certain weapon ammunition. This ammunition consists of utility and weapon units. There is a special weapons and utilities point table which represents point values every utility and weapon has, to be able to count how much "power" both players had at the moment of disconnection. This table will be used to determine what was this "power" difference between players and depending on it - there will be a certain amount of potential additional skips applied once the game is resumed from the score that was displayed prior to the round it disconnected in. The performance points from the disconnected round will be applied following the logical rules (for example if a player who will eventually win a resumed round had 3 worms at the moment of disconnection he will be given not more than 3 points for surviving worms for that round). No performance points will be applied to the resumed disconnected round other than the ones which could be still possible (for example if a round was disconnected with 4 worms left of a certain player, than his opponent will still be able to get points for a 4-kills combo award).

I am aware this is a complicated system, but don't worry, everything will be applied correctly and updated in special thread as the games will progress. The principle of this system is to make it ultimately fair when an unlucky disconnection occurs.

To sum up it will follow the tried and tested system we once introduced:




  • The scores and their respective performance points are kept at all times. (0-0, 1-0, 2-2 etc.)
  • If one player drops, he gets +1 skip in the rematch. If the host drops, no one gets an additional skip.
  • The mod hosting the game goes into the replay file to the exact point where it crashed and counts all weapon points for each player using the above sheet.
  • If one player has 0-19 points more than the other player, no skip is given.
  • If one player has 20-59 points more than the other player, +1 skip is given to the player who has less points.
  • If one player has 60-99 points more than the other player, +2 skips are given to the player who has less points.
  • If one player has 100 points or more than the other player, +3 skips are given to the player who has less points.
  • As long as one player has to skip, it is forbidden to attack/hinder the other player in any form (blocking with girders/petrol, too). You may dig and even use a Super Sheep to collect, but you cannot damage your opponent.
  • If you happen to break this rule and damage your opponent during that time, you directly have to skip the current and following turn and apologise.
  • If your opponent still has skips while you break this rule, they become deducted by 1 and you only have to skip the current turn. This may sound harsh, but hey, you're the one risking using a weapon, aren't you?
  • If it happens that both players get skips, they cancel each other out. (A gets 2 skips, B gets 1 skip --> A gets 1 skip, B gets 0 skips)



Now some might think: "Hey, only one skip for dropping, that's not much!" But think about the fact that it means 2-3 weapon deliveries for you instead of just 1 (depending on who starts).
As you also can see, the point ranges are not the same. The reason is that the more you skip, the more super amazing powerful your opponent becomes. We want to avoid an imbalanced rematch. We tested this system and it looks fair so far.

The reason why we forbid any attacking/blocking of any form is that your opponent should have the chance of a free accessible map in the rematch. If he is blocked completely, he might as well surrender directly. He should at least get a chance of collecting something. :)



The reason why this rule is this complex and long:

Kaos is a very complex scheme, and it's very hard to decide what to do, if a game crashes. We know that the crates are random, and you can't recreate the same situations in a stockpiling match. But this is the best we could come up with so far. :)



Example to clarify:

Player A plays vs. Player B, it's 2-0 for Player A and the third round. Player A crashes. --> 1 skip given to player A.
Mod checks, and sees: Player A has 100 Weapon points and B has 50 weapon points. --> The difference is 50 --> 20-59 range --> 1 skip given to player B.
--> The skips cancel each other out and the rematch will have a clean state, where no one skips, while it's still 2-0 for Player A.

Isn't that much greater than a 0-0 rematch, just because player A dropped?
« Last Edit: October 22, 2021, 09:39 PM by Dream Trance »