Tuesday: Thanks so much but all jokes aside...there is nothing cool about honouring ones obligations....I offered the prizes, the BK members that win them - get them :)
Who cares if someone bets zero? Someone is going out anyway. Let it be someone who doesn't want to play any more. In general, the game isn't going to go any faster with or without zero betters, so relax, people. Besides, it lets those of us who bet wise build a bigger lead against those who bet foolishly, which will pay off handsomely at the end of the game.
If you want to drop out bet 10. That way a bunch of people would all drop together and we'd finally be ready to play properly without just betting 11 each day.
Thad: Once again. If ALL people who want to drop out this time bet 10 then next turn 11 won't be safe and we will be playing properly. Until then it's bet 11 bet 11 bet 11 bet 11 .......
grenv: Agreed, a bet of ten is better for those of us who will remain than a bet of zero, but someone who wants out is sure to bet zero, after all, they want out.
Stevie: Sorry, but I have better things to do than explain to you why a bet of zero is better than a bet of ten to a player who wants to leave the first run.
I wasn't going to post, but I can't think of one good reason to bet zero rather then just bet 10 and fall into the pond at the same time as the lowest bidder. Betting 10 or 0 would give the same result of leaving the first run.
Well, how would you know if some other person might not play a 7 or a 2 or whatever? Then they would be stuck in the game for another move. A zero move gaurantees an early exit.
Stevie: (1) Because when people want out, they want out; (2) Because a bid of ten does not guarantee an exit from the game, but a bid of zero does; (3) Because when you don't make a bid, the game stays at the top of your Game Status page and it's prettymuch in the way; (4) Because people care about their own games. They don't care about yours.
I am still in the very early moves of my first games! DANG...........Have I ever been surprised at how much fun a game named "PONDS" could ever be! I try to stay about 20 or 30 points above what I think the next round of bids will be. Does that sound reasonable..........probably wont get a good answer on this because everyone keeps their own tricks private?
Zorro: Well as more people get use to playing, the bids are some-what changing.
I and others are surprised on how low the first few rounds of bidding are. (We got spoiled by the first big pond). At first, bids as low as 10-15 were safe of the first rounds. Now it's up to about 20-25, and even seen some 30's fall in the pond in the first round. Sooner or later, I would expect all first round bids to be over 100 (but that is still a little ways away.)
Also for each round after that (until you get about 5-7 people left), a very rough thing I see is the low bid doubleing every time. That is if 30 fell into the pond last round, well then anything below 60 probable would not be safe. Then if 60 fell in, then anything under 120 would not be safe. **** AGAIN, just a very rough estimate, don't just bid double+1 and expect to be safe. ****
The quick and easy solution, would be, and I know it's been mentioed before, is for anyone who wants out to bet "0". However, a bet of "0" is not classed as the lowest bet possible. So if 3 people bet "0" and 5 bet "1" - all 8 go out.
When starting up that first run, and the game is brand new.. you don't always realize how boring it becomes when there is that many in the game. After playing I prefer to play the ponds that are kept small..
Here's what I think would be good: Once everyone has entered a move, the move happens and it is the next move. That way we could have multiple turns a day (as in other games) provided everyone was quick.
I could see this speeding up the last few rounds in particular.
grenv: I wish that would work also, but the problem is that people would time out or rather be stuck with the same bid for 2 rounds, ie. you make your bid at 6 in the morning in a 1 day per move game, the move is supposed to be made by 5 the next morning, but you are going out of town overnight, you should be alright until 5 the morning after you get back, but everyone made their move by 9 am and you dont get back in town until 3 pm, the low bid doubles and doubles again, but since you didn't make the 24 hours, you go splash
grenv: in a 1 day time limit you can make your moves 47hours and 59 min. apart, if you plan it right, in your scenerio you can't plan on anything past 24 hours and howerver many min. until the top of the hour, without a set time out time, there would be some confusion about when you would have to make your next move by. and some people only get online once a day about the same time, this would cause problems for them if they would happen to get online a few min. late. This is why I like IYT's basing a day as 28 hours
Correct me if I am wrong but isn't that what happens on all other board games here? If someone moves immediately after you, on a 1 day game, you risk timing out within 24h of your own move...
All you'd have to do was to avoid 1 or 2 day games if you think the timing was to tight... I understand why it was set like this when The Very First Run was just a test case and things needed to go smooth for people to adjust the new reality... but now, it seems that most people are on track already and they just want the possibility to play fast games just like it happens on every other board game at BK. And besides, most people won't even notice much of a difference, because most games will still take about a day to be moved, with people playing from all over the world :)
But then again, I don't play Ponds (though I'm counting on doing it someday).