Re: S24 Round 3 Matches
all of these predictions saying i will manip and puppet my way to victory is just ensuring i get teamed by kent + dinamo BFFs :(
November 28, 2016, 10:28:17 pm
especially when you compare s24 to s23, you're just comparing two different seasons. Theres been over 20 seasons of FML, and there have been many great ones. S24 was a really good season, but that doesn't mean that the point system is perfect. Also, most of the shorter games were a result of map choices. Most games this season were played on smaller maps than last season, including the finals.
2. I have to agree that the point system went too far - a balance can be found. One option is 20-12-12-8 and give only +1 point for top score
Or - you do 20-10-10-5 and do +2 for top score (but winner can't get +2). That way winning is still the biggest reward, losing in 4th causes a huge penalty (and avoids suicides), and the player who gets top score gets a big boost.
Cumulo made a good point about players having two wins being below in standings to someone who had zero wins and a lot of bonus points. He also makes a good point about 4th place.
3. I faced a lot of good players this season, right from the beginning. Other players faced noobs for the first few rounds. Those noobs soon dropped out of the standings. There should be some system where its not so unfair, where someone doesnt have to face good players all season long (due to random matching) while other players can get a bunch of noobs.
4. Map veto system - I liked this system a lot, it added a lot of variety and an element of strategy to the game. What I DIDNT like were the map choices. There was usually only one "classic" or "good" map available, and 4 mediocre or shitty maps. There should be two "classic" or "good" choices every round, even if they repeat from a previous round. That way, if the players decide to choose a non-classic map, its truly a CHOICE. (Not a result of one asshole player vetoing the good map)
No offense to Bnet 2006, but if I never play another duststorm game again it would still be too soon
All in all it was a good, fun season, even though I lost. And congrats to Noe.
February 09, 2017, 09:46:07 pm
I am NOT in favor of "pause TO manip". The admins are correct that this is very rare and i dont remember anyone pausing to manip in my games
But when someone else pauses - sometimes for up to ten minutes, and im sitting there at my screen just waiting for that person, for whatever reason, i should be allowed to talk about what I want.
If I want to talk about the game, maybe I will. Or maybe ill use that time to go piss. Either way, the players should be free to choose. If you dont want to respond, thats your choice. But its unfair to force players in a middle of an intense game to suddenly stop and wait silently just because ONE player had too much mystery meat the night before
This is FFA and its a video game, I dont want too much admin control. The current rule is not a change from before, its a clarification. Manip during pause should be allowed. PAUSE TO MANIP should be controlled. If someone continues to abuse the system, the admins have a right to penalize them
So basically, the rule is fine as it is. They just clarified it for us.
February 28, 2017, 11:29:32 am
2
Re: Communication Pause
The scenarios Red described seem bad to me, that doesnt usually happen in FFA games. If its minor i guess its okay, but there should be a difference between pause TO manip and manipping while someone else pauses.
Theres nothing wrong with the second case. If someone goes away, you can talk or manip, and when that player gets back he can read the log before unpausing and respond. As long as his total time is under 10 mins pause. No one should be rewarded for pausing and wasting 3+ other players time
Personally i take my shits before a game so i have no sympathy for long pauses, unless theres an emergency
March 01, 2017, 04:18:39 pm