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-   -   Longer delay to determine draw (https://www.graalians.com/forums/showthread.php?t=28767)

deadowl 05-19-2015 04:43 AM

I find it frustrating, regardless of whether I win or lose, that a spar has been determined as something other than a draw when both players die.

Also, there needs to be further speedhacking enforcement in Supernick's. There were two players that were speedhacking both online simultaneously, though one took over when the other went AFK.

I should also mention that there appears to be delay hacking as well.

Can also cite Thallen as a witness.

And also, it's really gd frustrating.

Fulgore 05-19-2015 03:49 PM

I believe there was a thread already created about this long ago but it died. There can't be any harm in implementing this, I see it as very fair. I'm not sure how easy it is, but it doesn't seem too hard to do from the outside at least.

deadowl 05-19-2015 10:52 PM

Quote:

Posted by Fulgore (Post 568184)
I believe there was a thread already created about this long ago but it died. There can't be any harm in implementing this, I see it as very fair. I'm not sure how easy it is, but it doesn't seem too hard to do from the outside at least.

Unless the spar system is based on spaghetti code, it's not hard to implement.

Edit: could be conceptually confusing though.

One person might think a solution would be to set a timeout when the first player dies, and check if both players are dead at the end of the timeout. The trick is you need to set a timeout, and check if both players had died before the timeout occurred, while preventing any potential respawns from affecting the outcome

So it's not as simple as:

player died event received;
set timeout for 0.5 seconds;
if both players are dead: draw, else: winner is the alive one.

instead it's more like:

on first player died event:
set variable referencing the player that died;
warp out player that died; //so they can't kill the other player if they wake up
set timeout for 0.5 seconds

on second player died event:
declare draw;
cancel timeout;
set up for the next spar

on timeout event:
declare winners/losers;
set up for the next spar

Thallen 05-20-2015 05:45 PM

I support it simply because 0.5 vs. 0.5 is the one situation where I feel like delayers do have some actual unfair advantage, in any other situation you can trade a hit and it's fine, but if you trade a hit here you lose
It's actually a significant issue in sparring now, with NA players are stooping to levels of delaying themselves because they are convinced it will make them better

If the timeout is more than a second though, it'd slow down the queue and probably be pretty annoying

deadowl 05-20-2015 11:02 PM

A timeout of 0.5 would be my arbitrary pick because it doesn't seem like it's been longer than that before the other player died when I've been sparring, and it's on the low side of what would be noticeable as a delay between spars. A timeout of 1.0 probably wouldn't generate many complaints though.

Here's a website that hosts a metronome: select 120bpm vs 60bpm to help illustrate the differences between 0.5 seconds and 1 second, respectively.

Alternative for a longer delay: An end of spar judge/ref animation, especially if it's some representation of the old Master Li, would be awesome.

First image I could find of Master Li (for newbies):

http://forums.graalonline.com/forums...1&d=1282494813


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