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05-27-2014
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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Timeout ties in spar
Currently: If a spar exceeds 5 minutes (I think) and no one wins, it is a tie Should be: If a spar exceeds 5 minutes and no one wins, the player with the highest health wins Why? Well, can you name a game that uses this same format? It makes no sense to punish the winning player for the opponent running or playing defensively, and it encourages really boring sparring. Fighting games like Street Fighter would be so bad if they followed this format. Also, with the GST being as laggy as it is, it's like a "get out of jail free" card for any team who is losing, and it's 100% legal. If you're ever losing, all you have to do is run around the huge arena until it's a tie. This forces the winning team to play really stupidly and punish themselves and possibly lose just because they've got to rush the opposing player or throw away a free win. You're supposed to force the losing player to play with more urgency during a timeout, not the winning player. |
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05-27-2014
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Registered User
Join Date: Mar 2012
Posts: 2,912
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Agreed, the only problem I see with this is not the losing player that wastes time running around, but the winning player. (This may sound stupid but it's possible) Winning player runs around until timeout so he/she gets the win.
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05-27-2014
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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05-27-2014
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Registered User
Join Date: Mar 2012
Posts: 2,912
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05-27-2014
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maymay ambassador
Join Date: Aug 2011
Posts: 1,508
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Implemented for individual and guild spar. Guild spar uses the total hearts of alive players, rather than whoever has the most health. |
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05-27-2014
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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BTW, this is a huge nerf to delayers and wallers, and the anti-fun tactics they use to tie out spars. If you are beating them, they will now be forced to rush you or lose the spar. (This hurts my GST team, just like suggesting the new leaderboard personally hurts me. I only want stuff to happen that will make sparring better.) |
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05-27-2014
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maymay ambassador
Join Date: Aug 2011
Posts: 1,508
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05-27-2014
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The Cooliest?
Join Date: Sep 2012
Posts: 1,117
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this is a great addition!
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05-28-2014
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I LOVE BACON K NUFF SAID
Join Date: Apr 2013
Location: In the otaku world
Posts: 769
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Great ... Now when you have that 1 62737ms lagger you can not hit at all and your best hope is to tie your fu***
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05-28-2014
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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05-28-2014
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the KattMan
Join Date: Sep 2011
Location: United States
Posts: 4,204
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I mean if you can't kill your opponent you don't deserve the win.
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05-28-2014
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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05-28-2014
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Registered User
Join Date: Nov 2011
Posts: 50
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Maybe make a way of calling it a tie when 2 players haven't hit it each other in 30 secs or so?
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05-28-2014
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Registered User
Join Date: Sep 2013
Posts: 180
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05-28-2014
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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FP4, the only issue I've seen this posing is people who disconnect in spars often. If the spar was in progress, or it's a GS, someone can lag out and it's kinda bad. Is there something you can implement where players who are stationary or unhittable for 30 seconds or 1 minute automatically get warped out of the spar? Even without these new ties, it's something we've needed forever.
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