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Proposed SCS testing event.

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Lydia Litvyak:
^ Yes. Surrendering was the smartest thing SPQR could do in the situation, which I don't like, because in of itself the match was not decided. They were essentially forced to give up on a salvageable match because we were out of time.

GeoRmr:
About the short timers - that match with only 2 minutes left in over time... was on Paritan rumble! Definitely needs a longer timer.

Dutch Vanya:
I personally just don't understand the mindset that winning at all costs is more exciting than potentially making a badass comeback and turning the match around. But yeah, these time rules don't seem like the best choice.

Mezhu:
Surrender as a strategically valid option due to time constraints isn't something necesserily bad. I'll agree however that 10 mins of standard time + 10 bonus is probably too low. Current SCS rule of 15+10 seems a better middle ground between the previous rule and the tested one.

As for the pick order rule, I'm opposed to it. Pick order is a working system for games such as mobas- these games have a large enough pick pool and more entities to be picked (read 10 players, ~100 possible heroes), thus allowing for a big variety of potential picks and counterpicks. In such games, picking is a deep, complex game by itself in which the team with the most foresight into the game will be able to gain a potential advantage via properly understanding the enemy's intentions and countering them through picks. In GoI, however, we only have 4 ships to be picked out of a total available pool of 7. There are far less available combinations and viable strategies, and the balance has more of a rock/paper/scizzors nature. Enforcing a pick order rule could, imo, cause long-term effects to the quality of the event and its' games by encouraging safer picks even more while giving a the team with the first and last pick an unfair advantage. Lobby time is indeed a problem but I think we should look for other ways of decreasing it before implementing such a strong, meta-altering rule.

Mattilald Anguisad:
Well this whole event was set up just to test up rules variation. 10 minute match timer didn't work out.
Problem with current implementation is that lobbies will often devolve into endles cycle of counter picking until ref sternly tells them to stop wasting everybody elses's time. I think the prick-in-order idea has a potentiona - might need a bit more time to pick.

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