Community > Community Events
Sunday Community Skirmish: New optional blind pick mode
ZnC:
I think the main problem that picking rules should solve is last second switching. Players don't like it when they're up against something other than what they saw their opponents take.
The counter game, on the other hand, is healthy and part of any good competitive strategic or tactical game. Being able to anticipate what your opponent is going for with a limited amount of information, even baiting your opponent's pick (i.e. mind games), and forming a team composition is part of a good game. I don't think it is something that should be avoided, and Muse game designers should agree here.
Still in favor of the two-stage hidden pick, for it's simplicity and depth.
Thomas:
I think a blind pick system has it's pros and cons. The big thing I feel it's being put in place for is to go against the counter-picking game played in lobbies. This also comes with the benefit of allowing lobby time to be shortened. Teams will be more likely to pick ships they're better practiced on, potentially leading to more interesting matches.
The downsides of course are the potential for one team to have a counter-build on a particular map, and no way for the other team to switch things up for balance. There's likely to be less experimentation, since you're not directly trying to counter your enemy, and just go what your good with. So we might see less interesting builds, but maybe not.
I think the biggest difficulty with the system, and the reason it hasn't been put in place before is the added responsibility on the refs. Having to check each ship and make sure guns are where they're supposed to be and making sure no one changes gun layouts and ship types is actually a lot of things to watch. Ships are pretty easy to keep an eye on, but having to check their weapon loadouts is something that's not easy to see. How do you handle someone changing? What if you miss a change and the match starts? What if you don't notice until the match is nearly over? Is the ref the only one aware of the blind picks, and what if they're not paying attention as much or forget? What's to stop a ref from telling the other team what team 1 is bringing? Will it be possible to see it on the stream?
A system I might propose for a blind-pick would be: Members of a team must all join at once (or at least the captains/pilots). Whatever ship you enter the lobby with cannot be changed. This takes some stress off the ref from comparing what they said they would bring to what they brought. Or teams coming in with different ships then changing last second to what they chose for the blind pick. However the ref would have to quickly look at the ships and remember their loadouts and still keep an eye out for changes.
I'm not sure why Muse hasn't put in an in-game blind pick system. Maybe we'd just have to pester them some more. Or run with a blind-pick system for a while until they get the idea it's wanted. It's only been talked about forever.
BlackenedPies:
Half blind picking seems the most balanced option. I never saw last second switches in competitive and always figured hard counters wasn't a good strategy. If you hard counter the enemy they'll just switch to another ship and it'll waste time. But it happened.
Hidden loadouts shouldn't be a feature in MM games. I told Howard that hidden loadouts can be put in as an option in custom matches. It would be a check box option next to password. The feature would hide all enemy loadouts and classes. Lobbies would be quicker and it might encourage more balanced custom matches with friends.
Lueosi:
We had one event now running with a blind pick rule, what was your experience and what are your thoughts based on that event?
BlackenedPies:
Which match had blind picks?
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version