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Offline kev

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg161950#msg161950
« Reply #36 on: September 20, 2010, 09:50:44 pm »
As I think more and more about this I really like the idea of individual clocks.  Anytime a Master bids, that player's clock is extended by 24 hours.  If a bid isn't upped 24 hours from the timestamp, that player's thread is locked and the player is awarded to the bidding Master.  If another Master tries to bid after the 24 hour mark, it simply doesn't count.  This completely eliminates the need for a universal clock and it's not necessarily more work for SG/Warmasters cuz it doesn't really matter if they're six hours late in locking a thread.

A player's clock doesn't start until someone bids on him, so if a Master realizes he's not willing to continue bidding on a player, he can go back to the slave market at any time.

This doesn't mess up players who want to move from the Palace to the Slave Market at all.  But if it did you could just disallow moving, and players would have to deal with their original decision.

My penalty ideas:
Illegal deck: - 10 cards (this might have to vary depending on if WM checked and posted on your thread and then you edited after. -10cards would be max (i.e editing decks after WM posts)
It was not like this in the first War (for instance Kuroaitou took a loss here (http://elementscommunity.org/forum/index.php/topic,8211.msg104712#msg104712)), but the penalty should be automatic loss in that match PLUS a card penalty.

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162068#msg162068
« Reply #37 on: September 21, 2010, 12:08:15 am »
This looks fun and insanely stressful at the same time. Not getting any bids is a great way to seriously crush a person's self-esteem and enthusiasm for the game. I wonder how many people are going to end up unbidded.

I'll probably be one that doesn't get bidded on.

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162121#msg162121
« Reply #38 on: September 21, 2010, 12:58:30 am »
Well people have to take some junior members on teams so at least some will get bids.

Offline Dragoon1140

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162125#msg162125
« Reply #39 on: September 21, 2010, 01:00:34 am »
Well people have to take some junior members on teams so at least some will get bids.
Some great players can have less than 200 posts (pervepic comes to mind).
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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162133#msg162133
« Reply #40 on: September 21, 2010, 01:11:55 am »
Is there still going to be war banners?
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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162134#msg162134
« Reply #41 on: September 21, 2010, 01:13:05 am »
Well people have to take some junior members on teams so at least some will get bids.
Some great players can have less than 200 posts (pervepic comes to mind).
Kuross has 355K score and is a brilliant player and is also a junior member.

Offline Dragoon

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162187#msg162187
« Reply #42 on: September 21, 2010, 02:43:00 am »
If I were a Master, I'd look for three things.  They are, in no particular order:

1.  Availability/Involvement.  A person needs to be available to play games and involved in building and/or giving feedback on decks.  It's okay to have to be subbed every once in a while, but if someone else is playing more of your games than you are, then you're a real hindrance to the team.  Post counts obviously shows that someone is pretty involved in the forum.  But the lack of posts doesn't necessarily prove that a person will not be available/involved.

2.  Deckbuilding.  He should have the basics down.  But he needs to be able to think outside of the normal tried and true decks too.  He's even more useful if he's good at figuring out what his opponent will probably play.  There's usually no single deck that will beat all of their decks, so you have to carefully choose the best counter-deck you're gonna play with.  Being good at figuring out your opponent gives an edge in that.

3.  PvP skills.  The more experience the better.  Sometimes experience makes all the difference when making that quick decision while playing.  You can only explain so much to a newb on how to play a deck.  There are some things that just have to be learned from playing against others.


What doesn't matter:

1.  Your score.  Who cares that you have more points than jmizzle7?  It just shows that you have a lot of time to grind AI3/t50.  Anyone can beat AI3/t50.

2.  Number of upped cards.  So you have a 1000+ upped cards.  Well, we know you're at least pretty good against FGs and have a lot of time to play them.  But that doesn't mean you're good at making decks with various limitations against another person who is smarter than the AI and quite often wily in their deckmaking and pvp skills.

harry959

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162191#msg162191
« Reply #43 on: September 21, 2010, 02:48:02 am »
My deckbuilding skillz is exactly why I won't be competing. Maybe after I get the basics down I'll compete in the next War. Being one of the few anti-rainbow people might increase your bidding chances.

Azumi

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162372#msg162372
« Reply #44 on: September 21, 2010, 02:21:39 pm »
As I think more and more about this I really like the idea of individual clocks.  Anytime a Master bids, that player's clock is extended by 24 hours.  If a bid isn't upped 24 hours from the timestamp, that player's thread is locked and the player is awarded to the bidding Master.  If another Master tries to bid after the 24 hour mark, it simply doesn't count.  This completely eliminates the need for a universal clock and it's not necessarily more work for SG/Warmasters cuz it doesn't really matter if they're six hours late in locking a thread.

A player's clock doesn't start until someone bids on him, so if a Master realizes he's not willing to continue bidding on a player, he can go back to the slave market at any time.

This doesn't mess up players who want to move from the Palace to the Slave Market at all.  But if it did you could just disallow moving, and players would have to deal with their original decision.

My penalty ideas:
Illegal deck: - 10 cards (this might have to vary depending on if WM checked and posted on your thread and then you edited after. -10cards would be max (i.e editing decks after WM posts)
It was not like this in the first War (for instance Kuroaitou took a loss here (http://elementscommunity.org/forum/index.php/topic,8211.msg104712#msg104712)), but the penalty should be automatic loss in that match PLUS a card penalty.
Yes auto loss would still be there along with a penalty. I was jsut thinking it should be more now so people actually do more work....then again some of them were stupid mistakes/

Offline kev

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162374#msg162374
« Reply #45 on: September 21, 2010, 02:24:21 pm »
Quote from: SG in chat
I don't see how multiple clocks is simpler than one clock
It's simpler because both Masters and candidates know where they stand.

It's simpler for Masters because they would not face disappearing bids.  But also they would be better able to select players they want.  Under the current system a Master has to decide almost immediately how many bids he wants to lay out  If he bids on seven players, he may win all seven bids (likely dropping two slaves) or he may win only four (resulting in him having to bid high on a player when he'd rather have a slave for 1).  The ability to postpone decision-making until the Master has more information will lead to better decisions being made.

It's simpler for candidates because the vast majority of the time, if you get bid on you WILL be drafted.

A couple more points:
  • Under the current system, auction is over for the majority of players after the first 24 hours.
  • Last War we had a noob drafting rule that had some faults.  But I can't overemphasize that the current system hurts newer players who won't command a high price tag.  It's all well and good to say "Bah, they're slaves."  But that's admitting it's a flawed system and in essence creating an anti-noob drafting rule.
  • The auction will be more fun if Masters can metagame a bit, rather than being afraid to use their bids and accidentally push out the cheap players on their team.
Lastly, as I mentioned in chat, I think the system could be designed so that it's not a tremendous amount of work for organizers.  Either the candidates can PM the organizers when their clock strikes midnight (vrt’s suggestion), the Masters could PM the organizers, the organizers could wait until a thread hasn’t been bumped for 24 hours, or the Masters could lock the thread themselves (early locking obviously not allowed).  Plenty of solutions if that’s what’s holding us back from a superior system.

Edit: As usual, my reading comprehensive is a little lackluster.  All of my posts heretofore have been under the impression the uniclock resets bidding for players that have already received bids.  After having six people in chat and a puppeteer explain it to me like I was four, I see that bidding resets for all players and that renders everything I said retarded.

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162453#msg162453
« Reply #46 on: September 21, 2010, 05:36:25 pm »
After having six people in chat and a puppeteer explain it to me like I was four...
Haha, that was funny. :)

To your defense, it wasn't explained very clearly in the original version of the rules because of bad English and me assuming readers already know stuff, so I'm sure many people misunderstood it. It might still be written a bit unclear so I might have to include an example of something.

Offline Dragoon

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Re: RULES for War #2 https://elementscommunity.org/forum/index.php?topic=12391.msg162471#msg162471
« Reply #47 on: September 21, 2010, 06:27:59 pm »
Edit: As usual, my reading comprehensive is a little lackluster.  All of my posts heretofore have been under the impression the uniclock resets bidding for players that have already received bids.  After having six people in chat and a puppeteer explain it to me like I was four, I see that bidding resets for all players and that renders everything I said retarded.
Et tu, brutish?   :)

Don't worry, after I wrote a lengthy post a page back, I had to go back and strikethrough a lot of it because I too misunderstood what was written.


 

blarg: