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Cups and Tournaments => Cups and Tournaments General => Topic started by: DarkOne on July 20, 2011, 08:27 PM

Title: Experiment results
Post by: DarkOne on July 20, 2011, 08:27 PM
We can't have experiments without results, can we? :) A while back, I started a cup to check if a new variation helped solve some of the things that are generally complained about.
If you didn't participate in the cup, please don't vote in the poll, I want a real representation of what cup participants think of the scheme :)

If enough people prefer the experimental scheme, I'll host another cup for more people at some point.
Title: Re: Experiment results
Post by: Chelsea on July 20, 2011, 08:39 PM
both schemes are ok :P
Title: Re: Experiment results
Post by: Dub-c on July 20, 2011, 09:31 PM
The scheme we used in the cup is awesome! It made it so piling another worm when you had worm advantage was a gamble, which made it way more fun to me. I loved the sweat of waiting to see if the pile worked or if he would just kill me :P It really cut down on the tactic of just drowning or killing a worm. I believe this is how the scheme originally should have been.
Title: Re: Experiment results
Post by: GreatProfe on July 20, 2011, 10:44 PM
This experiment avoids telecows, this becomes the game hard...
Title: Re: Experiment results
Post by: Mablak on July 20, 2011, 10:57 PM
I should try this out. Is this scheme supposed to be played with more worms though, like 6? That seems like a necessary feature since people will now be willing to take those easy kills at the start.
Title: Re: Experiment results
Post by: Dub-c on July 21, 2011, 02:01 AM
I should try this out. Is this scheme supposed to be played with more worms though, like 6? That seems like a necessary feature since people will now be willing to take those easy kills at the start.

No still 4 worms. Don't want easy kills at the start then use a map that doesn't provide those easy kills. This scheme has actually made me enjoy hysteria and want to play it. This coming from a roper who only roped for over 8 years without playing another scheme.

Its like bng plus hysteria on crack. I love it.
Title: Re: Experiment results
Post by: TheKomodo on July 21, 2011, 06:52 AM
I thought the point of being able to pile was the counter to having very bad placement, for example, 2 or more of your worms die 1st turn, if you can't pile because fear of random turn aren't you at a disadvantage? But I was thinking, even when you have 1 worm, could you still pile? Does the random turn order mean a different worm each time? Or has there been situations where the same worm has 2 turns? I've never played a random turn scheme before it sounds fun.

I ain't disagreeing or anything, this scheme sounds interesting but I have a few concerns about disadvantage from bad placements, could I get a few opinions please? I might host a few Tournaments with this scheme.
Title: Re: Experiment results
Post by: DarkOne on July 21, 2011, 08:27 PM
Piling is still possible, but with this scheme, it's not the dominating force behind the game :)
Bad placements are a disadvantage in the current scheme too, though. You have terrible luck if your worm isn't placed near water for example.

In random turn order, basically there are turn cycles. In every turn cycle, all of your worms will have a turn.
So if you have 4 worms, when your first turn starts, the worm order is determined for 4 turns, for example: 3-1-4-2.
In each turn cycle, all of your worms will have had a turn. (so turn cycles like 4-2-3-4 aren't possible, because 1 hasn't had its turn)
After this turn cycle is over a new turn cycle will start :)

basically, this means piling is still possible. If you have 3 worms and your opponent has 4, you just have to pay more attention to your opponent's turns.
For example, if Worm 4 has a turn and then the next turn, it's Worm 4 again, you know a couple of things!
1) That last turn is the start of a new turn cycle
2) because of that, you know that the next 3 turns will be for worm 1, 2 and 3 and only after that will Worm 4 get a chance to do something.

If you decide to pile worm 4, it's still no guarantee that it'll work, but it's a pretty safe bet, but considering the original thought behind hysteria was complete and utter chaos, I don't think that's a bad thing :)
Title: Re: Experiment results
Post by: Husk on July 22, 2011, 10:00 AM
And I believe we saw much less jetpack-plop-suicides with this scheme than the current tus scheme: https://www.tus-wa.com/leagues/game-77191/

I don't know about you guys, but I'm annoyed by all the jetpack-plop-suicides in hysteria
Title: Re: Experiment results
Post by: KoreanRedDragon on July 22, 2011, 12:17 PM
No still 4 worms.

What do you mean, still? As far as I know, Hysteria is supposed to be played with 8 worms a side in both 1v1 and 2v2.

Does anyone know who decided to change that?
Title: Re: Experiment results
Post by: franz on July 22, 2011, 04:27 PM
I don't know about you guys, but I'm annoyed by all the jetpack-plop-suicides in hysteria

I can understand sometimes going for some nice grave damage with a 5hp worm, but all the suiciding of 30+hp worms is counterproductive in my eyes. I wouldn't call it annoying though.. more power to them if they think it's best.
Title: Re: Experiment results
Post by: Aerox on July 22, 2011, 06:40 PM
No still 4 worms.

What do you mean, still? As far as I know, Hysteria is supposed to be played with 8 worms a side in both 1v1 and 2v2.

Does anyone know who decided to change that?

it was the people. there were more people that didn't know how many worms were to be used and thus used the default, eventually, the ignorants took over, and as always, people here are doing nothing to change it.

Either that, or it was the scheme ninja, you know, the guy that stole all those dynos from the ropers and then took the worm selects from the team17ers.
Title: Re: Experiment results
Post by: avirex on July 24, 2011, 01:52 PM
hahahahah the scheme ninja.... yaaaahh, hes striking again!
Title: Re: Experiment results
Post by: DarkOne on July 24, 2011, 04:31 PM
I'm quite surprised by the results, I must say :o All I got was positive replies, but perhaps some people were just being nice to me when answering :)
Anonimity in votes helps getting the real picture out, I suppose

This experiment avoids telecows, this becomes the game hard...

That's a good thing, isn't it? More showcase material :)
Title: Re: Experiment results
Post by: MonkeyIsland on July 25, 2011, 05:58 AM
This experiment avoids telecows, this becomes the game hard...

This will limit the game to shots => Better BnGer would have a better chance of win than before.
Title: Re: Experiment results
Post by: nino on July 25, 2011, 06:09 AM
no random placements would be cool too, sometimes teams waste all their 1st turns at teleporting to decents places.
Title: Re: Experiment results
Post by: TheKomodo on July 25, 2011, 07:07 AM
This experiment avoids telecows, this becomes the game hard...

This will limit the game to shots => Better BnGer would have a better chance of win than before.

I don't really see how, especially if you only have 1 worm and they have 3/4, you need angle to use BnG skills, and most people are too scared to hide out open enough to get the best use out of weapons because they lack the confidence to do this due to low hit consistency, if you hide out without land above with 1 worm left, your opponent can telecide on you, so it's hard to use BnG skills to an advantage without being able to pile the opponent, and when your opponent goes down to 1 worm when you are winning, they usually hide at the sides where it's impossible to grenade/zook, the only way you can hit them is by using petrol which is sometimes very hard when you keep getting the opposite wind not to mention hitting that little piece of land at the very very edge is extremely hard to hit.

I try to win my Hysterias as fast as possible and in such a way that they don't get a chance to hide at the side, because I know as soon as someone takes the cowards way out waiting for winds and digging it people start using tele like 100 times and it literally makes the game 2x or 3x sometimes even 4x longer, and what's even worse, everytime I start jumping to make SD come I get called a noob lol (They are the ones hiding, yet I am the noob, yeah... What? Yeah...), but really you can't blame anyone for hiding, it's survival instinct and more or less the only tactic there is when Hysteria gets to 1 worm vs 1 or more so it HAS to be done most times.

I really like Hysteria now, i've grown really fond of it, it's like the only scheme where I don't even get upset in the slightest when I lose as long as I played the best I could and tbh I shoulda took part in this Cup cuz it looks really fun :'(

Gj as usual being MOD D1 :)
Title: Re: Experiment results
Post by: DarkOne on July 25, 2011, 05:15 PM
This will limit the game to shots => Better BnGer would have a better chance of win than before.

There are other tactics than turn order abuse in the game :) It's just not worth the hassle finding out about it with the current scheme, since the best possible move at turn 1 is damaging your opponent's worm and killing the worm you just played with.

I prefer the best BnGer winning over the best suicider winning any day :) But that's just my opinion. With the current scheme, there's no point in killing an opponent's worm, since it'll only screw up your chances of winning. People regularly telecide a 30+ worm to do 20 damage on another worm.
Title: Re: Experiment results
Post by: franz on July 25, 2011, 05:35 PM
since the best possible move at turn 1 is damaging your opponent's worm and killing the worm you just played with.

best possible move? sure it's one way to play hysteria, but I disagree completely.
if people enjoy playing hysteria by killing their own worms, let them. they can enjoy the game however they like.

just don't reduce hysteria down to only one "best" strategy.