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Leagues => Leagues General => Topic started by: Senator on May 08, 2015, 06:40 PM

Title: Updating rules on scheme sites
Post by: Senator on May 08, 2015, 06:40 PM
MI said someone could correct the rules on the scheme sites so please check that these updates are correct and if something is still missing or should be changed.

Roper https://www.tus-wa.com/schemes/scheme-3/

- added definition of blocking, added no glitches rule and edited description (for newcomers)

Spoiler! View
Description:
Each player starts with one worm. During a turn you try to collect a health crate with the help of the rope and then attack your opponent(s). You can only attack with bazooka on the first turn. Turn time is 15 seconds.

Rules:
 
Crate Before Attack (CBA)
*You have to collect a health crate before attacking your opponent. If a crate is not available, you have to touch both walls instead (W2W). During Sudden Death you have to collect a crate OR touch both walls before attacking your opponent (your choice). If you break this rule, you aren't allowed to attack the next turn.
 
Attack From Rope or Parachute (AFR/AFC)
*You can only attack while hanging on a rope or while using a parachute. If you break this rule, you aren't allowed to attack the next turn.
 
No blocking with a worm
*Your opponent is blocked if he can't get out of his spot via walking or by shooting a rope out correctly. If you block and your opponent doesn't attack, you aren't allowed to attack the next turn. If your opponent is still able to attack, you have a 5 seconds penalty at the beginning of your turn but you are allowed to attack.
 
No blowing up crates to do extra damage
*If you break this rule, you are not allowed to attack the next turn. If the damage is over 80, you have to skip twice.

No exploiting glitches (e.g. floating bazooka)
*Ghost grenades are allowed.

If you break a rule repeatedly, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.




Shopper https://www.tus-wa.com/schemes/scheme-488/

- addded CBA and no glitches rules and edited description

Spoiler! View
Description:
In 1vs1 both players start with 4 worms. In 2vs2 and 3vs3 each player starts with 2 worms. During a turn you try to collect a weapon crate with the help of the rope and then attack your opponent(s). Turn time is 30 seconds.

Shopper is played without the Attack From Rope (AFR) rule.

Rules:

Crate Before Attack (CBA)
*You have to collect a weapon crate before attacking your opponent. If you break this rule, you aren't allowed to attack the next turn. If you break it repeatedly, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.

No exploiting glitches (e.g. floating bazooka)




BnG https://www.tus-wa.com/schemes/scheme-992/

- edited description

Spoiler! View
Description:
BnG is played on an open island map with default width size (1920 pix). You start off by teleporting your worm on the map. The point of the scheme is to blow up your opponent with bazooka and grenades. Your worm is anchored (can't walk) but you can change your hide during the game. Turn time is 15 seconds.

BnG is played without TestStuff and girder usage restrictions.

Rules:

No sitters
*Sitters are grenades that sit for 1/4 second or longer.

No straight bazooka shots to your opponent
*Shots must be influenced by the wind.

No 5 second grenades without Low Gravity and/or Max Bounce
*5 Second Grenades are only permitted in combination with Low Gravity and/or Maximum Bounce.

No 1 second grenades

Reaim before every shot
*Crosshair must adjust over 45 degrees from its original position before the next shot can be made.

If you break any of the rules mentioned above, you have to do the same damage to yourself as you previously inflicted.

No darksiding
*A darkside is considered a place where you can't hit OR be hit with a nade. Simply teleport/move to other position.

No dead teleports
*If you have low health and teleport above your opponent to kill him with the grave damage from your own worm, you will lose instantly.

No piling
*The distance between yours and opponents worms must not be less than:
 *if 1vs1 - 1/2 (half) of a map width  -if 2vs2 - 1/3 (third) of a map width
 *if 3vs3 - 1/4 (quarter) of a map width

3 Fouls means a lose by default. Game ending by a foul is completely void. Game must be replayed.


- Should the definition of darksiding be changed?

Current definition: A darkside is considered a place where you can't hit OR be hit with a nade.
KRD's definition: Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade.



TTRR https://www.tus-wa.com/schemes/scheme-4/

- added a line about activating /rs and updated rules/description

Spoiler! View
Description:
In 1vs1 both players have 5 worms. In 2vs2 and 3vs3 each player has 3 worms. You start off by teleporting your worms at the starting line. The goal is to rope from start to finish as fast as possible. In 1vs1 the player with the best time wins. In 2vs2 and 3vs3 the team with the best combined time wins.

RacingStuff has to be activated before starting the game (/rs).

Rules:

Place your worms at start and rope to finish

No shortcuts

In case RacingStuff is not enabled
- No blocking at the start or in any other part of the map.
- Knocking the opponent's worms into the water is NOT allowed.




Team17 https://www.tus-wa.com/schemes/scheme-1040/

- added no glitches rule and edited description

Spoiler! View
Description:
Team17 is played on a double cavern map with random placements at start. In 1vs1 both players start with 4 worms. In 2vs2 and 3vs3 each player starts with 2 worms.

The goal is to collect weapons from crates and kill your opponent(s). A weapon crate falls every turn, and you have worm select until Sudden Death (SD) begins. During SD the water level rises and worms lose health. Turn time is 45 seconds.

Rules:

No rope knocking (includes bungee)
*If you knock a worm, it's NOT allowed to attack that worm until that worm has had a chance to move (before SD the victim gets one turn to move). If there is a big change in the game due to a knock, the game will be void or given to the victim.

No going on the roof
*If a player goes on the roof, the game either needs to be restarted or void (victim's choice). If a player wins a game because of roofing, the victim gets the win.

No exploiting glitches (e.g. skipwalking, vertical bow)




WxW https://www.tus-wa.com/schemes/scheme-8/

- added no glitches rule and edited description

Spoiler! View
Description:
In 1vs1 both players start with 3 worms. In 2vs2 and 3vs3 each player starts with 2 worms. During a turn you try to rope to all the marked walls and collect a weapon crate and then attack your opponent(s). Turn time is 30 seconds.

Rules:

Walls Before Attack (WBA)
*You have to touch all the marked walls before you're allowed to attack your opponent.

Crate Before Attack (CBA)
*You have to collect a weapon crate before you're allowed to attack your opponent.

Attack From Rope or Parachute (AFR) (AFC)
*You can only attack while hanging on a rope or while using a parachute, unless the weapon that you're using doesn't permit that.

If you break any of the rules mentioned above (WBA, CBA, AFR), you are not allowed to attack the next turn. If you break a rule repeatedly, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.

No exploiting glitches (e.g. floating bazooka)

No permanent blocks
*Blocking with worms is allowed. If you block your opponent permanently (e.g. with bow), the game will be voided or given to your opponent.




Hysteria https://www.tus-wa.com/schemes/scheme-16/

- added no glitches rule and edited description

Spoiler! View
Description:
Hysteria is played on a double island map with random placements at start. In 1vs1 both players start with 4 worms. In 2vs2 and 3vs3 each player starts with 2 worms. The goal is to kill your opponent(s) with the given weapons. Turn time is 1 second.

Rules:

No exploiting glitches (e.g. skipwalking)




Elite https://www.tus-wa.com/schemes/scheme-7/

- edited description

Spoiler! View
Description:
Elite is played on a double island map. In 1vs1 both players start with 4 worms. In 2vs2 and 3vs3 each player starts with 2 worms. You start off by teleporting your worms on the map. The goal is to kill your opponent(s) with the given weapons (and the super weapon you have chosen). There are 8 instant mines on the map and the only unique thing in the scheme is that you cannot shoot your rope lower than 45°. The Sudden Death (SD) time is 10 minutes. No energy is lost when the round time expires but the water rises rapidly during SD.

Rules:

No rope knocking (includes bungee)

No exploiting glitches (e.g. skipwalking, vertical bow)




Regarding WxW, Shopper and Roper, should the rule about skipping be changed? Currently you are allowed to make piles, cause fall damage etc during the skip turn.

"No glitches" rule could be added to general league rules as well.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 08, 2015, 06:49 PM
BnG - Darkside rule should use KRDs definition, and you should remove /ts, MI still seems undecided with this, time to post there again *sigh*.

Roper - Need to add what to do when someone cows.

WxW - Need to add that punishment for cowing means you are not allowed to knock worms or stuff like that too.

Hysteria seems fine.

I have no interest in other schemes.
Title: Re: Updating rules on scheme sites
Post by: ANO on May 08, 2015, 07:08 PM
I am inactive, but when I have played ttrr with 5 worms, I felt like it had lost the flavor of the threesome...
Title: Re: Updating rules on scheme sites
Post by: spleen17 on May 08, 2015, 07:30 PM
Good to see someone is doing this, gj

The wording for the darkside rule in BnG is confusing so I would change it to KRD's version, or add a word like 'nor' or 'neither'. Don't remove /ts until MI says so though, I actually have come to quite like it now :P
Title: Re: Updating rules on scheme sites
Post by: Casso on May 08, 2015, 08:04 PM
KRD few months ago created a really interesting discussion to debate once for all about the rules of these schemes.
I think that we can start from here: https://www.tus-wa.com/forums/worms-armageddon/standard-scheme-variants-(part-1-competitive-ground-schemes)-25170/
Title: Re: Updating rules on scheme sites
Post by: MonkeyIsland on May 09, 2015, 03:08 PM
Senator, you can edit schemes descriptions yourself.

Also I've coded a simple page to include all leagues schemes descriptions, so that we have them all in one place:

https://www.tus-wa.com/schemes/rules

when we're done updating, I'll put that link into leagues menu.
Title: Re: Updating rules on scheme sites
Post by: Senator on May 10, 2015, 12:02 PM
Quote
- 5 second Grenades are not allowed. 5 Second Grenades are only permitted in combination with Low Gravity and/or Maximum Bounce. The penalty for a 5 second Grenade is a Grenade or Bazooka to and from yourself in an attempt to cause the same damage you previously inflicted.

Is this better? "If you break this rule and cause damage to your opponent(s), you have to do the same damage to yourself as you previously inflicted. If you break this rule but only destroy the map, you are not allowed to attack the next turn."

Quote
Regarding WxW, Shopper and Roper, should the rule about skipping be changed? Currently you are allowed to make piles, cause fall damage etc during the skip turn.

Would this be a good skip rule? "If you break this rule, you are not allowed to attack or knock the next turn but you are still allowed take your crate and change your hide."
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 10, 2015, 01:00 PM
Is this better? "If you break this rule and cause damage to your opponent(s), you have to do the same damage to yourself as you previously inflicted. If you break this rule but only destroy the map, you are not allowed to attack the next turn."

Well 1st off, not to be a grammar nazi but "destroy the map" is impossible with 1 shot lol.

Secondly, I am not sure I agree with skipping turn if you don't actually hit the opponent, a grenade can blow up anywhere with a mistake shot, someone could just claim it was a tactical hide that was ruined, and also on the other hand the person who made the accident can claim that they blew up useless land the opponent wouldn't use...

Personally I think it's fine the way it is, accidents like this do happen from time to time but i've never seen them change the outcome of the game or ruin a players tactical decisions.
Title: Re: Updating rules on scheme sites
Post by: MonkeyIsland on May 11, 2015, 04:17 AM
Quote
Regarding WxW, Shopper and Roper, should the rule about skipping be changed? Currently you are allowed to make piles, cause fall damage etc during the skip turn.

Would this be a good skip rule? "If you break this rule, you are not allowed to attack or knock the next turn but you are still allowed take your crate and change your hide."

The problem with that is what if when trying to collecting your crate you fall or accidentally knock? The result would be the same.
Title: Re: Updating rules on scheme sites
Post by: Senator on May 11, 2015, 10:22 AM
The problem with that is what if when trying to collecting your crate you fall or accidentally knock? The result would be the same.

Then it would not be a proper skip and you would have to skip again or the game could be voided afterwards if the effect was too big. It's your responsibility to rope carefully during the skip turn (if you decide to move).

So what I'm suggesting is that you couldn't postpone your "no attack the next turn" penalty but you could postpone your "no knocking the next turn" penalty by knocking intentionally/unintentionally. But that means another "no attack the next turn" penalty so it can't be beneficial for you to knock during the skip turn.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 11, 2015, 03:19 PM
senator, good job opening a thread like this... that is a start.

but the facts are, no matter how detailed you try to get things from the top of your head, its going to be a fail.

you really need to update rules as the complaints come in.

this is worms, there will always be some crazy outcome or situation that will pop up, and a quick little update in the rules will be required.

i will say this, what you have done is a great start (anything was better then the previous set of rules) but... maybe you should volunteer to be a complaint mod, and when a complaint comes up that does not have a definitive answer in the rulebook, then you can make the proper changes.


i honestly think wxw needs some more complex rules when it comes to cows, and penalties...

for example: if i am playing a wxw on a hard map, where only 50% or less turns are actual attacks (because the map is so hard) then, why not just skip a wall, and go for an attack??  my penalty is just to skip the next turn?? seems like an ok deal.

i can either ..

option 1) attack on my first turn, have the proper time to make a full attack(after a cow ((missing a wall)) , and skip my second turn...   

option 2) try to touch all walls, and make no attack... or worse, fall in the middle of map and give my opponent easy attack... and then on my next turn, could be the same situation.

my point is, a simple skip is not much of a penalty, i think option 1 has a better chance of making full damage shot, and less risk to fall (my second turn i did not even have to risk a fall, i just get to collect my cr8 and return to my hide)

so, it most definitely will get complex, but i think its needed to make multiple different penalties, maybe the penalties would be based on the damage done per cow

examples: when you cow and do damage 25hp or less, you skip a turn with collecting cr8 and hide of your choice... when you cow and do damage 26-50hp you skip a turn without cr8, but a hide of you choice.... when you cow 51-75hp you skip a turn without cr8, and without hide of your choice (f12 + space at start)

and when you cow 75hp+ you should skip turn, skip cr8, do no move... just aim zook to ground, and self zook yourself.

maybe having 4 different variations would be too tricky, and complex for people to remember in game?? maybe not? im not sure... but there should be some other variation then what we currently have.

on a hard map, i would rather get a full attack and take a small penalty (less risk of falling too) then take 2 turns, both having low chances of success.
Title: Re: Updating rules on scheme sites
Post by: DarkOne on May 11, 2015, 05:43 PM
Question: how long are you willing to make rules if every situation is to be covered?
Title: Re: Updating rules on scheme sites
Post by: Senator on May 11, 2015, 06:44 PM
but the facts are, no matter how detailed you try to get things from the top of your head, its going to be a fail.

you really need to update rules as the complaints come in.

My skip rule suggestion in this thread is based on your complaint about j0hny's skip ;D

for example: if i am playing a wxw on a hard map, where only 50% or less turns are actual attacks (because the map is so hard) then, why not just skip a wall, and go for an attack??  my penalty is just to skip the next turn?? seems like an ok deal.

This "loophole" is covered by Roper rules: "Crate before attack (CBA). You must collect a crate before doing any damage to you opponent (touch both walls instead at sudden death), if you break this rule you aren't allowed to attack the next turn, if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"

Obviously that rule should apply to WxW and Shopper as well and I actually copy pasted it already.

i honestly think wxw needs some more complex rules when it comes to cows, and penalties...

If you make the rules too detailed, no one is gonna read them.. :D

Roper rules say this: "No blowing up crates to do extra damage, If you break this rule you are not allowed to attack the next turn (you can still get your health crate) if the damage is over 80  you must skip twice"

MI also wrote in your complaint thread that a skip is enough only for a basic cow. If you make much damage, mods can void the game or change the result.
Title: Re: Updating rules on scheme sites
Post by: Peja on May 11, 2015, 08:51 PM
Just damage yourself like in BnG. Saves you from making things More complicated by adding multiple rules for the same Situation.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 11, 2015, 09:05 PM
ok senator, yeah i did not realize there was already rules for high damage cows...

because like i said, if there is a chance to do a huge damage in wxw, why even go to the walls or cr8s, just take the shot and accept a penalty.. skip turn does not seem so bad after a super attack..

but if MI has already done this, then np.

@DarkOne: obviously it will be impossible to cover every single situation, and the rules would be far too long, but lets face it... the current rules are lacking a lot of detail, if we can find a happy medium between the current rules, and covering every aspect that will ever happen, we would be in a good place (as far as rules go)

in order to really do such a thing, i think being a complaint mod would help, so you can really see what needs updates, and what can go without.

also when typing out the rules, you can type the overall rules that are important to everyone, and at the bottom you can have side notes regarding each topic...

example at the bottom of the rules page

notes on skips: 1)
2)
3)
notes on darkside: 1)
2)
3)
4)
notes on high damage cows: 1)
2)
3)
4)
5)

this would mainly be references for the MODS, rather then just trying to pull answers out of their ass, they can have actual guidelines to follow.
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 11, 2015, 09:58 PM
"if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"

Fool me once shame on me fool me twice shame on you is not a good rule. Penalties need to be so crushing that no matter what the benefit is, it should always be a disadvantage for the cowing player, even the initial cow.

I am not sure if "seems your doing it on purpose" is a fitting rule for anything. It just leaves so much room for interpretation and ultimately bias and drama. A cow is a cow, it should not matter if it's on purpose or not. If a cow was so insignificant that the outcome wasn't altered a lot or at all, it is still a cow and the cowing player should be at the mercy of the cowed player. For me, as a competitive player, I don't care if my opponent cowed on accident or not. If I feel like it changed the game I will call him out on it, and the league should support me, because HE did the mistake not me. The only institute that should invalidate an obvious cow is the cowed player because he's the one affected by the cow. The mod should just validate the cow if the cowing player feels like he did not cow, not if the cow was significant/on purpose or not, that should not be the foundation of a rule-set.

So much cows, I am starting to moo. :D

Btw: This is the way I see rules in competitive environments, and I have seen them be strict and unforgiving for the cowing player in many major leagues.
Title: Re: Updating rules on scheme sites
Post by: style on May 11, 2015, 11:00 PM
"if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"

Fool me once shame on me fool me twice shame on you is not a good rule. Penalties need to be so crushing that no matter what the benefit is, it should always be a disadvantage for the cowing player, even the initial cow.

Lmfao, that fits perfectly to the situation we just had. I don't want this thread turning into something else but I'd like to hear some thoughts about that situation. Playback at 20:00, read chat etc.. I told em to take this lame win and I don't really care about it cuz I'm sick n tired of discussing about such dumb garbage stuff. It's just useless, especially since it seems that nobody has the permission to give some decree.

But this will be important for future happenings and rules etc, imo.. 
Btw: Is there still cba if SD started after some1 fell and didnt get his cr8?

D:!
Title: Re: Updating rules on scheme sites
Post by: avirex on May 11, 2015, 11:21 PM
i took cr8 b4 attack, that was not a cow (regardless if it was SD or not)

my last turn i did cow, i admitted to that, it was not intentional, and i believe i had time to attack by dropping down and a simple wall touch, but regardless if i could touch the wall, or if it was not intentional, it was a cow.

i took the proper penalty... i even did a w2w to be fair, before i went to be desired hide.  :X

wasn't lame.
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 12, 2015, 12:01 AM
"if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"

Fool me once shame on me fool me twice shame on you is not a good rule. Penalties need to be so crushing that no matter what the benefit is, it should always be a disadvantage for the cowing player, even the initial cow.

Lmfao, that fits perfectly to the situation we just had. I don't want this thread turning into something else but I'd like to hear some thoughts about that situation. Playback at 20:00, read chat etc.. I told em to take this lame win and I don't really care about it cuz I'm sick n tired of discussing about such dumb garbage stuff. It's just useless, especially since it seems that nobody has the permission to give some decree.

But this will be important for future happenings and rules etc, imo.. 
Btw: Is there still cba if SD started after some1 fell and didnt get his cr8?

D:!

The rules clearly state that you have to touch both walls when SD starts making avis turn a cow, indeed. If collecting a cr8 counts as touching both walls at SD it should be stated in the rules.

"touch both walls instead at sudden death"
Title: Re: Updating rules on scheme sites
Post by: style on May 12, 2015, 01:41 AM
Quote
Roper

If you break a rule more than once, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.

THIS! is completely bullshit..

No cow can be forgiven in a roper since every single health point is urgently important. Just think about it: 1 hit of a mine/nade/zook is around -40, cr8s are only +20.. in case of a skip it doesn't make any difference for the victim cuz it'll stay disadvantageous for him/her.. Who has actually the permisson to say it was on or was not on purpose? It's not that obvious all the time and most humans are pretty damn good liars and can make things look a lot like they actually aint are.. If you drop a nade randomly from right top in last 2 secs to make use of retreat time and it hits the opponent worm that stays left down in the corner, it's accidently! But - f.e. in that replay (sorry avi) it wasn't by accident and such attacks should be punished hard. Especially since it was an important, game deciding and definitely avoidable, non-regular hit..

Such hits should be punished the same way like in bng, where HP is the most important thing.. -> attack yourself (..so you get as much damaged as you did to your opponent,...)
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 12, 2015, 02:12 AM
Different schemes need different penalties, no doubt about that.

Cows in bng are a whole different thing, not only is HP important also the destruction of land/hides/movement based on cowed attacks alter the game irreversible which makes them pretty hard to find a fitting penalty. The guy that got cowed will always think "what if...". What if he didn't cow me and didn't destroy my hide/push my worm, sure he did XY dmg to himself but still, the outcome is distorted.

You can find many situations in every scheme where there is no "correct" penalty for it. Obviously the best way to solve penalty dilemmas would be if we could playback replays at time y, where y is before the cow turn. :)
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 12, 2015, 05:20 AM
I don't think we will find a perfect solution, considering these rules are for things that rarely happen we will have to make some kind of compromise.

Regarding BnG

The best solution i've seen so far is someone who cows and does damage attempting to deal the same damage to themselves, however, saying that in BnG what people tend to do now isn't attack themselves but rather say for example "I die on 40hp" for that very reason that Anubis mentioned about ruining hides.

This IS the best solution i've seen so far, it tends to work most of the time but the drawback to that is if the player who was cowed feels they are now at a disadvantage because they were cowed in a way that lost them a good hide / tactical advantage, so because of that I would suggest the punishment being at the mercy of the victim, if the player who was cowed feels like their hide was sabotaged then they can force their opponent to do the same by attacking themselves, if the victim feels it was an innocent accident and didn't ruin their hide / tactics then they can just agree to subtract the same amount of health from their worm so that they die on said health.

You could then argue, that "lame players" could always just say their hide was ruined and want their opponent to attack themselves, and to be honest I believe that's fair, I feel the same way as Anubis, if you cowed you should be punished, regardless of it being a mistake or not you should accept the consequences and if it helps to put the victims mind at rest then I think that's fine.

At least if the rules were more like this, not only would it help reduce complaints, but you would be surprised how many players can fall out with each other and stop being friends because they argue over a cow, and the reason they argue is because there is wiggle room(loopholes) in the rules, if there is a definitive answer for as many situations as possible, then people won't think they can argue out of the punishment/requirement for their actions.

So instead of "yeah but rules don't say I have to" "FU you cowed you need to be punished" "don't say FU to me the rules don't actually say..."

It would be just "Ok you done that, now do this..." "Ok sure."

Personally I feel if rules must be longer in order to have no, or less loopholes, do it!

I have no interest in leaving loopholes in rules because "other people are too lazy to read", if they can't be bothered to read, then they are the ones who will suffer, good!
Title: Re: Updating rules on scheme sites
Post by: Senator on May 12, 2015, 09:51 AM
"if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"

Fool me once shame on me fool me twice shame on you is not a good rule. Penalties need to be so crushing that no matter what the benefit is, it should always be a disadvantage for the cowing player, even the initial cow.

I am not sure if "seems your doing it on purpose" is a fitting rule for anything. It just leaves so much room for interpretation and ultimately bias and drama.

A skip is not sufficient penalty for the 1st cow or what are u saying?

The way I see that rule (I didn't write it): if u cow, u have to skip. if u repeat a cow, u have to skip but mods can still void or give the game to the victim (if the victim didn't win). so u can't do what avi suggested (cow and skip every other turn).

"seems your doing it on purpose" = if u don't touch any walls in WxW and go for an attack, mods can void or give the game to the victim even if u did skip after that. You have to always skip after a cow but u can get extra punishment if u did it clearly on purpose.

btw, what is penalty for using a glitch in T17, Hysteria, Elite? "You are not allowed to attack the next turn" isn't any punishment in a scheme like T17. And what is punishment for rope knocking in Elite? "You are not allowed to attack the next turn" or "You are not allowed to attack that worm until that worm has had a chance to move" (T17 style)?
Title: Re: Updating rules on scheme sites
Post by: avirex on May 12, 2015, 02:37 PM
hyst, t17, and elite glitches do not seem to be a big problem, mainly because if you exploit those possible glitches, there is no way to pretend as if it was a mistake lol...

for example: if you go on the roof in a t17, it was very much on purpose.

if you knock in elite to gain advantage (and it was clearly no accident) it was most likely on purpose...

i have not seen many situations where ppl exploit this, but again, i have not monitored all complaints, so i dont know, the complaint mods would have a better knowledge if rules like this need to be made (either way, i suppose it could not hurt to come up with a definitive solution)

can we get back to dt's roper game with stylez(slk)  i do realize i did one cow, when i shadowed down to make attack, rather then a simple drop/spike down to touch wall... im really not sure how he can get off saying i did it on purpose, anyone who has experience in sudden death roper im sure has seen this situation more than once, its mostly a mistake, not on purpose.

but that is regardless, it really does not matter if i did it on purpose or not... the fact is i cowed, and i accepted penalty for that... the question i guess lies with in the first cow he claimed i did.

Anubis says that the rules quote that in sudden death, you must touch both walls before attack... i was always under the assumption (for over 10 years) that if there is a cr8 on the map, you collect the cr8 before attack...

examples number 1: what happens when the game does not officially declare sudden death, but yet the crate do no drop?? is it ok to attack with no duties before hand?

example number 2: what happens if i had done a w2w, and then made an attack, and i collected my crate in my retreat... dont you think i would have people hollering at me that i did not collect a crate before attack?

so, does this mean when your opponent makes a mistake and does not collect his crate right before sudden death, you should have 2 duties before an attack? i dont believe that is right.

the rules definitely need to be more clear in this situation, what is everyone else's thought about this situation?? again, if your an experienced roper i am sure you have seen this situation before, even though its sudden death, when a cr8 is still on the map, people would normally collect the cr8 and then attack... i thought that was a pretty common practice...

well, i guess this game needs to be taken to the complaint forum now, i thought it was an open and shut situation, by according to anubis there is some room for debate.

ill open a complaint thread, but this should still be discussed in the "updating rules" thread. thnx

Title: Re: Updating rules on scheme sites
Post by: Anubis on May 12, 2015, 07:19 PM
Well, the rules say you have to touch both walls, with no exception written in there. All that means is that you never read TUS roper rules and went with common sense that you accumulated over the years. I don't know what I would have done, probably go for the cr8 and w2w since I never read the TUS roper rules either. :P Maybe MI could introduce a quiz in which every member of TUS has to know the rules of all classic schemes in order to report games? :D
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 12, 2015, 07:35 PM
Well, the rules say you have to touch both walls, with no exception written in there.

I'll reply to that with what I said in another thread:

You guys question things that have been clear for more than a decade. When the gong sounds,  you have to w2w no matter how many crates there are in the map lol. You do wall to wall, if there is even a gift of health around, good for you.

Actually that's not entirely correct the rules are not 100% sound.

Quote from: CBA rule
Crate before attack (CBA): You must collect a health crate before attacking your opponent (touch both walls instead at sudden death). If you break this rule you aren't allowed to attack the next turn.

The rule is collect a crate before attacking your opponent, if there is still a crate on the map, then this applies.

There are 2 sides of the arguement here:

1) It does say "touch both walls instead at sudden death" however this can be argued that there was a crate left so you did follow the rule of "crate before attack".

2) It does say "touch both walls instead at sudden death" which one can argue must be followed regardless of crates remaining.

Both sides of the arguement are actually perfectly valid, however personally I would accept collecting any remaining crates then attacking as acceptable because of the fact the touch both walls instead at sudden death part doesn't specifically state this should still be followed if there are crates remaining.

If the decision was mine to update this rule, I would allow for CBA to be acceptable even after SD begins if there are crates left, after all it's the players responsibility to collect their own crates, and they should accept the consequences of their failures.
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 12, 2015, 08:16 PM
Well, who wrote the rules? Just ask him what the intention was of that rule section, if it is just worded badly it can easily be updated. Or was this rule just copy&paste from previous leagues? xD
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 12, 2015, 08:26 PM
Well I don't think it matters who wrote the rule and what the intention was if we are in the process of updating the rules anyway.

However i'd still be curious to find the answer :)
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 12, 2015, 08:45 PM
Well I don't think it matters who wrote the rule and what the intention was if we are in the process of updating the rules anyway.

However i'd still be curious to find the answer :)

A change-log would be nice too btw.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 12, 2015, 10:36 PM
Crate before attack (CBA): You must collect a health crate before attacking your opponent (touch both walls instead at sudden death). If you break this rule you aren't allowed to attack the next turn.


Anubis, i do see your point... but you have to keep in mind that the sudden death rule, is in the category of "Creat before attack (CBA):"  so don't you think that the crate before attack comes before the w2w if applicable?
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 12, 2015, 10:43 PM
I read and understand the part as if it replaces the previous section. Let's not drift away in semantics, I would just update the rules to make it more clear so it just needs to be settled whether it's w2w exclusively at SD or a crate can be picked up as substitution making w2w or cba a choice at SD.
Title: Re: Updating rules on scheme sites
Post by: rU` on May 12, 2015, 11:19 PM
Holyshit how can you make something that big out of this?

When the gong sounds... you know where to go lol.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 13, 2015, 09:28 AM
ok, we will be sure to take that into consideration come rule change time...

"deeeerrrrr, when duh gong sounds, touch duh wallz guys"

Anubis, if you want to take the TUS rules so literal, the MODS have a lot of work to do.

- No blocking with a worm. Your opponent is blocked if he is not able to exit his hide by walking. If you block and your opponent doesn't attack, you aren't allowed to attack the next turn. If your opponent is still able to attack you then you have a 5sec penalty at the beginning of your turn but you are allowed to attack.

how many times have there been a blocked worm, (cant get out from walking) but its very simple to get out, be either shooting the rope, or just roping out backwards at an angle, etc.

- No glitches are allowed in the game (e.g. floating weapon). If you break this rule you aren't allowed to attack the next turn.

ut oh, this is gonna be a big game changer... komo is notorious for these nades!! looks like the mods are gonna have to put in some 'over-time' hours deleting games, bad luck komo.

my point is, TUS rules should not be read literal until they are updated...  but, lets not discuss what the rules are, and how we read them anymore, we can leave that to the current MODs.

Lets discuss what the rules SHOULD be, our time will be more effective then. :X

Title: Re: Updating rules on scheme sites
Post by: avirex on May 13, 2015, 09:38 AM
i believe the rules should be written like this:

Crate before attack: you must collect a crate before you attack with a weapon(you can deal fall damage, or knock to a mine, etc. before a crate) when sudden death comes, you must then perform a wall 2 wall before an attack, if there is a crate on the map, you then have an option (you must perform either, a wall 2 wall, or collect a crate before an attack)

the rules SHOULD be listed as this.

i know some of you will wonder why i chose to give the option of cr8 or w2w, its because, if your opponent gets a hard cr8 right before sudden death, and fails to retrieve it... you should not be punished, and have to grab his crate, you should be able to go w2w if you choose to...however, if it was an easy crate, you can get the crate then attack... reasoning being... and i can not stress this enough YOUR OPPONENT FAILED TO COLLECT HIS CRATE you should then have options, you should NEVER be "punished" or "forced" into something due to your opponents failure.

thats my opinion on this, lets discuss other people opinions... discussing how the rules are written currently, and how they should be interpreted is pointless, lets leave the to the current mods.
Title: Re: Updating rules on scheme sites
Post by: Senator on May 13, 2015, 10:15 AM
When the gong sounds... you know where to go lol.

How about the turn before SD when no crate falls ;D

To be specific it should be "w2w when no more crates fall".

- No blocking with a worm. Your opponent is blocked if he is not able to exit his hide by walking. If you block and your opponent doesn't attack, you aren't allowed to attack the next turn. If your opponent is still able to attack you then you have a 5sec penalty at the beginning of your turn but you are allowed to attack.

how many times have there been a blocked worm, (cant get out from walking) but its very simple to get out, be either shooting the rope, or just roping out backwards at an angle, etc.

- No glitches are allowed in the game (e.g. floating weapon). If you break this rule you aren't allowed to attack the next turn.

ut oh, this is gonna be a big game changer... komo is notorious for these nades!! looks like the mods are gonna have to put in some 'over-time' hours deleting games, bad luck komo.

I added that blocking definition coz I thought it has always been like that (just unwritten). I'm sorry if I'm wrong.

If you are able to rope out without knocking you are also able to walk out. If you need to shoot a rope to get out, you can argue that you lost some time there. "Walking" includes also jumps (if u "block" by being on top of the worm).

I also added that "no glitches" rule (another rule that was not just written in the scheme descriptions). I don't know what a floating nade is and it's not mentioned here: http://worms2d.info/Floating_weapon_glitch

"The weapons it works with are Bazooka, Mortar and Petrol Bomb, and also Homing Missile, Homing Pigeon, Sheep Launcher and Patsy's Magic Bullet"

The current (unwritten) rule however has been that it's not allowed to use ANY glitch.

if your opponent gets a hard cr8 right before sudden death, and fails to retrieve it... you should not be punished, and have to grab his crate, you should be able to go w2w if you choose to

No one claimed you should do both w2w and cba, only w2w and leave the crate if u wan't.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 10:21 AM
A floating grenade is when you use a ghost nade then? I've never heard of the term floating weapon before, but if I were to take a guess I would mean when you do that glitch that Johny done recently when you fire the weapon inside the worm and it sits there for a while before exploding, I don't think that's the ghost nade as a ghost nade doesn't float.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 13, 2015, 10:35 AM
you just added those senator?? they need work, clearly.

shooting a rope to dislodge a block?? its a common thing in elite. and it should not be considered a block in roper either, being 90% of the time your rope will hit a wall and you can just rope out... not to mention the clock stops when shooting a rope, you literally would lose maybe .3 seconds?? there should be no penalty or fuss because of that imo

the way you have the rules written, people will just be able to press left or right, if they cant move, they can force someone to skip. its not right. needs to be updated again.


and sorry, if "floating weapon" meant something else, i thought it was a ghost nade, but again, that section needs work as well.. "ghost nades" are a glitch, i really doubt t17 thought to them selves "hey wouldnt it be cool if when we have water drops, nades dont plop right away, and they can ghost through the map?"

its a glitch, but over the years it been an acceptable glitch, that needs to be stated.

this just enhances my point that its extremely difficult to just write up the rules through a brain storm... the first initial brain storm is great, and a good start, but then you need a qualified MOD (preferably 2 or 3) that will really take the time to update the rules at different situations come in, with proper literature and English, so there is no room for double interpretation.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 10:38 AM
Talking about ghost nades I feel these should always remain valid, even encouraged as they take skill to do properly and i've never met a Roper who doesn't feel the same way, so far...

Also, I think it would be helpful to include .gif animations regarding certain rules, for example in Darts we use them to show how to properly throw your worm on each map, for example:

(http://i.imgur.com/QfXV8yF.gif)

I would be more than happy to spend some time making some for other schemes if it helps, it would also make the rule page more interesting and not such a boring wall of text.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 13, 2015, 10:45 AM
yeah, my bad!! i was confused, i never heard "floating weapons" term i dont think, i thought he meant 'ghost nades'

i think in that situation a GIF would not be bad, displaying what he means by a "floating weapon" and it should just be stated that a "ghost nade" (with a possible GIF) is an acceptable glitch.

so get to it Komo, make 2 small GIF's 1) floating weapons, and 2) ghost nade ;D

maybe rather then cluttering the rules page with a bunch of GIF's though, you can just hyper link the words that will contain a GIF...

"floating weapons" will link you to appropriate GIF
"ghost nade" will link you as well.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 10:50 AM
I actually don't know how to perform the floating weapon glitch, I always saw it as a pointless attack, maybe you can point me to a game that already exists? I cannot remember the name of the thread or game that Johny did his and I think it was deleted anyway.
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 11:13 AM
When the gong sounds... you know where to go lol.

How about the turn before SD when no crate falls ;D

To be specific it should be "w2w when no more crates fall".


This is THE rule.

No one claimed you should do both w2w and cba, only w2w and leave the crate if u wan't.


i believe the rules should be written like this:

when sudden death comes, you must then perform a wall 2 wall before an attack, if there is a crate on the map, you then have an option (you must perform either, a wall 2 wall, or collect a crate before an attack)

the rules SHOULD be listed as this.

i know some of you will wonder why i chose to give the option of cr8 or w2w, its because, if your opponent gets a hard cr8 right before sudden death, and fails to retrieve it... you should not be punished, and have to grab his crate, you should be able to go w2w if you choose to...however, if it was an easy crate, you can get the crate then attack... reasoning being... and i can not stress this enough YOUR OPPONENT FAILED TO COLLECT HIS CRATE you should then have options, you should NEVER be "punished" or "forced" into something due to your opponents failure.

You put IFs where there were never ifs.

It's still not your business whether your opponent fails to get a crate or not. The rules always were that you have to touch both walls, once there's no more crate spawns. If your opponent fails to collect his crate, YOU'RE MORE THAN LUCKY already to get an extra crate, but if you want to attack , don't forget to wall to wall...   and your opponent GETS ENOUGH PUNISHMENT with failing to collect health, maybe some fall damage and a bad hide... YET you still want to get more benefits out of that, avoiding touching walls though the crate that it's there didn't spawn in your turn. And attacking!!

The main thing here is when sudden death comes, ignore CBA.

Again, you can't put ifs to your taste due to abusing the rules to your favor whenever such situations come up in your games.
Title: Re: Updating rules on scheme sites
Post by: spleen17 on May 13, 2015, 11:24 AM


The rules always were that you have to touch both walls, once there's no more crate spawns. If your opponent fails to collect his crate, YOU'RE MORE THAN LUCKY already to get an extra crate, but if you want to attack , don't forget to wall to wall... 

The main thing here is when sudden death comes, ignore CBA.

Again, you can't put ifs to your taste due to abusing the rules to your favor whenever such situations come up in your games.


But again, where do the rules actually say this? Can you find a single published version of roper rules that are specific about this?

I mean you are kind of doing the exact same thing right? Interpreting the rules in a way that suits you in YOUR game.
Title: Re: Updating rules on scheme sites
Post by: Ryan on May 13, 2015, 11:27 AM
Before SD = CBA - walls are peripheral
SD = w2w - crates are peripheral
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 11:28 AM
No spleen. It suits me and ruins it the same way to me. Maybe it's not written correctly, but it's always been how I'm telling you. Avi is coming up with new ideas, and I'm just telling you how it's always been and why I think it should stay like this.

Ryan said it..
Title: Re: Updating rules on scheme sites
Post by: Senator on May 13, 2015, 11:34 AM
you just added those senator?? they need work, clearly.

Yea I just wrote those rules how they are atm, not how they should be in the future (I didn't make changes on my own). Maybe I was wrong about that blocking definition, I don't know, or maybe there's just no consensus of that rule either. Anyway the scheme descriptions are now edited back to original and I'll update them once we have finished with this update discussion.

and sorry, if "floating weapon" meant something else, i thought it was a ghost nade, but again, that section needs work as well.. "ghost nades" are a glitch, i really doubt t17 thought to them selves "hey wouldnt it be cool if when we have water drops, nades dont plop right away, and they can ghost through the map?"

its a glitch, but over the years it been an acceptable glitch, that needs to be stated.

I wrote "floating weapon" just as an example of a glitch. All the glitches are forbidden atm (even a "ghost nade"). Are there other glitches you wan't to make allowed or just ghost nades?
Title: Re: Updating rules on scheme sites
Post by: spleen17 on May 13, 2015, 11:37 AM
I have been playing a decade too mate, and I never heard the rules the way you say them. Although maybe it's just that people only started giving a shit once tus leagues started.

But it doesn;t matter anyway, all I am saying is that neither you or avi can win this argument because the rules are so unclear. Just forget that game, the important thing is getting the rules clear enough so these disputes stop happening.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 11:57 AM
No spleen. It suits me and ruins it the same way to me. Maybe it's not written correctly, but it's always been how I'm telling you. Avi is coming up with new ideas, and I'm just telling you how it's always been and why I think it should stay like this.

I've been playing Ropers since 1999 and I cannot recall ever having seen any evidence stating you must w2w in SD even if there are crates leftover, I can't remember it ever happening to me but if it did I would just collect crate and attack since that is a definitive rule and i've never heard anyone say you must follow w2w in this situation before either.
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 12:11 PM
guys guys.. lol

Before SD = CBA - walls are peripheral
SD = w2w - crates are peripheral

Komo, if you can't remember happening to you, then it doesn't mean much. Maybe you did Ropers as funners mostly.


I have been playing a decade too mate

under what nick?
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 12:26 PM
I played countless clanners actually, it still doesn't change the fact there is no evidence to prove your claim, care to search for some?
Title: Re: Updating rules on scheme sites
Post by: avirex on May 13, 2015, 12:34 PM
i believe the rules should be written like this:

when sudden death comes, you must then perform a wall 2 wall before an attack, if there is a crate on the map, you then have an option (you must perform either, a wall 2 wall, or collect a crate before an attack)

the rules SHOULD be listed as this.

i know some of you will wonder why i chose to give the option of cr8 or w2w, its because, if your opponent gets a hard cr8 right before sudden death, and fails to retrieve it... you should not be punished, and have to grab his crate, you should be able to go w2w if you choose to...however, if it was an easy crate, you can get the crate then attack... reasoning being... and i can not stress this enough YOUR OPPONENT FAILED TO COLLECT HIS CRATE you should then have options, you should NEVER be "punished" or "forced" into something due to your opponents failure.

You put IFs where there were never ifs.

It's still not your business whether your opponent fails to get a crate or not. The rules always were that you have to touch both walls, once there's no more crate spawns. If your opponent fails to collect his crate, YOU'RE MORE THAN LUCKY already to get an extra crate, but if you want to attack , don't forget to wall to wall...   and your opponent GETS ENOUGH PUNISHMENT with failing to collect health, maybe some fall damage and a bad hide... YET you still want to get more benefits out of that, avoiding touching walls though the crate that it's there didn't spawn in your turn. And attacking!!

The main thing here is when sudden death comes, ignore CBA.

Again, you can't put ifs to your taste due to abusing the rules to your favor whenever such situations come up in your games.


what is wrong with you?? did you miss the part where i said "i believe the rules should be written like this: " ???

also, notice your text i highlighted in red, with this logic, are you suggesting that when my opponent falls, and leaves me an easy crate, it would be illegal for me to grab that crate and attack?? i can only grab the crate that spawns in my turn, before attack???  your wrong... your completely wrong.

as spleen said, you keep tossing around your knowledge of how the rules are, but so far you have given no proof of this, being the TUS rules are pretty open ended, where as spleen did give proof, and you guys just discredit his proof with "w2dinfo has not been updated in a long time"

anyway, as i have said before, and spleen is saying too... it really does not matter what the rules were in this thread, this thread is to discuss what the rules should be...   i really wish you guys would stop saying i did anything to gain some kind of advantage.. did anyone watch the game? i was winning by a long shot, i did not need any advantage, and to suggest that i can not do a simple w2w when my opponent was in a top hide as well, is just ridiculous.

@senator: Its great you tried to update the rules, it needs to be done.. but, i just dont think that was a good update, the English needs to leave no room for miss interpretation, or confusion.

heres a start: feel free to proof read, edit, discuss:

Blocks: when your worm blocks another worm, and he can not get out from walking, shooting rope, or extending rope: if you block a worm and your opponent manages to attack, you must take a penalty coinciding with how much time he lost, if your opponent does not attack, you must skip your next attack as well.

Glitches: most all glitches are not allowed in roper, if you exploit any glitches that result in an advantage in the game, you must skip your next attack.. However the following glitches have been accepted as legal in roper schemes: "ghost nades"
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 05:23 PM
Which would you pick:

1) When SD begins, w2w should be followed regardless.

2) When SD begins, if crates are available you must follow CBA.

3) When SD begins, If crates are available the player has the choice to CBA or w2w.

Presonally, I would vote for #3.
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 13, 2015, 06:34 PM
I would go for #2. CBA over all is a very simple rule to follow.

It would be like: "You must collect a cr8 before you attack, if none is available you have to perform w2w instead."

You don't even have to mention SD because there will always be a cr8 when there's no SD for the player to collect. Easy, short intuitive rule.
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 06:47 PM
How about removing sudden death and less health in the crates
Title: Re: Updating rules on scheme sites
Post by: avirex on May 13, 2015, 07:01 PM
I would go for #2. CBA over all is a very simple rule to follow.

It would be like: "You must collect a cr8 before you attack, if none is available you have to perform w2w instead."

You don't even have to mention SD because there will always be a cr8 when there's no SD for the player to collect. Easy, short intuitive rule.

Anubis, thats is not true.. there are situations when crates do not drop, and sudden death is not officially announced in the game.

i would choose option 3 for this reason... if your opponent falls on a very difficult crate, you should have options, you should not be forced to go after that crate if sudden death comes... his mistake should not penalize you, you should be rewarded imo.

lets pretend its some extremely difficult crate, in some very tight cavern like hide of a roper map on the left side, and both you and your opponent are on the right side... you may skip the crate, and go for a w2w + attack, and being the crate is so hard, you may not even collect it in your retreat, and your opponent might do the same, (w2w, never collect crate) my point is, you should not be forced/punished due to your opponents mistake. i think option 3 is best.
Title: Re: Updating rules on scheme sites
Post by: Ryan on May 13, 2015, 07:13 PM
I say option 1 - keep the meaning of sudden death - walls over crates (any hanging crates are merely a bonus)
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 07:19 PM
I say option 1 - keep the meaning of sudden death - walls over crates (any hanging crates are merely a bonus)

That's it. Otherwise SD can be removed.
Title: Re: Updating rules on scheme sites
Post by: spleen17 on May 13, 2015, 07:28 PM
I would say 3 but tbh it doesn't matter, as long as the rules are clear about it :)
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 07:29 PM
I say option 1 - keep the meaning of sudden death - walls over crates (any hanging crates are merely a bonus)

I respect your decision if this is what you wish to vote for however I cannot agree with "keep the meaning of sudden death".

What sudden death does is eliminate crates from dropping, which in relation also eliminates the "crate before attack" rule because no more crates can drop, the only reason people made the w2w rule was for the situation when there were no more crates left to collect, so that the players had to do something before they attack, it's a replacement for collecting the crate, not a priority when faced with both.

All experienced Ropers will agree that CBA is the main rule and also the main experience of a Roper, so it is only logical that CBA takes precedence, as it always has, do you not agree?

I could only agree with you if SD managed to destroy all remaining crates upon initiation.
Title: Re: Updating rules on scheme sites
Post by: Ryan on May 13, 2015, 07:41 PM
Your point is just as valid as mine.
The question is, why was w2w the prerequisite to attack?
1. Because there are no crates to collect? Your view.
2. Because no more crates fall? My view.

Both as valid as each other.
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 07:48 PM
All experienced Ropers will agree
well, lol

I'm still trying to catch old wormers through emails and skype, 99% of them all told me W2W was always mandatory (exact words). Written or unwritten rules, it always felt that way.   
Barely 5-6 people are posting in this thread. And your reasoning is as valid as Ryan's. I can't really believe you've had this opinion since '99 Komo...

We all agree that rules should be stated clearly, at least.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 07:51 PM
Yes, both are valid points, but I feel like my side of this debate has the advantage of instigating the main priority of Ropers, collecting a crate before attacking, it's more logical to follow CBA where possible.

w2w is merely a backup plan, it should never take priority over CBA.

I'm still trying to catch old wormers through emails and skype, 99% of them all told me W2W was always mandatory (exact words). Written or unwritten rules, it always felt that way.

Again, I ask, who exactly are you contacting? Straight up I don't believe what you are saying, and if it's true, do they realize the situation we are discussing involves crates still being available?

I am not calling you a liar, I just don't believe you because I don't have any reason to without evidence.

I can't really believe you've had this opinion since '99 Komo...

I've honestly never had to think about it before, all I am saying is this is something I have never heard of before, there is no evidence to support it, which goes both for official rules and these so called people you are talking to.
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 08:02 PM
yeah these people I'm talking about might not be relevant for you, but they played a bunch of ropers before 2007, most of them are Spanish, you will not remember them and I don't need to name any of them since they wanted to vanish from this community.

I don't mind if rules will be changed after a debate, all I'm saying is how it's always been and surprised you didn't feel the rules were the same way after many years.


If it's a backup plan, then how about getting rid from it as suggested earlier? Keep crates going, so that you don't need a backup plan. If CBA is so important for you guys, KEEP CRATES GOING. If CBA is more important for you, REMOVE SUDDEN DEATH. Doesn't my point make more sense than yours now... Either keep sudden death with its right nature, or get rid from it. Don't make things complicated full of IFs.

Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 08:15 PM
yeah these people I'm talking about might not be relevant for you, but they played a bunch of ropers before 2007, most of them are Spanish, you will not remember them and I don't need to name any of them since they wanted to vanish from this community.

It's relevant to this debate though lol, by any chance is it possible they are discussing the rules of ligaworms? That Spanish League? I hope you can understand from our point of view how we would be skeptical to just take your word for it.


If it's a backup plan, then how about getting rid from it as suggested earlier? Keep crates going, so that you don't need a backup plan.

I like this idea but not sure if I would support it or not because SD and w2w does add a different tactic and interest to the scheme, keeps it from getting to boring so i'd have to think about that.

Both schemes without SD and with SD as long as rules are clear, are both good for me.
Title: Re: Updating rules on scheme sites
Post by: Ryan on May 13, 2015, 08:26 PM
About the possibility of no SD...

Based on contrasting experiences playing roper back in cl2k/FB and playing roper now, the level of ropers is now far higher and I don't often witness SD kicking in anymore when healths are still ~200hp.

Back in the old days there was occasionally the need for SD due to the sheer amount of failed attacks/crates left.

This in my opinion does open up the possibility to remove SD completely.
Title: Re: Updating rules on scheme sites
Post by: rU` on May 13, 2015, 08:31 PM

SD and w2w does add a different tactic and interest to the scheme.


Exactly, and it starts when the crates stop dropping. From this moment, the remaining crates laying in the map directly become a bonus, and w2w is the new mandatory rule. Why the need to delay the w2w rule? All aspects have been said already. Either w2w straight when sd starts or remove it...
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 08:41 PM
Based on contrasting experiences playing roper back in cl2k/FB and playing roper now, the level of ropers is now far higher and I don't often witness SD kicking in anymore when healths are still ~200hp.

Back in the old days there was occasionally the need for SD due to the sheer amount of failed attacks/crates left.

Really? I've experienced/witnessed quite the opposite, maps were much more open during the era of WACL, both in Warmers and Propers,games were usually finished faster than today because the crates didn't land in such ridiculous tunnels or players hiding in such evil hides.

Exactly, and it starts when the crates stop dropping. From this moment, the remaining crates laying in the map directly become a bonus, and w2w is the new mandatory rule.

Lol, back the truck up there, you couldn't be further from the truth:

SD starts when the alotted time runs out, when the time runs out it stops crates from falling, only when all remaining crates are gone the w2w rule should be mandatory, it's the logical choice.
Title: Re: Updating rules on scheme sites
Post by: Ryan on May 13, 2015, 08:57 PM
Based on contrasting experiences playing roper back in cl2k/FB and playing roper now, the level of ropers is now far higher and I don't often witness SD kicking in anymore when healths are still ~200hp.

Back in the old days there was occasionally the need for SD due to the sheer amount of failed attacks/crates left.

Really? I've experienced/witnessed quite the opposite, maps were much more open during the era of WACL, both in Warmers and Propers,games were usually finished faster than today because the crates didn't land in such ridiculous tunnels or players hiding in such evil hides.

Exactly, and it starts when the crates stop dropping. From this moment, the remaining crates laying in the map directly become a bonus, and w2w is the new mandatory rule.

Lol, back the truck up there, you couldn't be further from the truth:

SD starts when the alotted time runs out, when the time runs out it stops crates from falling, only when all remaining crates are gone the w2w rule should be mandatory, it's the logical choice.

Any SD game I've been involved in, including clanners, one team were in the driving seat and looked capable of "finishing it off" - SD just simply sped it up.
The game didn't feel like it was dragging either.

I can understand why open maps are used less now - even I would manage to attack every turn in an open map.
That lends itself to me thinking that the standard of ropers is higher now and removing SD could be viable.

Going back to the CBA vs w2w - there is no only logical option. If there was, we wouldn't be talking about it.
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 13, 2015, 09:00 PM
This shouldn't turn into what old schoolers think is right. It's about having a clean and clear rule, I know people love debating and discuss about the most idiotic things, but this will not make progress, all 3 options are valid and reasonable. Be it CBA exclusively, w2w exclusively or having the choice. Can we at least agree to that? We are discussing about a rule that will apply maybe once out of 100 games (being optimistic). For it to happen the game needs to get to SD and the previous player has to miss his crate. So just word it nicely and pass it through so we can start talking about more severe issues than this.

We need more focus, out goal was to make clear rules in the first place and yet we are still at this topic from 2 days ago. By this speed we will be done with rules in 10 years. :D
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 09:08 PM
Kai I don't think this is an idiotic subject, I always wondered why all guys at my work and my friends around me sit and talk about football to such an extent and debate about referee decisions and rules and transfers etc. I am the same when it comes to discussing WA, I love every aspect of it and enjoy talking/debating and arguing about every detail I can, whether I am right or wrong I always learn new things and better understand how people from around the world think and feel about schemes and rules.

Ryan, I believe the most logical choice in this situation is that CBA takes priority, you believe w2w takes priority, we both understand why, so that's cool, it's nice to have a debate that doesn't resort to insults for once :)
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 13, 2015, 09:12 PM
The outcome of this grand discussion will be so minor it's not worth the time and should be spent on bigger gameplay influencing rules. That's my point. Also am I the only one that does not see this as a thread of being wrong or right, it's about making fair and clear rules. Well, at least I thought so. If people want to discuss about whos is right or wrong, I will just concede out of this because that's not what I am here for.

All 3 options are fair, and can be worded clear. So just agree on one, all of them will have little impact to roper. Nevermind I give up. xD
Title: Re: Updating rules on scheme sites
Post by: Ryan on May 13, 2015, 09:22 PM
Ryan, I believe the most logical choice in this situation is that CBA takes priority, you believe w2w takes priority, we both understand why, so that's cool, it's nice to have a debate that doesn't resort to insults for once :)

Yep, all good - I enjoy the healthy debate too (otherwise I wouldn't bother posting :P)

Anubis, a good way to trigger these discussions is by complaints and this situation is a good starting point (even though as you can tell, I agree it is a very rare situation).
Otherwise, we are just on standby for the next ambiguous complaint!

I am thinking we could utilise a rules forum for this and have a thread dedicated to a topic/situation.
This way, topics don't lose momentum and we get to a conclusion - we don't go off topic so easily either.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 09:40 PM
The outcome of this grand discussion will be so minor it's not worth the time and should be spent on bigger gameplay influencing rules. That's my point.

It's obviously worth the time to us, the only thing not worth the time is you saying it's not worth the time ;)
Title: Re: Updating rules on scheme sites
Post by: Anubis on May 13, 2015, 09:53 PM
What kind of argument is that. My approach is pragmatic, everything I do is pragmatic, logical and reasonable. At least I try to. Arguments for the sake of finding out whos right/wrong is not my business and I genuinely feel they are not worth the time. You think otherwise, fair enough. :)
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 09:55 PM
We were having a conversation about where the rule derived from, how long it had existed, who knew, should we change it, what options do we have, and more... Seriously, did you even read it?

You are being ignorant right now Kai, and honestly I feel insulted by your lack of respect right now, you aren't even trying...
Title: Re: Updating rules on scheme sites
Post by: Kradie on May 13, 2015, 10:11 PM
When sudden death is on, W2W is mandatory and CBA is optional.

I have questioned myself in some roper games ''Why do the player get crate and then attack the opposing player in SD?'' The conclusion to this is... Time. I think, there has never been a clear rule in regards to this.  So time and its generation has decided what is and what is not. 

In my honest opinion, if there is a crate lurking about in SD mode, I will automatically apply myself to W2W because it seems more logical to me.

Get on with a poll so we can vote, if this community believes in democracy.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 13, 2015, 10:16 PM
In my honest opinion, if there is a crate lurking about in SD mode, I will automatically apply myself to W2W because it seems more logical to me.

Ok, but can you explain why it seems more logical to you please? I am curious to know why each person who chooses w2w over CBA would do so.

I think it's important to know why from as many people as possible, on both sides, it could help us decide which version of the rule to make final.
Title: Re: Updating rules on scheme sites
Post by: Senator on May 13, 2015, 10:20 PM
leroy, we are talking about one or two turn delay to w2w. it's not like SD becomes meaningless :D And SD is there only to end a prolonged game, the purpose is to finish the game well before SD.

1) When SD begins, w2w should be followed regardless.

2) When SD begins, if crates are available you must follow CBA.

3) When SD begins, If crates are available the player has the choice to CBA or w2w.

Imo it has to be 1 or 3. Number 2 can be unfair as avirex pointed out (opponent leaves a hard crate for you and SD begins)

Edit: Good thing about option 3 is that then you don't have to know the rule. You can make a guess at w2w/cba and it's always right ;D
Title: Re: Updating rules on scheme sites
Post by: avirex on May 14, 2015, 04:44 PM
Leroy, why do you insist on saying "its been this way for ever" you have been proven wrong with real evidence, such as w2dinfo links, and more... stop saying things that are simply not true, just to support your opinion. Also, you can quit it with your imaginary spanish worms friends, that all agree with you, but you wont mention their name out of respect to their decision to vanish from worms. lol

SD was introduced to roper games, so certain games do no drag on forever... the problem was, when the crates stop, you had no obligations before attack, so we came up with wall2wall before attack. but in my opinion, that does not mean wall 2 wall takes priority over crate before attack. after all, crate before attack is the standard rule of roping.

Kradie said: "I have questioned myself in some roper games ''Why do the player get crate and then attack the opposing player in SD?'' The conclusion to this is... Time. I think, there has never been a clear rule in regards to this.  So time and its generation has decided what is and what is not."

this goes to show its not as rare as some people think, and in the cases he has seen the people have chosen to grab crate, rather then w2w. It's also what i have seen people do, and did myself (as we all seen recently)

but Kradie, then you said going w2w even when a crate is on the map is the logical thing to do?? can you explain why?? anyone who has followed this debate read all the logical reasons why CBA should take priority, but nobody has given any logical reason why w2w should take priority, apart from it being how they always thought it should be.

opinions are not logical reasons guys, they are just opinions.

i think option 3 is the best, because it seems like we will not come to a definitive answer, some people think it should be one way, some people think it should be the other way... so why not offer both options??  like senator said too, it makes the rules less complicated. 
Title: Re: Updating rules on scheme sites
Post by: Kradie on May 14, 2015, 09:03 PM
When Sudden Death is on then it is ON, it should overrule CBA because SD requires both players to carry out the wall to wall rule. SD should not permit a player to acquire a nearby crate. It can be considered unfair and handicap depending on the game's circumstances.

Of course I am not here to argue. I simply shared what I thought seemed correct. This has never been a relevant problem for me because I play none league games. Such a trifle is no need to argue if it happens in-game.

If the majority seems that their opinions are more adequate in contrast to what I have shared to this date, I will gladly accept.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 14, 2015, 09:34 PM
i dont think anyone is here to argue, kradie.. but thank you making that clear :D

Quote
When Sudden Death is on then it is ON, it should overrule CBA because SD requires both players to carry out the wall to wall rule. SD should not permit a player to acquire a nearby crate. It can be considered unfair and handicap depending on the game's circumstances.


the problem with this is, the only possible way for a crate to be on a map, and sudden death to have been officially announced is if your opponent failed to collect a crate right before sudden death.

any time your opponent fails, you then get options/benefits.. for example, if your opponent fails a very easy crate, and then your crate spawns on the opposite side of the map, of course you will collect the easy one and attack, correct?  so if your opponent fails a crate right before attack, i believe it should be you choice to collect or, or go w2w... but one thing is obvious, these are all just opinions, everyone has their own opinion on this situation, and we all made our points pretty clear... at this stage of the game, we should have a vote and move on.. i will open a poll in a separate thread
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 14, 2015, 09:36 PM
When Sudden Death is on then it is ON, it should overrule CBA because SD requires both players to carry out the wall to wall rule. SD should not permit a player to acquire a nearby crate. It can be considered unfair and handicap depending on the game's circumstances.

I feel compelled to ask the following question and hope you answer honestly:

If you understand, agree or even realize that CBA is the most sacred rule of Roper and has been since WA began, and also understand, agree or even realize that w2w is purely a replacement for when there are no crates left to collect, what is there then left for you or anyone else to assume w2w would take priority, except for personal preference?

Title: Re: Updating rules on scheme sites
Post by: Kradie on May 14, 2015, 11:14 PM
In my understanding, SD by default is to end the game quickly. Hence no crate drops to further a Worm's health. It is not there to prolong the game hence again no crates.  So w2w is necessary to carry out in order to stay faithful to what Sudden Death stands for. Time will decide who will become victorious or not, based on player's failure rate and fortune.
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 15, 2015, 12:02 AM
In my understanding, SD by default is to end the game quickly. Hence no crate drops to further a Worm's health. It is not there to prolong the game hence again no crates.  So w2w is necessary to carry out in order to stay faithful to what Sudden Death stands for. Time will decide who will become victorious or not, based on player's failure rate and fortune.

Interesting.

I don't believe SD is there purely to end the game quicker, how long SD lasts depends on how skilled players are and what type of maps they play on, there was a clanner recently where lalo and his opponent continued in SD for over 10 minutes, it would ended quicker if SD didn't occur in that situation, it also depends on the HP values when SD begins.

SD could have been introduced as a method to end a game quicker, or it could have been introduced as a fun alternative so players didn't get bored, for me I always believed the latter.

I won't deny the possibility of the former, however if the purpose of SD was to end the game quickly wouldn't it be better to use one of the other forms of Sudden Death? For example "When the round time exprires a nuke is dropped and energy is gradually lost".

Either way I will always believe that there should be no crates left before w2w can truly be enforced, perhaps that's why there is 1 turn without a crate falling before SD is officially declared, give players another turn to collect or destroy any remaining crates before whatever style of SD begins.
Title: Re: Updating rules on scheme sites
Post by: Senator on May 15, 2015, 12:42 PM
heres a start: feel free to proof read, edit, discuss:

Blocks: when your worm blocks another worm, and he can not get out from walking, shooting rope, or extending rope: if you block a worm and your opponent manages to attack, you must take a penalty coinciding with how much time he lost, if your opponent does not attack, you must skip your next attack as well.

Glitches: most all glitches are not allowed in roper, if you exploit any glitches that result in an advantage in the game, you must skip your next attack.. However the following glitches have been accepted as legal in roper schemes: "ghost nades"

WL: "A block is a situation where a worm can't walk or rope out of his spot without knocking the blocking worm away."
XTC: "It is not a block if a worm can escape via walking or by shooting a rope out correctly to escape a narrow spot."

Your/XTC's definition seems legit. I too was in belief that you have to wait the same time as your opponent lost while blocked but TUS rules say it's always 5 seconds. I think it's ok either way.

So the glitch rule could be like this "No glitches are allowed in the game. The only exception to this rule are ghost nades."
Title: Re: Updating rules on scheme sites
Post by: Senator on May 18, 2015, 07:57 PM
- Should the definition of darksiding in BnG be changed?

Current definition: A darkside is considered a place where you can't hit OR be hit with a nade.
KRD's definition: Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade.

So far Komo has said that KRD's definition should be used. Other opinions?

MI's cba/w2w rule for Roper:

Crate Before Attack (CBA)
*You have to collect a health crate before attacking your opponent. If a crate is not available, you have to touch both walls instead (w2w). During Sudden Death you have to collect a crate OR touch both walls before attacking (your choice).

Blocking definition in Roper: "Your opponent is blocked if he can't get out of his spot by walking or by shooting a rope out correctly."

Quote
Regarding WxW, Shopper and Roper, should the rule about skipping be changed? Currently you are allowed to make piles, cause fall damage etc during the skip turn.

Would this be a good skip rule? "If you break this rule, you are not allowed to attack or knock the next turn but you are still allowed take your crate and change your hide."

The problem with that is what if when trying to collecting your crate you fall or accidentally knock? The result would be the same.

"If you break this rule, you are not allowed to attack or knock (any worm) the next turn. If you do knock by accident, you are not allowed to attack or knock for another turn. You are however allowed to knock to get out of your spot."

where "by accident" = if u knock clearly on purpose (like several knocks to pile worms), mods can void the game or give the win to the victim. Good or bad now ??
Title: Re: Updating rules on scheme sites
Post by: avirex on May 19, 2015, 03:57 PM
Quote
KRD's definition: Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade.

i have a serious problem with this.... 

example: avirex vs. senator: i teleport to a spot that i can toss nades at senator...  but he does not have a single shot to hit me with a nade, by KRD's rule it is not a darkside, because i am able to toss nades... in order for it to be a DS, BOTH players have to have no nade shots.

this means, that i just forced senator to teleport, and now i get the first shot at him...

when 1 person teleports, its kind of like skipping their turn in order to achieve a better hide, but with KRD's rules, i would be forcing senator to skip his turn to achieve a better hide... its not really fair...  the person who teleported, should not get the first attack, and thats what KRD rule is allowing...

i know it would be a rate situation to find a spot that i can shoot senator in, but he can not shoot me.... but if i did find such situation, it does not protect senator, it protects me (the initial teleporter) thats not fair IMO.

the rule should be: if you teleport, your opponent MUST have atleast 2 nade attack options.

its that simple, because if someone wants to be stupid, and teleport in a spot that limits their nade attacks, and they have to wait for wind to even have any chance to shoot, they should be allowed to do that.... it would be very stupid, but they should be allowed (as long as their opponent has atleast 2 nade options)

the reason i say at least 2 nade options, is because there was a complaint recently stylez vs. johnny, EVERYONE initially thought his hide was a darkside, but turns out there was 1 possible nade attempt, it was a 5sec LG difficult shot.... stylez should not have been FORCED to repeat nades for the entire rest of the game, because johnny chose to hide lame.... so i believe its fair to say "at least 2 nade attack options"

but the current rules are kind of protecting the teleporter....   i can teleport to a difficult spot that senator has no aim @ me, and he would be pissed, and want to make a complaint... but i can just say "its not a darkside unless he cant hit me... AAAAANNNDDDD i cant hit him, thats the rules, and i was able to hit him"

to me, that just does not seem fair.

Title: Re: Updating rules on scheme sites
Post by: Peja on May 19, 2015, 05:29 PM
Quote
KRD's definition: Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade.

i have a serious problem with this.... 

example: avirex vs. senator: i teleport to a spot that i can toss nades at senator...  but he does not have a single shot to hit me with a nade, by KRD's rule it is not a darkside, because i am able to toss nades... in order for it to be a DS, BOTH players have to have no nade shots.

this means, that i just forced senator to teleport, and now i get the first shot at him...

when 1 person teleports, its kind of like skipping their turn in order to achieve a better hide, but with KRD's rules, i would be forcing senator to skip his turn to achieve a better hide... its not really fair...  the person who teleported, should not get the first attack, and thats what KRD rule is allowing...

i know it would be a rate situation to find a spot that i can shoot senator in, but he can not shoot me.... but if i did find such situation, it does not protect senator, it protects me (the initial teleporter) thats not fair IMO.

the rule should be: if you teleport, your opponent MUST have atleast 2 nade attack options.

its that simple, because if someone wants to be stupid, and teleport in a spot that limits their nade attacks, and they have to wait for wind to even have any chance to shoot, they should be allowed to do that.... it would be very stupid, but they should be allowed (as long as their opponent has atleast 2 nade options)

the reason i say at least 2 nade options, is because there was a complaint recently stylez vs. johnny, EVERYONE initially thought his hide was a darkside, but turns out there was 1 possible nade attempt, it was a 5sec LG difficult shot.... stylez should not have been FORCED to repeat nades for the entire rest of the game, because johnny chose to hide lame.... so i believe its fair to say "at least 2 nade attack options"

but the current rules are kind of protecting the teleporter....   i can teleport to a difficult spot that senator has no aim @ me, and he would be pissed, and want to make a complaint... but i can just say "its not a darkside unless he cant hit me... AAAAANNNDDDD i cant hit him, thats the rules, and i was able to hit him"

to me, that just does not seem fair.


can you give me an example for the situation you described? i cant imagine any hide like this lol. just draw on paint  ;)

btw it would be smart creating several topics for the schemes, its really no pleasure to follow this discussion. 
Title: Re: Updating rules on scheme sites
Post by: avirex on May 19, 2015, 06:34 PM
uhhmm... i dont think i need to draw on paint for you peja, just use your imagination... your familiar with both worms, and bng right??

this could happen quite a lot, and even more so when you take bank nades into consideration... i think if you think about it for a second, you will be able to think of plenty of situations, without me drawing you an illustration.

my point is: (and maybe i did not word it ideally) the darkside rule should protect the worm who is not teleporting, it should not protect the worm that is teleporting.

right now the rule is worded in such a way that it gives the worm teleporting a bit of an edge.. "i am able to nade him, its not a darkside regardless if he cant nade me" and this would force the opponent to have to teleport... its not fair.


edit: i agree with the several topics thing, i had mentioned to senator he should possibly make a community (just for the sake of getting forums) it would be much easier if we can have a subforum for this entire situation, then subforums in the subforum broken up into the different schemes, and then different threads for each unique debate with in each scheme.... would be easier to follow, easier to organize, easier, easier, easier...

but senator thinks we are ok here..  his choice i spose, he is the boss man of the rule changes
Title: Re: Updating rules on scheme sites
Post by: Peja on May 19, 2015, 07:23 PM
i prolly played a lot more bngs than you during the past 5 years and i never had a single game where my opponent was able to hit me with nades while it was impossible for me to hit him in theory  :D
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 19, 2015, 07:27 PM
I completely disagree with you avi, the darkside isn't there to protect anyone, it's there to stop people taking ridiculous hides that make the game last much longer than it should, besides if someone does use this rule the way you suggest what's to stop the other player from doing the same thing as a counter move?

If you can teleport to a position that gives you an advantage, this is fine, in BnG everyone wants the best hide don't they? It doesn't stop the other player from attacking you, they can still blow up your land or zook at you, it would also prevent people from hiding like vesuvio did in the game vs stylez which is perfectly fine and people have been doing it since I can remember.

And as for this:

the rule should be: if you teleport, your opponent MUST have atleast 2 nade attack options.

So you want to make the game as easy as possible? Why not make using girders for blocking in Elite/T17 illegal? And you must hide only on top of a map in Hysteria/Roper, etc...

Not only is it a bad idea because it reduces the tactical side of BnG, but there are few people on WA who have knowledge of all possible shots in BnG, there could be 2 nade options that someone doesn't know how to do and they start complaining.

I think KRDs definition of the rule is the best.

And Peja, using the reasoning that this situation rarely happens is irrelevant, it still happens.

Edit: Well I actually think the a2b darkside rule is the best but that's a different kind of BnG from TuS/FB etc.
Title: Re: Updating rules on scheme sites
Post by: Peja on May 19, 2015, 07:38 PM
im not saying its rare, im saying its not possible  ;D
Title: Re: Updating rules on scheme sites
Post by: TheKomodo on May 19, 2015, 08:08 PM
im not saying its rare, im saying its not possible  ;D

It is possible, I will make a replay in the morning when I finish work if I remember.
Title: Re: Updating rules on scheme sites
Post by: avirex on May 20, 2015, 04:55 PM
edited entire post: the more i think about it, KRD's rule is fine.


i was just basing off stylez game, where vesuvio teleported, and it pretty much forced stylez to teleport if he wanted to have more then one nade shot.... i thnk thats lame, but if it was worded any other way, there would be time when the teleporter is in a perfectly acceptable hide, but if the other worm does not have multiple angles at him, he could call darkside...

it would just make things too complicated, and may make more complaints in the long run...

the way KRD worded it is fine, there are situations that would make it a bit unfair to the worm who is not teleporting, but those situations would be very rare....  i think if it was worded any other way, it would make things much too complicated....
Title: Re: Updating rules on scheme sites
Post by: Senator on May 22, 2015, 09:18 AM
btw it would be smart creating several topics for the schemes, its really no pleasure to follow this discussion.

Well, we have just a couple of rules under discussion atm (darksiding in BnG, skipping in WxW/Shopper/Roper). Other than that the rules look quite good/clear. You or avi can open separate threads if u want :P

Quote
"If you break this rule, you are not allowed to attack or knock (any worm) the next turn. If you do knock by accident, you are not allowed to attack or knock for another turn. You are however allowed to knock to get out of your spot."

where "by accident" = if u knock clearly on purpose (like several knocks to pile worms), mods can void the game or give the win to the victim. Good or bad now ??

No comments on this? We all know the current skip rule can be unfair sometimes so this is just about finding a better rule.

Edit: The opponent may be hiding at a narrow spot where u can't get without knocking. It should be allowed to make a little knock to get to that place. "You are however allowed to knock to get out of your spot and to get to a spot".
Title: Re: Updating rules on scheme sites
Post by: Ytrojan on July 11, 2015, 05:47 PM
Glitches are often done by accident. The "no glitches" rule will only hurt new TUS players, not help them!