The Ultimate Site of Worms Armageddon

All About TUS => TUS Discussion => Topic started by: Dub-c on November 18, 2009, 10:45 PM

Title: Roper changes
Post by: Dub-c on November 18, 2009, 10:45 PM
Why does roper have sd? Since I started playing WA I never understood it and I think there should be no sd in roper.

Also I think there should be a rule that all tus roper games should be done on a random map. The same roper map packs have been in rotation for too long.
Title: Re: Roper changes
Post by: beer on November 18, 2009, 11:43 PM
why not? i alwys play with it. its bad for you? also for who play vs u.
about maps, start talking with ur clanmates, its a begin
Title: Re: Roper changes
Post by: Free on November 18, 2009, 11:50 PM
I wouldn't mind taking SD off.

I also wouldn't mind the idea of a 'map pool', ie. 20 accepted roper maps from which map has to be chosen, same with RR. It's only fair to offer equal chance for all participants.
Title: Re: Roper changes
Post by: NAiL on November 19, 2009, 12:05 AM
thats a good idea, many are guilty of map bashing, but a map pool would just complicate things somewhat.

I mean people could still pick only 1 or 2 maps from the map pool right? Or even play all the maps lots if they have more free time than another player... this would be quite some effort to moderate.

Most players can usually agree on a map to be played. If one player belives that the selected map is being map bashed by the opponant, then they can always ask them to change it. If the player refuses to change it, then its clear he is a map basher, this wont do him any favours in the long run.

I dont think its nessecary to play a random map each time, many people are not good at creating/editing maps in map editor. This would take up time and become frustrating (many people will not be bothered to do this). There would also be tons of complaints about bad maps from bad editing, resulting in a one sided or unfair game.

I still belive that at the end of the day, on most occasions the better player will win even if the map is being map bashed, so its not really that much of a problem.

I'd be happy to see SD removed, although I'd also be happy with SD after 15mins, with an enforced wxw rule.
Each player MUST wxw during sd, failing to do so resulting in a skip or even possibly a surrender.

This would require far more consistant roping on every turn in SD, and so icnrease the risk of a fall and mean that no turns can be spent falling at the start, then roping back to the hide with 10 seconds to spare.
Title: Re: Roper changes
Post by: Dub-c on November 19, 2009, 01:31 AM
why not? i alwys play with it. its bad for you? also for who play vs u.
about maps, start talking with ur clanmates, its a begin

Its doesn't have to be bad for me to disagree with it. I think sd gives me an advantage. It just to have a good 10 or 15 minute roper be decided by going wall 2 wall doesn't make sense. Thats not what a roper is.

Why would I talk to my clanmates you arrogant shit, I'm talking to everyone about it.

Yea maps is whatever, I'll play any map. There is no such thing as a bad. With skills you will win on any map. I'm just sick of the playing the same maps.

My main concern was SD
Title: Re: Roper changes
Post by: MonkeyIsland on November 19, 2009, 06:29 AM
TUS is gonna have its own map database. Maybe some of you remember that topic.

One of the map database features was 'Map picker'. The system would pick a map for player by random (or by some defined factors). It is in order to prevent map bashing.

I don't think how many people would agree on changing roper though.
But you could always increase the sd time to have more 'roper' than wxw.
Title: Re: Roper changes
Post by: THeDoGG on November 19, 2009, 11:27 AM
Actually without SD some games could be really boring... You know that kind of game that seems to be never ending ?

And i dont see how SD could be an advantage, a good cr8 is an advantage for sure, but here each people have to hit both walls, so they  will have for sure the same distance to rope (if they are smart engough to hide in the same place).
I think it can be a really exiting part of the game (with a high and hard map, not an easy one where it's just too simple to w2w), where you have to rope fast and good !
Title: Re: Roper changes
Post by: Ray on November 19, 2009, 07:01 PM
Neither do I think that SD should be removed, I mean, it is part of the scheme, also, DoGGy has a point with the never-ending games and the wxw part can be really exciting.

For people being older Worms player than me: when was it added to the scheme?
Title: Re: Roper changes
Post by: beer on November 19, 2009, 07:24 PM
i dnt get the point of changing things that are ok for years.. why?
Title: Re: Roper changes
Post by: Dub-c on November 19, 2009, 08:47 PM
i dnt get the point of changing things that are ok for years.. why?

Because its dumb and originally there use to not be sd for roper. I suppose the only reason sd was introduced was because the schemes use to not be so flexible.

In a bng after 10 mins do you stop the bng, tele out of your hides where its easy to hit one another to make it more exciting?
Title: Re: Roper changes
Post by: beer on November 19, 2009, 09:45 PM
originally its too old
Title: Re: Roper changes
Post by: Maciej on November 19, 2009, 11:29 PM
I don't think that sd should be removed. Game often finished before 10 minutes left, and w2w could be really exciting :) It's part of roper! What about maps, I always pick random map from mablak's mappack. His maps are best, and I'm not gonna stop picking them :) lots of hides, never bored maps.
Title: Re: Roper changes
Post by: NinjaCamel on November 20, 2009, 08:31 AM
Yehh sd is part of scheme and its the best part imo.
Title: Re: Roper changes
Post by: chakkman on November 21, 2009, 02:02 PM
I agree with TheDogg on this, roper without sd and some hard map can be never ending... i had some game like that recently with MonkeyIsland. And thats the main reason that ppl introduced sd to roper i think. And as you compare it with bng, 1. A long BnG can be a boring pain in the ass :P 2. If you fairly have some skills in it it wont take that long while a roper can be if both players get hard crates.

In my opinion roper with sd time set to 20 mins is a good compromise. And for the maps yeah some variety would be good although i doubt i played half of the roper maps i have yet...
Title: Re: Roper changes
Post by: Rok on November 21, 2009, 02:24 PM
20 minutes of SD time would mean like... 40 mins in real time?  :-X
Title: Re: Roper changes
Post by: MonkeyIsland on November 21, 2009, 02:26 PM
Yea even more. 15 mins is close to 30 mins in real time.
Title: Re: Roper changes
Post by: Dub-c on November 23, 2009, 11:50 PM
Everyone that is so horny about w2w go play wxw shoppers. w2w is not what a roper is about.
Title: Re: Roper changes
Post by: beer on November 23, 2009, 11:59 PM
Everyone that is so horny about w2w go play wxw shoppers. w2w is not what a roper is about.
then u play offline
Title: Re: Roper changes
Post by: Dub-c on November 24, 2009, 06:43 AM
Everyone that is so horny about w2w go play wxw shoppers. w2w is not what a roper is about.
then u play offline

That makes no sense.
Title: Re: Roper changes
Post by: WookA on November 25, 2009, 05:04 PM
its beer, hes just trying to get his post count higher xD
Title: Re: Roper changes
Post by: MonkeyIsland on November 25, 2009, 05:26 PM
I think beer meant if you remove sd from roper, noone will play roper with them and he'll end up playing roper offline.
Title: Re: Roper changes
Post by: Crazy on November 25, 2009, 05:43 PM
Don`t change anything more, please, there have been enough changes the past four years in schemes if you ask me (I don`t like SD too ;)) It`s normal that different things change over time, but that is in decades, not from year to year!
Title: Re: Roper changes
Post by: NAiL on November 25, 2009, 07:25 PM
Just because something remains unchanged over time doesnt mean that it cannot be improved or should not be changed.

I think an ENFORCED wxw rule (during SD)  in roper would make things better.

This would mean consistant roping would be requred every turn, and no falling and running back to the hide would take place.
Title: Re: Roper changes
Post by: Dub-c on November 25, 2009, 10:20 PM
Just because something remains unchanged over time doesnt mean that it cannot be improved or should not be changed.

I think an ENFORCED wxw rule in roper would make things better.

This would mean consistant roping would be requred every turn, and no falling and running back to the hide would take place.

Thats not a roper. Roper is get crate and attack.
Title: Re: Roper changes
Post by: beer on November 25, 2009, 11:08 PM
its beer, hes just trying to get his post count higher xD
lmao dude
I think beer meant if you remove sd from roper, noone will play roper with them and he'll end up playing roper offline.
kinda
Don`t change anything more, please, there have been enough changes the past four years in schemes if you ask me (I don`t like SD too ;)) It`s normal that different things change over time, but that is in decades, not from year to year!
true
Just because something remains unchanged over time doesnt mean that it cannot be improved or should not be changed.

I think an ENFORCED wxw rule in roper would make things better.

This would mean consistant roping would be requred every turn, and no falling and running back to the hide would take place.
word up
Just because something remains unchanged over time doesnt mean that it cannot be improved or should not be changed.

I think an ENFORCED wxw rule in roper would make things better.

This would mean consistant roping would be requred every turn, and no falling and running back to the hide would take place.

Thats not a roper. Roper is get crate and attack.
yea sometimes it yes, when u kill, ur u are killed before sd, other wise 'Roper is get crate and attack''+ sd touch in both walls before attack
Title: Re: Roper changes
Post by: pr on November 25, 2009, 11:23 PM
let's set 30 sec to roper and no w2w after sudden death. just cba
Title: Re: Roper changes
Post by: NAiL on November 26, 2009, 04:01 AM
Just because something remains unchanged over time doesnt mean that it cannot be improved or should not be changed.

I think an ENFORCED wxw rule in roper would make things better.

This would mean consistant roping would be requred every turn, and no falling and running back to the hide would take place.

Thats not a roper. Roper is get crate and attack.

yes, im talking about SD though... you dont seem to follow this basic thing
Title: Re: Roper changes
Post by: Dub-c on November 26, 2009, 05:47 AM
Ahwell, I guess I'm the only one who thinks its stupid to stop a scheme after 10 mins of playing.
Title: Re: Roper changes
Post by: MonkeyIsland on November 26, 2009, 06:18 AM
I think the hardest part of changing an old scheme like Roper is that you gotta inform the entire community about the change you did. Imagine the non-english speakers. Whole community played Roper like that for ages.
Title: Re: Roper changes
Post by: NAiL on November 26, 2009, 06:27 AM
Ahwell, I guess I'm the only one who thinks its stupid to stop a scheme after 10 mins of playing.

no, havent you read the posts in this thread...?
Title: Re: Roper changes
Post by: ZiPpO on November 26, 2009, 09:35 AM
bros ;D

i think 15 or 20 minutes for SD is better than 30 minutes ;P

30 minutes = MORE LUCK because cr8s ;D

i vote 20 minutes ;DDD o/
Title: Re: Roper changes
Post by: beer on November 26, 2009, 11:00 AM
bros ;D

i think 15 or 20 minutes for SD is better than 30 minutes ;P

30 minutes = MORE LUCK because cr8s ;D

i vote 20 minutes ;DDD o/
XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

zippo, kara a gente ta a discutir a utilizaƧao da SD no roper, nao o seu tempo, mas sim se se deve usar ou nao
Title: Re: Roper changes
Post by: Devilage on January 05, 2010, 08:48 PM
Heya jon, heres what I think...

Sd it's a great tactic after having a f@#!ing bad game with crates I actually won some games coz of sd skills u know, guys that had a lot of luck with crates owning me at the game then when sd came i just hided well so he had to touch the further wall and comeback if u dont have a good timing u fall and that gives me an advantage to attack u even fd u if u fall up of the map or if u just touch the wall but can't get me and I can...Like  my bitch dogg said sometimes games take too long coz of hard map and safe roping...So u need the 21 minutes when sd comes to stop eating health and start to try killing, like nail said too some ppl are wussies and if they have 10 secs to go w2w they just drop a weapon and hide again that shoudl change ... there should be a rule that says when sd comes u gotta touch both walls ... if u dont have enough time coz u fell at start just drop a wep and go touch it neways... so what u think carrick?
Title: Re: Roper changes
Post by: Ray on January 05, 2010, 09:55 PM
Let me add that dropping a weapon and just hiding does not give anyone unfair advantage, since the player doesn't do basically anything.
Title: Re: Roper changes
Post by: Dub-c on January 06, 2010, 03:23 AM
Your right Dev, about the strategy of it all. I just don't believe that the sd strategy should be a part of a roper. Its not just a roper at that point, it becomes something else. I guess I'm just partial to the w2 ropers.

OH since I mentioned w2, is there anyway to increase fall damage? That would add a lot more skill to the game.
Title: Re: Roper changes
Post by: Devilage on January 06, 2010, 06:11 AM
Ray my man.. UR so right! the player does not do anything! so ppl could just stay hide or move a bit then drop a wep and comeback to their hides! so the other player tries to do w2w to attack and if he falls the wussy that doesnt wanna w2w suddenly start to rope to get the fallen player, u see my point now? gives unfair advantage because one is trying to w2w to kill and the other its just moving a bit and hidding again.
Title: Re: Roper changes
Post by: Devilage on January 06, 2010, 06:16 AM

OH since I mentioned w2, is there anyway to increase fall damage? That would add a lot more skill to the game.

ASk to deadcode dude XD
Title: Re: Roper changes
Post by: MonkeyIsland on January 06, 2010, 12:41 PM
OH since I mentioned w2, is there anyway to increase fall damage? That would add a lot more skill to the game.

Use TUS scheme editor. You can assign a big number for fall damage.
Title: Re: Roper changes
Post by: Dub-c on January 06, 2010, 05:32 PM
OH since I mentioned w2, is there anyway to increase fall damage? That would add a lot more skill to the game.

Use TUS scheme editor. You can assign a big number for fall damage.

Don't think I'm smart enough to figure that out.
Title: Re: Roper changes
Post by: MonkeyIsland on January 06, 2010, 05:56 PM
Goto scheme editor and type the amount of fall damage you want here:

(https://www.tus-wa.com/images/guides/fdedit.jpg)

As you see in the picture, max is 254. Pick a number less than that or so. Some of the value are not defined in the game, so scheme editor just gives you the nearest value possible.

To edit your scheme file, choose your file from your system, click on "load", then change its fall damage value, then click on 'save this scheme to my inbox". you can download it right after that.
Title: Re: Roper changes
Post by: Devilage on January 06, 2010, 06:15 PM
U gotta use it for funners tho ...
Title: Re: Roper changes
Post by: Ray on January 06, 2010, 10:26 PM
Ray my man.. UR so right! the player does not do anything! so ppl could just stay hide or move a bit then drop a wep and comeback to their hides! so the other player tries to do w2w to attack and if he falls the wussy that doesnt wanna w2w suddenly start to rope to get the fallen player, u see my point now? gives unfair advantage because one is trying to w2w to kill and the other its just moving a bit and hidding again.
Well, I still believe that if a less skilled player tries to do that with a better skilled player, the better skilled will have the patience and the experience to either succefully carry out an attack in almost every turn or hide to a different place where the opponent feels that he can attack him and either falls or attacks but runs out of time to hide back to the lame hide. This is what I believe with my experience in Roper, hehe.
Title: Re: Roper changes
Post by: Dub-c on January 06, 2010, 11:54 PM
Ray my man.. UR so right! the player does not do anything! so ppl could just stay hide or move a bit then drop a wep and comeback to their hides! so the other player tries to do w2w to attack and if he falls the wussy that doesnt wanna w2w suddenly start to rope to get the fallen player, u see my point now? gives unfair advantage because one is trying to w2w to kill and the other its just moving a bit and hidding again.
Well, I still believe that if a less skilled player tries to do that with a better skilled player, the better skilled will have the patience and the experience to either succefully carry out an attack in almost every turn or hide to a different place where the opponent feels that he can attack him and either falls or attacks but runs out of time to hide back to the lame hide. This is what I believe with my experience in Roper, hehe.

Well the better roper should have more health by sudden death so he can just hide up top and then easily attack every turn. GG
Title: Re: Roper changes
Post by: Devilage on January 08, 2010, 06:33 PM
not in the case of crate raping...And well I like the actual rules for roper so I think there's no need to change anything...Maybe the crate spawn probability? but thats cybershadow work.