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ZaR / Re: ZaR 911
« on: April 26, 2015, 11:38 AM »
I thought I'd create an account on here to share my comments.
Despite not having played a rope-based game in a while, I really enjoyed this scheme. 9 seconds is very short, and yes it is very difficult as a result, but to me, that's what made it fun. 11 seconds retreat time also feels about right.
Two points I'd like to make.
1. The scheme requires a lot of trust from people who you haven't played before. I went on to play a couple of shopper rounds, and people broke the rules in those an awful lot, so i can imagine the same might happen in 911. A newer scheme with more complex rules and less time between turns will make it much easier for cheating, and getting everyone to voluntarily skip their next go if they break a rule may be difficult. With that said, I haven't played in a while and I'm not sure how common these things could be/are.
2. Sudden death seemed to take a little too long to get to, as most of the time playing was in the retreat, rather than the turn-time itself. Although you may have changed this since I played (Username = rmg92, I think it was the second time the scheme had been tried out?).
With that said, I thought it was a brilliant idea, and something original/challenging. It was really nice to play with people who respect rules and don't shout "noob" every time you hit them (I must be hanging out with the wrong people ha).
Despite not having played a rope-based game in a while, I really enjoyed this scheme. 9 seconds is very short, and yes it is very difficult as a result, but to me, that's what made it fun. 11 seconds retreat time also feels about right.
Two points I'd like to make.
1. The scheme requires a lot of trust from people who you haven't played before. I went on to play a couple of shopper rounds, and people broke the rules in those an awful lot, so i can imagine the same might happen in 911. A newer scheme with more complex rules and less time between turns will make it much easier for cheating, and getting everyone to voluntarily skip their next go if they break a rule may be difficult. With that said, I haven't played in a while and I'm not sure how common these things could be/are.
2. Sudden death seemed to take a little too long to get to, as most of the time playing was in the retreat, rather than the turn-time itself. Although you may have changed this since I played (Username = rmg92, I think it was the second time the scheme had been tried out?).
With that said, I thought it was a brilliant idea, and something original/challenging. It was really nice to play with people who respect rules and don't shout "noob" every time you hit them (I must be hanging out with the wrong people ha).