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Cups and Tournaments Comments / Re: Cup #1109, Camelot Team17 cup
« on: April 18, 2021, 02:29 PM »From all your words, I did not see any arguments in your version of the scheme. Glitch bans and improved damage for digging tools are not a good reason to change the scheme. All the rest can be done by agreement orally.
LOL, I feel you are digging your own grave with that comment. I didn't think this was either the time or the place to discuss the merits of the scheme in detail, but I absolutely did discuss it a little. What do you call this:
but it also has the old-style 50+50 hp damage Longbows, which are absolutely terrible. They give anybody an easy, free 100 points of damage, which is totally unfair and unbalanced, and strongly discourages using the Longbow in creative ways.
Your cup scheme doesn't have glitches disabled, as is possible in the WA v3.8+ scheme format. I have no interest in manually enforcing these as "rules" (no rope knocking, no roofing, no skipwalking) just to adhere to a rigid doctrine about using the precise scheme attached to the cup, especially after it was my own hard work along with CyberShadow's that made it possible to have them enforced automatically by the game.
Note that manually enforcing no-rope-knocking, as a rule instead of a scheme setting, is actually really terrible, because rope knucking, where you swing your worm to fall through a worm that's blocking a passageway, into the other side, is a very legitimate move, and without rope knocking being disabled by the game itself, can't be done without risking breaking the no-rope-knocking rule. (Unless you play the game in #PartyTime or via wa:// URL.)
So again I ask, have you read anything that I have written?
But sure, if you want me to go into more detail, okay.
It's very important to have clearly defined rules. If the rules must be enforced manually by the players, they'd better be very clear, so that there is no room for argument or disagreement. So to begin with, the fact that all you said was "- standart team17 rules (no knocking, no roofing)", implying there are more rules than that, but there's no need to bother to state them because "everyone knows" what they are? That's a recipe for ambiguity and disagreements. (For example, is skipwalking allowed? Unclear.) But the game can now enforce all of the "standard" Team17 rules automatically, making them no longer rules, just scheme settings. The Team17 scheme can basically be played with "no rules" now. And that is always better. With no need to focus on hoping that the other player will have the same interpretation of the rules as you do, the focus can instead be on playing the best you can, using the best strategy, best hand-eye coordination, etc., freeing up brain cells from the task of second-guessing your own moves due to worry about what the other player will think. And I have personally found that I play much better when I don't have to worry about player-enforced rules.
As for the blowtorch, the 5 star version of it is absolutely terrible. It throws a worm it hits far away on the first shot, destroying the delicate and wonderful physics of how it works at 3 stars of power, where you can precisely control how much damage you do and how far you push the worm. As for the drill, there's a lot of luck with it, but with experience, you can have an idea of what it's likely to do, and plan accordingly. Changing the power of it throws away all of that practice and experience. I've hardly ever used it at 5 stars of power, but I'm guessing it'd be overpowered and either make it too easy to plop a worm, or throw off a planned plop by throwing the worm too hard against a wall, causing it to bounce back.
As for the longbow, I already explained that in enough detail; see above.