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Messages - Albus

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121
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 11, 2021, 08:07 AM »
Do you not realize there are many more schemes in Allround & Free Leagues which knowing turn order is important?

Again, ignorance. Do some research please.

I confess that I don't know about these schemes and I didn't research it to find out either.

But I believe that this huge discussion, which lasted for days, could have been avoided if you were looking for more information just as me in that situation.

Though there is no need to continue this discussion as nizikawa has already mentioned that he will be adding a feature which displays when someone activates this module, which means the very issue I had has been resolved.

I consider this a victory, and appreciate that nizikawa will be adding the feature.

Even in the first version of wkWormOrder (which shows only YOUR team's sequence), nizikawa had already suggested the possibility that the module would behave similarly to /arrows.



Do you think it would be reasonable for us to defend modules that allow you to see the order of the enemy team and what weapons he used, without even giving the possibility for the other person to know that you're using? This could almost be considered cheating.

So, just as I recognize that I should have done more research before making that statement about the schemes that would be impacted by the module, I think you could have done more research and avoided this whole discussion.

The way you released the information on the ONL channel was totally reckless:



You spoke in a derogatory way, creating some kind of bias on people about a module that hadn't even been published yet and not knowing all the details behind the idea (for example, that this could behave like the /arrows command).

I wasn't following the dedicated Discord thread.

Shortly after you said these things in the ONL discord channel, SIBASA had said this:



I assume you didn't see it either. All this debate would not have been necessary.

122
Wormkit Modules / Re: wkWormOrder v. 1.0.0 released
« on: September 11, 2021, 12:14 AM »
As I said earlier, either everyone does it, or nobody does it.

For me, the ideal would be to implement a behavior identical to /arrows. The person would know you're using it. Surely there are people who wouldn't need or want to use it, then, there would be no way to make it mandatory for everyone.

Just make everyone use the same team then?

Not necessarily. As the current module already does, it would just add a number, before the name, indicating the order of the team.



I can't speak for others, but in intermediate I feel that I have more chances of winning and I play more strategically when I play thinking about the sequence of the opponent's team. The point is that there are people who know much more practical methods of getting it and others who do it in a more laborious way. Whoever can get it easier and faster, in my opinion, has a certain advantage. A module that shows the sequence of both teams and behaves like /arrows, will only legitimize and make explicit something that is already done by many (more discreetly) and will increase the level of playing in certain schemes in my opinion. Additionally it will be something positive for the streams.

When I said that, nizikawa had already talked about this possibility in discord. Would be very unfair use this module in secret.

123
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 11, 2021, 12:10 AM »
Though there is no need to continue this discussion as nizikawa has already mentioned that he will be adding a feature which displays when someone activates this module, which means the very issue I had has been resolved.
I consider this a victory, and appreciate that nizikawa will be adding the feature.

I thought you knew that. The idea of implementing the module with a command similar to /arrows was mentioned at the beginning. So this whole debate could have been avoided!?
Well, at least I got the status of "Sr. Member" now :D

124
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 07:39 PM »
Do you not realize there are many more schemes in Allround & Free Leagues which knowing turn order is important?

Again, ignorance. Do some research please.

Ok. Let's hear pro players from these schemes. I think it's good to hear the players of each scheme, as they would be the most affected.

125
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 07:34 PM »
Do you think this applies purely to Intermediate and Elite? You are being ignorant again. It applies to any scheme which exists or could exist where knowing turn order is part of the strategy.

I think the most important are the league schemes. If the scheme is not part of the league, players are not playing league, so they can play however they like, as they are playing casually.

126
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 07:25 PM »
Komito, honestly, you are getting a lot into the merits of the impact of a module on a scheme that you have not mastered. Perhaps it would be interesting to bring to the debate people like Dario, Rafka etc. But they don't seem as worried as you are. Maybe elite pros too. I think these are the league schemes that would be most influenced by the module, right?

127
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 07:20 PM »
Perhaps the best people to discuss the impact would be pro intermediate players. But they seem to be a lot less worried than you.

128
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 07:19 PM »
I can also play intermediate without modules that will track weapons and enemy team order (and use only pen and paper) and be quite good at it. But these modules will make the game more enjoyable for me, same thing that wkRemapKeys does to you: make more enjoyable roping with W/A/S/D.

I knew you were going to say this, it is not the same though, they are not identical, they have substantial differences in usage and substantial impacts on how they affect the schemes that use them as well.

THEY ARE NOT IDENTICAL.

I disagree and I've been playing intermediate for many years.

129
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 07:04 PM »
i've been a very experienced roper for over 20 years roping as standard. I can also rope without wkRemapKeys though

I can also play intermediate without modules that will track weapons and enemy team order (and use only pen and paper) and be quite good at it. But these modules will make the game more enjoyable for me, same thing that wkRemapKeys does to you: make more enjoyable roping with W/A/S/D.

130
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 06:55 PM »
So, do you think that those who use 2 buttons for roping have an unfair advantage over those who play the game in the way it was created (1 button only)? If someone creates a thread asking for the module to be banned for that reason, will you support it?

I don't like it, though the reason why has nothing to do about the game being created that way because some keyboards literally have multiple spacebars.

Even though I don't like it, I can still respect people who take the time to train the skill required to get good at it.

So no, I wouldn't support banning it based on the fact there are keyboards with multiple spacebars already available to purchase.

From everything you've said so far in this topic, I find you very contradictory with your posture about 2 buttons for roping.

131
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 06:48 PM »
Yes, my opinion about 2 spacebars or more has always been clear, I don't like it.

So, do you think that those who use 2 buttons for roping have an unfair advantage over those who play the game in the way it was created (1 button only)? If someone creates a thread asking for the module to be banned for that reason, will you support it?

132
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 06:38 PM »
But you are against the existence of wkRemapKey? Are you against who uses it because it makes it easier, for example, roping with 2 buttons? Or do combos on hysteria?

I personally like the wkRemapKey module. Though i'd happily support banning it if there were enough players providing good reasons to ban it.

I played WA for about 20 years without it, so it's no problem for me.

Do you think it's wrong use two buttons for roping? The game was originally designed for 1 button, correct? What do you think about that.

133
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 06:34 PM »
But you are against the existence of wkRemapKey? Are you against who uses it because it makes it easier, for example, roping with 2 buttons? Or do combos on hysteria?

134
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 06:26 PM »
Komito, you use wkRemapKeys. In your stream we can see that you use W/A/S/D for roping:



Isn't wkRemapKey something that makes roping easier for you or something that make more enjoyable? The game, natively, was made to play on arrows, correct? But you use rope with W/A/S/D because you find it easier. However, your criticism of these modules is that, by freeing players from having to user pen and paper, it will make the game easier. What differentiates this from the purpose of wkRemapKeys for you?

I have nothing against wkRemapKeys. I use it and I think it makes it easier to do combos in hysteria. And I'm using it for roping too, because I use 2 buttons (X and C), which makes it easier to control the rope. But the game, for example, wasn't originally designed to use 2 button roping. What do you think about it?

135
Wormkit Modules / Re: wkWormOrder v. 1.0.1 released
« on: September 10, 2021, 03:19 PM »
If the opponent didn't have the module I would use a team like this: Worm 1, 2, 3 etc.

Sure, that's your choice, though you would in turn be making it easier for them to keep track of, if you care about such a thing.

It wouldn't be fair for me to see their team order and they don't see the order of my team.

I gave the idea too for the module only work (ie, you see the order of the enemy team) if your team were written like that, Worm 1, 2, 3 etc. Otherwise the module would not work.

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