Here's a replay with cr8s. The main goal are still the checkpoints. Even if someone hides on top with a huge lead he still has to show roping skills. And that's what Roper is about, consistent roping over a long time with good use of weapons.
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Quote from: avirex on August 21, 2010, 10:00 PM
thats exactly what is going to happen... the people that voted no with no reason other then ... either dont like me... dont like ropers... or dont like change... they will NEVER try this scheme, just always refuse.. but whatever
Quote from: ShyGuy on August 21, 2010, 08:27 PM
Oh my... I cringed when I read anubis describing the amount of hides and quality of hides should be on a map... Players use the best 1 or 2 hides on a map all game, I just you want to make it more obvious which hides those are by limiting the amount... Tell me what is so fun about mindlessly fetching crates and returning to the same hide all game? Especially on one of these god forsaken miracle maps you guys preach about? Sounds like the most boring game of my life, if you ask me.Quote from: Anubis on August 21, 2010, 09:08 AM
Hell I would say even if you make 2 plain Hills in a map with almost zero obstacles still 99% of the time the more skilled roper will win...
You mean 99% of the time whoever goes first will win?
No I mean that the one using the weapons better will win. People actually try to make roper another RR. Well believe me or not but 5 years + ago I was a shitty RR but still managed to be extremely good in Ropers. A good Roper was capable of: Never fall, always get cr8 + attack, most of the time you could do fd to a worm even though it was hiding on the bottom of the map. Nowadays most map don't allow you to do cr8 + attack because it's impossible, would you TTRR where it is impossible to get through a part? I would not. And don't tell me that's because of the evolution of wormers, I was one of the wormers that evolved so fast and I didn't like RR although I was good at the ropes. Most NBR (cept volrin, wargod) guys weren't THAT good at RR but owned at roper. It used to be 2 different things. We had ownage RR and we had ownage Ropers. People made maps closer to RR or tighter/harder so people that are good at ropers now are even good at RR and vice versa. Thats WRONG!!! The schemes/maps should encourage you to rope different to start with. You should feel good at roper or good at rr not both at the same time if you havn't practised both schemes.Quote from: Komo on August 21, 2010, 05:25 PM
avirex, anubis is right though, it's got ridiculous, and fixing the maps is obviously the better choice because it has already been proven to work in the past, no scheme will fix these maps...
If you want to talk about the past, why do you not mention how w2 evolved their roping scheme over the years?
No scheme will fix the maps? Make me the hardest roper map you can make, and w2roper will "fix" it... if you want to know how it "fixes" it, read the countless number of points and arguments we have made in this thread, or play the scheme.
From what I'm reading, you guys want roper to be played on some marshmallow and cupcake map, with one or two hides being used the whole game, and where not a shred of tactical thinking comes into play... Because if you ask me, ANY scheme which requires killing a worm has to have tactics to it.
I have played w2 scheme, like I have said I have played w2 ladders, even got up to top10. Ah btw: The reason w2scheme has lower turn timer isn't even mentioned here. It's not because people couldn't set 15, or 14. But the maps they use + the a lot faster roping you have in w2 due the engine made the w2 scheme have less seconds. And the reason we have 15 seconds is because simply in early days before patch x.x W:A were not able to set 12-13 seconds.Quote from: Anubis on August 21, 2010, 02:13 PM
1. Extremely stupid caverns with RR aspects. (cr8 luck depends on the room there is inbweteen the land for cr8s, it's totally unnecessary)
2. A f@#!ing thousand hides with basically zero use in a real roper. (Why offer 15 useless hides when only one good hide is used; instead create 2-3 good ones on each side of the map) less possibly cr8 rape. fabrousse maps for example are not that high, but have a thousand hides. You think someone with a chainsaw randomly went through the map just to make hides with no real purpose.
Would you not agree that rr is one of the best ways to show off your roping abilities and skill? So why not implement that into A ROPING SCHEME? w2roper allows you to play on these "Extremely stupid caverns with RR aspects", you aren't forced to get the crate... but the more skilled you are at roping in this environment, the more likely you will be able to get further crates and attack. If you are truly a better roper than your opponent, then your crate length span should be larger than his, thus making true skill pay off.
Yes, it's a good way to show RR skills, but it shouldn't be implemented in Roper because it should be a different scheme, not a rr with cr8s. And I have already said in my initial post: I am pro w2scheme, but use the exact same scheme, your scheme currently has some flaws that could be fixed by using the official w2 scheme.Quote from: Anubis on August 21, 2010, 09:08 AM
Another thing what I wanted to say is, basically most people believe the easier the map the higher the chances for a newb to win the match. Well if that would be the case newbs would win easy RR maps. Like 20sec turners. But that is not the case.
Every time you come up with a scenario, you compare a pro with a noob, which is why your arguments and points are so convoluted and just plain out wrong. You don't tus someone nowadays that totally has no rhythm at roping or idea what they are doing, except for a few exceptions... those of which you shouldn't have a problem with anyway...
w2roper was made so the more skilled player could win more often than not... For example, dibz could be playing alcoholico at a regular roper... dibz is a much more skilled and distinguished roper than alcoholico, but alcoholico is still good at roping... he can go and fetch crates just like anyone else who knows how to use a rope... What roper today was doing, was allowing the alcoholicos of ropers win against the dibzes because of bad crate drops. Period. There are no tactics, no chance for one another to outsmart each other for an edge. Period. If you had these 2 play on your plain, lower, wide roper maps for 100 matches, I am betting you the score would be closer to 50-50 than what w2roper has to offer. The better roper and better strategist will be able to win more often than not. Period.
Anubis, it is true if you play a noob at a 20 second turner, it won't be easier to win... but only because HE IS A NOOB. I know from experience the wider the rr map gets, the closer the times become when two good ropers are playing. The tighter the map gets, the bigger the gaps become. A time of 50 vs a time of 52 on an AZ01 map, for example, does not show much... but if you took those same ropers and put them on a tighter qp map, the difference would be greater.
Maybe I put the wrong term, I didn't want to say newbs, I just wanted to express lower skilled ropers than the current bext ropers. So sorry for that missinformation. I still believe the more skilled roper will win vs. a lower skilled roper when maps are a lot easier. Currently the lower skilled roper can win vs. the higher skilled one. (W:A Roper is still the offical one if both parties don't agree on (w2)roper scheme.
And why the f@#! have you changed the official w2 scheme! You talk about tactics yet you get rid of destructable land, that part made it a lot more tactical than your crippled w2 scheme!Quote from: CMV on August 21, 2010, 07:57 PM
Creating very tough roper maps is like creating w12w-s or 8000x8000+ shopper maps. It's not the scheme's fault, but the people's who love to exceed the borders. Don't want to get crateraped? Grab a map where you can rope smoothly, and voilá! No crate rape anymore. Don't complain about getting wet after jumping into the river. I agree with Anubis and Komo.
I don't like wxw, w4w, w8w, w12w, etc, at all, but what you are saying is that you want one of those wide maps with at most 4 walls with no hides... They are all over the place, and they take 2 minutes to make in ms paint... enjoy roping around 8 lines connected to each other
No, what CMV means is that you shouldn't try to make the hardest roper map on earth with a million obstacles and then complain it's the scheme fault. The map makers try to bend the borders of whats possible but noone tests if it is actually possible and still the maps get used in LEAGUE games. BnG maps used to be shitty, but then people found a way to make even hides on both sides, BnG Maps sometimes had uneven hides, the team that started first got a better side and the match was over if the guys could play BnG well. Noone has ever thought about a standard for Roper maps. We even have a standard for TTRR maps, most maps are 40-55 in league matches. It's doable for everyone. I dont see 90+ seconds ultra tight maps which only 2-3 RRers can do well. We need something like that in ropers too.