Quote from: HHC on October 22, 2012, 02:46 PMI don't really know what you can remove though. All the links in the submenu seem pretty logical and self-explanatory.That is because you already got used to it. It is hard to look at an application or a website with the users' eyes if you are a developer, or look at it with a fresh user's eyes if you are already advanced in it.
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#256
TUS Discussion / Re: Regarding TUS default design
October 22, 2012, 04:54 PM #257
TUS Discussion / Re: Regarding TUS default design
October 22, 2012, 02:04 PM
Good point there ShyGuy.
Now, there is a good practise in webdesign, regarding content management. Give exactly as much information to a user that the user needs at the time of finding it. This works great on amazon.com for example, but the purpose of that on their site is to make the user keep digging and spend more time on the site.
Here, dividing up the information is vital for a different reason, that being the amount of information, which is huge. That's only part of the problem with the design, the other one is what ShyGuy called being unappealing visually.
@MonkeyIsland:
See, you have offered us to volunteer, but nothing is organized. If you want something to happen, you, as a leader, have to put a team together. That team would set up a conference, where you talk, discuss and try to find a way to solve the problem. First of course you have to find the problem. But like this, nothing is ever going to change.
If you are willing to do that, I'm offering you my help. But save the "what do you want community?" threads then. Put together a team of volunteers who know what to do and discuss with them, on Skype or whatever, what is to be done and then execute that. I am willing to help and be part of that.
Now, there is a good practise in webdesign, regarding content management. Give exactly as much information to a user that the user needs at the time of finding it. This works great on amazon.com for example, but the purpose of that on their site is to make the user keep digging and spend more time on the site.
Here, dividing up the information is vital for a different reason, that being the amount of information, which is huge. That's only part of the problem with the design, the other one is what ShyGuy called being unappealing visually.
@MonkeyIsland:
See, you have offered us to volunteer, but nothing is organized. If you want something to happen, you, as a leader, have to put a team together. That team would set up a conference, where you talk, discuss and try to find a way to solve the problem. First of course you have to find the problem. But like this, nothing is ever going to change.
If you are willing to do that, I'm offering you my help. But save the "what do you want community?" threads then. Put together a team of volunteers who know what to do and discuss with them, on Skype or whatever, what is to be done and then execute that. I am willing to help and be part of that.
#258
TUS Discussion / Re: Regarding TUS default design
October 22, 2012, 11:43 AM
Yep, absolutely correct ropa. I have rambled about a lot of things in the past here, but seems nothing has changed. Nothing will, probably.
By the way, it's not a day's work, it's a lot more than that, even the planning period is longer than that, not to mention the execution, although that's more technical of course.
By the way, it's not a day's work, it's a lot more than that, even the planning period is longer than that, not to mention the execution, although that's more technical of course.
#259
TUS Discussion / Re: Regarding TUS default design
October 22, 2012, 10:34 AMQuote from: ropa on October 22, 2012, 10:21 AMNot only that, but the whole content management, I mean take a look here:
There's plenty of awesome designers in this community. Hello pleased to meet you.
and it's true the site navigation has been the number 1 complaint I've heard from intelligent people.
https://www.tus-wa.com/leagues/basic-info/
Now there is this forum post shown on this page. One: that is duplicated content. Two: noone will ever, I mean ever is going to read that. Three: even if someone read that - although they won't - there is no proof that it's not outdated, it has grammar mistakes in it, also, when you discuss the rules, be direct and say the rules, don't go "Hey

That is only one example. The amount of useless information on the profiles is unbearable too. But as I said, I wouldn't be able to manage this amount of content, you need a professional to do that.
ropa: can you show me some stuff you designed? I'm curious.

#260
Leagues Games Comments / Re: Game #127993, reported by Ray
October 22, 2012, 09:54 AM
Yes, that was too. Who reads game chats?

#261
TUS Discussion / Regarding TUS default design
October 22, 2012, 09:47 AM
"Is TUS presentable to people outside?"
The answer is no not because of the lack of the Spam Assassin group, but because of the lack of a good website. You are a typical backend coder who does an excellent job at that part, no question about it. But this website needs a content management and a very good designer who knows exactly how to manage and sort and put content at it's right place at the right time.
Not everyone can do this, I can definitely not do that for example, at least at not such a huge project.
TUS needs a designer. And don't start coming at me with these design templates that are installed, no, those are bullshit, only excuses for a professional design. Until that's done (which should have been the very very first step, 4 years ago) this site remains unpresentable to newcomers.
The answer is no not because of the lack of the Spam Assassin group, but because of the lack of a good website. You are a typical backend coder who does an excellent job at that part, no question about it. But this website needs a content management and a very good designer who knows exactly how to manage and sort and put content at it's right place at the right time.
Not everyone can do this, I can definitely not do that for example, at least at not such a huge project.
TUS needs a designer. And don't start coming at me with these design templates that are installed, no, those are bullshit, only excuses for a professional design. Until that's done (which should have been the very very first step, 4 years ago) this site remains unpresentable to newcomers.
#262
Leagues Games Comments / Game #127993, reported by Ray
October 22, 2012, 09:40 AM
Such a cruel ending, watch the replay at 21:34, that must be frustration at an unimaginable level.
#263
Schemes / Re: TTRR variants
October 19, 2012, 12:02 PM
I think you got my intention with this thread wrong. I just put out some ideas there that could be played by better players or even practise roping with these variants set in mind could help you get better consistency for isntance.
Would some of them require safer roping? Possibly, yes, but I very much disagree that that makes it boring. Beat The Sheep requires consistent roping, but not ultra fast, I wouldn't call that boring though.
Yes, good point there, these variations could be used in tournaments for example, not ever in the Classic League, I never thought that, as you said, simply the original schemes are too well-thought out.
So these are not replacements! Not intending to switch from anything to anything... simply putting out some ideas there.
I just wanted to sound fancy, you are absolutely right on that point.
Yea, also a good one.
Maybe we will see some tournaments coming up with one of these variants. Give them a chance, see how it goes and if you don't care just leave this thread alone, okay? Please.
Quote from: barman on October 18, 2012, 09:26 PM
The "extreme" variants are essentially unplayable, even the best rope racers rarely finish in all 3 turns. Sure it's possible if you play more safely, but it makes the game more boring doesn't it?
Would some of them require safer roping? Possibly, yes, but I very much disagree that that makes it boring. Beat The Sheep requires consistent roping, but not ultra fast, I wouldn't call that boring though.
Quote from: chakkman on October 18, 2012, 10:10 PM
The thing with these variations is that they simply won't be used... big maps never really enforced themselves too for the "classic" schemes. It's not even the unwillingless to learn something new, it is just that the schemes played in classic league are so well thought out, and enjoyable to play, that it basically makes no sense to spice them up in any way, imo.
Yes, good point there, these variations could be used in tournaments for example, not ever in the Classic League, I never thought that, as you said, simply the original schemes are too well-thought out.

Quote from: Statik on October 19, 2012, 05:17 AM
interestingbut why to count the average time if we can just sum 3 times?
if (a+b+c) > (x+y+z) then (a+b+c)/3 > (x+y+z)/3
I just wanted to sound fancy, you are absolutely right on that point.
Quote from: ANO on October 19, 2012, 07:16 AM
I like the kind of variations, gj.
Maybe another one, easier to play, could be:
sfsTTRR:
You take your best time "Start-to-finish" + your best time "Finish-to-start".
3 worms... everything is the same than in TTRR but you have to do the classic "BAck to start" and you have to do a time even there, so you'll add both the times.
Yea, also a good one.
Maybe we will see some tournaments coming up with one of these variants. Give them a chance, see how it goes and if you don't care just leave this thread alone, okay? Please.

#264
Schemes / TTRR variants
October 18, 2012, 08:17 PM
I am pretty sure many of you were thinking about similar stuff before, but none of these have been out there - or at least I haven't seen any - so I decided to make this thread and collect some ideas of variants of our beloved scheme: Time Trial Rope Race!
Now the basic idea is to keep the original scheme, but add some spice to it by making it more difficult than it already is. Here are some of my ideas!
ssTTRR - Start to Start Time Trial Rope Race
Nothing difficult to understand here, the only change compared to the original scheme is that you rope from start to finish, touch finish, then rope back to start again and touch it as a finish, all that in one turn. This is basically just extending the length of the map.
aTTRR - Average Time Trial Rope Race
This is making it a little more tricky. In aTTRR, you still have three worms, but you have to finish with each worm and the time that counts is not your best, but instead the average of all three turns. In case both players fail to finish with all their worms, you start over.
Now this sounds a little too hard, as in case you plop your first worm, all your opponent has to do is saferope to the finish with all the worms and you lose. For this reason we could come up with different ideas, such as:
See these rules are very flexible, you could come up with a better solution than these, but you could also keep it difficult by having the basic idea: you have to finish with each worm.
eTTRR - Extreme Time Trial Rope Race
Almost like the previous variation, but! You have to finish with each worm in one single turn and that time counts. Three worms, one chance, one turn. You rope from start to finish, touch the finish, get off the rope, use Select Worm to switch to your next worm and start roping with that to the finish. Then repeat with your last worm and that time counts.
sseTTRR - Start to Start Extreme Time Trial Rope Race
Combination of the first and the third variation, where you rope from start to start basically three times. One worm is enough for both teams, but you have to put your worm down when roping back to the start - like if you were to use Select Worm.
Now the basic idea is to keep the original scheme, but add some spice to it by making it more difficult than it already is. Here are some of my ideas!
ssTTRR - Start to Start Time Trial Rope Race
Nothing difficult to understand here, the only change compared to the original scheme is that you rope from start to finish, touch finish, then rope back to start again and touch it as a finish, all that in one turn. This is basically just extending the length of the map.
- You are allowed to stay on the rope and touch the finish like that and start roping back, no need to get off the rope.
- You are still allowed to end your turn by headknocking when you are going back to start.
- Three worms, you have three chances.
aTTRR - Average Time Trial Rope Race
This is making it a little more tricky. In aTTRR, you still have three worms, but you have to finish with each worm and the time that counts is not your best, but instead the average of all three turns. In case both players fail to finish with all their worms, you start over.
Now this sounds a little too hard, as in case you plop your first worm, all your opponent has to do is saferope to the finish with all the worms and you lose. For this reason we could come up with different ideas, such as:
- Have four worms instead of three and both players have to finish with three worms, the three best turns' average counts.
- In case you only finish with two worms, the average of those turns count, minus X seconds of penalty.
See these rules are very flexible, you could come up with a better solution than these, but you could also keep it difficult by having the basic idea: you have to finish with each worm.
eTTRR - Extreme Time Trial Rope Race
Almost like the previous variation, but! You have to finish with each worm in one single turn and that time counts. Three worms, one chance, one turn. You rope from start to finish, touch the finish, get off the rope, use Select Worm to switch to your next worm and start roping with that to the finish. Then repeat with your last worm and that time counts.
sseTTRR - Start to Start Extreme Time Trial Rope Race
Combination of the first and the third variation, where you rope from start to start basically three times. One worm is enough for both teams, but you have to put your worm down when roping back to the start - like if you were to use Select Worm.
#265
ea / Re: EAC End Of Matchday Tournaments
October 16, 2012, 04:13 AM
The damage has already been done.
#266
ea / Re: EAC End Of Matchday Tournaments
October 15, 2012, 06:19 PMQuote from: darKz on October 15, 2012, 11:34 AMThat was handy, I was just done masturbating to DoTA2. Oh wait, that's you...
Here Ray, have some.

Actually, I may go with your idea Almog and send a notification message to EA members, see how many would be interested.
#267
Championship 2012 / Re: EAC 2012 - Meeting-Point
October 15, 2012, 06:17 PM
Free versus Ray ultimate battle going down on Thursday, 18GMT sharp. International broadcast television still in negotiation, we will let you know in time (I am joking, noone cares about me).
But the date is fixed then.

#268
Announcements / Re: HAL is released
October 15, 2012, 05:45 AM
That's good.
I'm not being a drama queen, I asked you to explain something to me that made 0 sense. Now one more thing, MI, mind doing a backward update so that even that one little game for my HAL glory list is removed? That would be awesome.
I'm not being a drama queen, I asked you to explain something to me that made 0 sense. Now one more thing, MI, mind doing a backward update so that even that one little game for my HAL glory list is removed? That would be awesome.

#269
Announcements / Re: HAL is released
October 14, 2012, 07:54 PM
Just explain me this: why the heck do I get points for this "league" when I'm not even participating in it? In fact, I hate everything that's inside that league and I wouldn't want anyone to think that I played a single game in this league!
Why do I get statistics for something I don't do? Why am I getting connected to something I hate from all my heart? Explain it to me!
Why do I get statistics for something I don't do? Why am I getting connected to something I hate from all my heart? Explain it to me!
#270
ea / Re: EAC End Of Matchday Tournaments
October 14, 2012, 07:29 PM
Well, I won't be hosting anymore due to lack of interest. Noone even answered to this thread, I find this kind of pathetic to be honest. Couldn't get 8 people together for an Elite Tournament.