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Re: Why does everyone hate this game so much?
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What was also lacking from the video was any sort of pinning count, which is a precursor to the calls. |
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Re: Why does everyone hate this game so much?
I like this game and I think it is exciting.
Because of the magnitude of the fouls it is made over-emotional. When our students complain to us mentors about a scoring issue after the game we point them to the question box. If they are shy we take them to it, then stand nearby. Sure us mentors are just as involved, we are on their side and will support them, but for us this is a chance for us to help our students be more assertive. Taking the kids to the refs was considered mentors approaching the refs at a recent venue and we were later sternly warned in the pit area. We assured them this was not our intent but at the same time they considered our teams forward approach to the refs was challenging their 'decisions which were final'. How true. In our 3 years we have never once had a decision over turned or a possibly uncredited opponent foul considered so I wonder why we still bother. We are human. I did have one thing cleared up - that of evaporating points. As most of you probably know (but naive me did not), our fouls are being added to the opponents score (or vice-verse) in real time during the match. However, after the match, in the refs huddle, fouls are then fluctuating, coming into existence, going out of existence, or changing value. For example a 50 point foul that had your alliance ahead during the match might be re-evaluated to a 20 point foul now putting the alliance behind. We have learned the hard way to never stop adding points to your score, hardly ever try to rely on denying your opponents goal in the last minute if you are ahead as your sole means of winning. But in a pinch... However, that being said, in the heat of a match it is incredibly hard to know how much of your score consists of foul points. Who's looking at that? You look up every 30 seconds if even that to view the score. As I told one alliance during qualifications, 'we need more points to stay a fouls width of winning'. If foul points were listed as a second number this would be very helpful. There is no solution I know of to know if fouls are going to be added on at the end. The only caveat to that is, if there is an outstanding foul call known to the refs during teleop but no points have been added, at least have an indicator that it may happen as it will affect strategy. That is all I have to say about the 2014 games. We actually had fun. A fond farewell and good luck to all our friends still standing. Volunteers we still love ya. I bid you all adieu. |
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It might help clarify things to explain my own process. Other head refs might have different systems, but this is what I do: during the match, the refs radio fouls to me as they happen. I make a quick note for each of them in my notebook. As a check at the end of the match, I'll tally up the number of fouls and tech fouls I recorded in my notebook and compare it to what the scorekeeper has on his screen. If they match, great. If they don't, I talk to the refs to figure out the reason for the discrepancy. Refs are human, and this year's game is intense. Occasionally, it'll happen that - for instance - a ref accidentally hits the foul button instead of the tech foul button. In these cases where there's a discrepancy, I confirm what the fouls should be and get the scorekeeper to adjust them if necessary. We strive to be accurate during the match, but if a mistake is made, my approach is that it's better to catch it and fix it than to let it go. Quote:
It'd be a lot to keep track of, and I'm not sure how it fits in the rest of their workload, but that might be a possibility. Quote:
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I showed this game to my friend who officiates football games and every question he had was about how the refs could possibly keep up with all of it. |
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But you do raise a good point: the refs have the benefit of a screen in front of them showing how many auto balls are remaining on the field for whichever alliance they're tracking. Without that, I can understand how someone could lose track of whether they're on their last ball from auto or their first cycle, especially if they're focused on just one robot. Judging by the number of teams I've seen try to score truss points with an auto ball, I guess that sort of confusion happens a lot. :) |
Re: Why does everyone hate this game so much?
Okay, having gone through a second regional, I'm definitely the line that this game is a good idea that was terribly executed. The refs were completely overwhelmed, and we actually lost a match because a possession wasn't counted. Not that it really mattered in the end, but it's incredibly frustrating to have your last match end on such a sour note.
The subjective nature of the game also makes ranking by win/loss a complete joke. I think FIRST should have made Assist points the primary determining factor for ranking, and then made win/loss a tiebreaker. In spite of the name there wasn't a lot of assisting going on during the qualifiers, with far too many teams just taking the ball and playing it themselves. Still a lot of fun to watch though, especially in eliminations. |
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With assists, this game is already very dependent on your teammates working. Making assists the primary method of scoring for seeding would incorrectly reward teams for winning the proverbial lottery and having good alliances. |
Re: Why does everyone hate this game so much
After competing in our second regional with a bot that could actually play, I never again want to play a game where qualification matches are essentially a test of who got luckier with their partners.
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I, like many, have been reluctant to jump into this conversation - but finally decided to add my two cents:
While all FIRST games have a measure of dependence on good qualifier alliances, this one was extreme because of the one ball at a time feature. The damage done to an entire alliance by one robot that took forever to perform their part of the cycle was typically not reparable. And because the opposing alliance only needed one robot to control the ball at any given time it was too easy to deploy the other two on the one good robot. I think the game needed a mid-field protected zone, or a protected travel strip along the borders to make it possible for a good robot on a bad alliance to generate some offense. Unrelated to my central point - I think the catch should have been valued much higher relative to the truss (throw). That could have significantly changed the dynamic as well. |
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