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Thank you GDC
(with apologies to Jimmy Fallon)
Thank you for listening to our concerns about bumpers. Thank you for making all team numbers clear and visible. Thank you for giving us a game that we can design aggressively for, without fear of damage from defenders. Thank you for making mecanums relevant. Thank you for providing a game that is easy to explain. Thank you for creating a game that all skill levels can play. Thank you for a game that has a strategy that changes weekly. Thank you for responding to our concerns quickly and with transparency, through email, phone calls, team updates, and blogs. Thank you for Recycle Rush. |
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Thank you for cheesecake.
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The game feels like something known in the MoBA gaming world as a "base race". I also don't see how the strategy changes every week; it's always been "stack as many totes as you can and then put a recycling container on top of them". In the preseason, before rule clarifications, people had some fairly wonky ideas but now they've been deemed illegal. |
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As someone who has been on both ends of heavy defense (putting defense on the other alliance and driving through said heavy defense) I would argue that it's usually driver skill, not design, that is the biggest factor in defense's success or failure. We had a ton of defense played on us in 2007, we were able to score anyway, which is one of the reasons we succeeded that year. But I think the merits of defense in FIRST games is just something that I will disagree with a lot of people on. After trying to explain the new playoff system to veteran members and FIRST newcomers, I heartily disagree with your ease of explanation assessment. Not to mention the shear number of scoring options and combinations. Yup, totally agree on this point. The response and transparency have been great this year, and was great last year as well. Not sure what that has to do with RR, but it's true none the less. I'm a fan of the GDC, and I appreciate the work they do. I don't like the end result of that work this year, but I can still appreciate the difficulty and stress of the job. |
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Yes, stacking totes as high as you can and topping them with a RC is the objective every week, you are correct. However, the flow of the match changes as the season progresses and teams get better. 2011, 2012, 2013. None of these years had the flow of the match change at the season progressed. |
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Last year's competition was a great example. Almost no one in our region did a truss shot to the human player. By week 4, it became common. Almost no one had the idea of lining themselves up at the low goal and shooting into the high goal to prevent defense skewing shots. By week 4, it became common. Almost no one had the idea of a two ball autonomous. By week 4, it was commonplace for the better teams of the game to have a two-ball autonomous that implemented a form of vision tracking. |
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For those that argue it's oversimplified, what about "We play soccer" or "We play basketball" when introducing past games? Quote:
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If that rule returns, I'm thinking that the GDC needs to require white numbers on red and on blue, no outlines. |
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The best thing about this year has to be the lack of bumpers. I really hope it sticks. Making bumpers and bumper mounts was annually one of the most dreadful parts of our robot build.
I also enjoy the focus on mechanisms and the lack of defense this year. This year's game has allowed my team to take risks in design that we never would have in any previous game. I also like that our robot is not getting pinned down nor smacked into by others. To me, everything about this year was a welcome change. From all of us at Team 696, THANK YOU GDC! Now, for next year, can we get rid of the bag? |
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Additionally, 1640 has not run mecanum any time in recent memory. http://wiki.team1640.com/index.php?title=DEWBOT_X http://wiki.team1640.com/index.php?title=DEWBOT_IX |
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Ozuru,
1640 uses a Swerve Drive, not mecanum. |
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I'm actually particularly pleased with the mecanum bit. Our mecanum drive gives us a distinct competitive advantage this year and I don't regret it at all. Are those words anyone ever thought I would be saying? However: Quote:
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Along that line, this year, there are basically two ways to play the game, right? Each robot works on its own and builds its own stacks, or an alliance works together to build a few capped stacks. One shows two powerhouses working independently, and the other shows three specialists working on separate parts of the stacks. As of now, the individual strategy is winning, but it's pretty comparable to last year at this time (at least in MAR) - last year at this time, 3 assist cycles were losing to 2-assist cycles as I remember. SCH 2014 was won by a two-assist cycle. SCH 2015 was won by individual stackers. Eventually, three assist cycles came out ahead of 2 assist cycles, and I could see that happening again this year. * It's still a massive engineering challenge and that is an element of this game that really has an impact on lower tier teams, but what I'm saying is that even in this game, you don't need to do it all to do well. |
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At the very least, if lower functionality robots weren't *better*, they could compete with the best. One winner of the 2012 IRI had no ability to shoot a basketball in any goal other than the 1 point goal. Where's the role for that style of robot this year? In this game, alliances of three specialists can work, and they certainly put up points, but they get crushed by alliances of two do-it-all robots, or even one do-it-all robot with a strong semi-specialist partner. It's an uphill battle to say the least. *Ignore 1241's auxillary auto intake here, they didn't use it in their key matches. (and I don't know what you're talking about with 3 assist cycles losing to 2, in 2014 - that was certainly not the norm across the country at all) |
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---------------------------------------------------------------------------------- MAR: Both week 3 events saw only two-assist cycles in the finals. Michigan: Both week 3 events showing fewer assists beating more assists. In Howell, 469 & 67 beat a three assist cycle with two assists. In Escabana, 1023 ran single cycles in finals 1 and won by about the same margin (12 pts off) as they did with a 2 assist cycle in finals 2. North Carolina: 900 was certainly running 2 assists, but we can fairly leave this out. 900 was a special case. St. Louis (Regional): All I saw were 2 assist cycles from the winning alliance. It seems they were trying for 3, but only got 2 assists. New York Tech Valley: I saw a whole lot of 2-assist action from the winning and finalist alliances. That was probably due to 1126 being broadsided a lot, but it still happened. ---------------------------------------------------------------------------------- I think we can all agree that later on in the season, 3 assist cycles became the dominant way to play the game, but in 2014 week 3 it sure wasn't universal. The same kind of development could happen to this game, with specialists coming to be more and more powerful as the season goes on. * The whole reason for week 3 is because that's all we've seen so far with Recycle Rush. |
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Sadly, there is no match footage, so you'll just have to take my word for it. It was pretty amazing to see 2-assists still relevant that late in season. |
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Thank you for putting a hokey theme to this game.
Thank you for separating the two sides of the field. Thank you for taking away wins and losses until the final matches. Thank you for Recycle Rush, the largest FLL game ever. |
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Thank you for showing me that by eliminating every concern we had last year, we end up with a game that we like even less.
Bumpers, heavy defense, too few game pieces, etc. Thank you for showing me that every game has its flaws, and that there will always be a group that suffers from that game. Last year teams on alliances with robots that didn't move couldn't get assists, now we have the fact that 2 robots could win by themselves Thank you for making me think about the real purpose of the games. Is it an engineering challenge for those inside, or a way to draw people into STEM? Thank you for making me think about what winning means to me WLT was simple: you win or lose, and the other alliance loses or wins. With QA it could be either I want everyone to do their best, or I want everyone else to fail so we can win. I'm still not sure which one I prefer. Thank you for showing me that despite all the changes, many things are still similar. There's still a huge divide between top and average; still an issue of what most teams can do on the field; still qualification matches where many teams can't move, but elimination ones that are incredibly exciting; and still all the old arguments. Thank you for making me rethink what I knew. Change is here. This game has taught me how we deal with changes. |
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Thank you GDC for essentially giving us exactly the game so many have wanted... ...as Rachel alluded to, you probably could've taken all the complaints anyone has ever had about every single FRC game prior, addressed them, and ended up with Recycle Rush. Also, thank you GDC for not saying "I told you so!" :o |
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^ Apt... because I still couldn't tell you how I feel about this game yet.
I don't think I've ever hit week 3 and still wasn't able to formulate an opinion. I still think I could be easily swayed either way... If CarNack was around, maybe he/she/it would've predicted this would be the most divisive game in FRC history? |
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I just want to point out that a lot of Jimmy Fallon's thank you notes are sarcastic. So if you see any thank yous in this thread that you disagree with just assume the poster was being sarcastic. For example:
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