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Re: Team update 16
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Re: Team update 16
Danny,
Thank you for including us in your dream team even if it is mythical as Rich has pointed out. Rich, if it ever happens, you are going to have to bring popcorn for everyone and a really big couch. Travis, I agree that there are other methods to employ which inspire. I however, like the ability to add score to an otherwise upset match. I feel bad for teams that go out and try very hard in a one sided match. I see no honor in winning 234 to zero and no benefit to the opposing team. I firmly believe everyone should have a fun weekend and should not leave with everyone in the country (including the sponsors) knowing they had a (or more than one) zero score match. Just my opinion. |
Re: Team update 16
TheFro approves of this update.
It may not be perfect, but it sure is a hell of a lot better than what we had to work with before. Also, we competed in week 1, and the seeding system wasn't very nice to us either, but that's in the past now. We just have to keep moving forward to bigger and better things. Thanks GDC, at least we know that you're out there somewhere... Listening. |
Re: Team update 16
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Along with this I am sure everyone that has been in a regional can point to a match that they were sure they would win prior to the match and then ended up losing. I am not actually criticizing your comments and I understand the logic behind them. But, all of the teams are filled with overachievers I dont think the 'lose big' mind set will be there now that there is a 5 point incentive to win. A team that is low in the ranking will need those 5 points also. |
Re: Team update 16
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Jane |
Re: Team update 16
Better late than never.
As a team that competed during week 1, the penalties were making the game way less fun than it should have been. This update should take care of all of that and hopefully we'll start to see a lot more ball passing and ball controlling strategies taking place. |
Re: Team update 16
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We came back from a 5-1 deficit to win 7-6 (on a single penalty on our opponents --- BAE Qual53). This comeback scored seeding more points for us than would be possible had we assisited our opponents. Giving up is just plain foolish, and teaching to do so is worse regardless of the scoring system. |
Re: Team update 16
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Before I get flamed, I am not talking about getting forced over a ball on a hump, or something un-avoidable. But if the ball can get under your bot just driving around, you need to make a change. You should have tested for this possibility. The rules were clear. |
Re: Team update 16
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I wonder what percentage of similar deficits across all of Week 1 matches resulted in comeback wins.... You do raise a good point that penalties play a factor - although now with U16, perhaps not so much - in determining winner/loser. They are definitely another thing which would tend to increase the deficit threshold at which a team might choose to "go for the loss". But due to the rules, that threshold is still there, as teams will still consider the strategy. Teams were presented with this conflict between winning outright and maximizing seeding scores - both supposedly *good* things to pursue - when it was built into certain game situations via the rules. Originally, the rules heavily disfavored winning outright in some circumstances. The GDC has done a good job of addressing some of the most notable situations and restoring balance with Update 16, but they have NOT tipped the scales entirely toward winning outright as the preferred outcome under ALL situations. Some still remain viable. If FIRST persists in keeping such choices in place, that's their decision (and not necessarily a bad one), but if they do, I cannot fault any team for pursuing either option if they feel they are doing what's BEST for them. |
Re: Team update 16
Yet another improvement could be to assign penalties to an alliance to determine the winner, yet assign penalties to the specific violating team for determining all "penalized score" attributes of the seeding/coopertition scores.
This small tweak would further set apart those teams who've field-tested their bots and those who are playing catch up at the event. It also alleviates the stress to most teams from the syndrome that's often seen in qualifications where a single alliance member independently decides on its own to do some off the wall action that causes multiple penalties or a yellow card. |
Re: Team update 16
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I think what teams failed to expect was just how easy it is to get a ball under your frame. There are a lot of things usually going on to factor in - other robots, the field elements, the driver station lack-of-view. I can easily see how a team could not even see a ball that it ran over depending upon where they're at on the field. Balls near the bumps were often an issue as teams would come over them and land on top of a ball. The inclines near the goals were bad spots too; as teams tried pushing balls in they would often drive over them. The rules were clear, but I'm glad that they've changed them a bit. It should make for higher scores and an all around better competition with a reduced focus on avoiding penalties and an increased focus on scoring points. |
Re: Team update 16
It could be argued that for most robots, driving over the ball was not really an incursion violation anyway. If you think of the bottom of the robot in the same terms as the top of the robot, the ball could pass under the bottom without actually penetrating the frame volume by 3", just as it can roll across the top without doing so. The rule is not that the ball cannot come into a verticle projection of the frame perimeter, it is that it cannot incure a concave area of the robot by more than 3". This update is certainly welcome to clarify the intent of the rule. We may have had many penalties called in week 1 that should not have been.
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Re: Team update 16
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wouldn't it be nice if they mixed things up from year to year - or just move Portland to week 2 or 3. :) |
Re: Team update 16
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I am sure that teams have effectively designed there robot to avoid this (I hope we did!!) but I think it is more of a challenge then we thought it would be. |
Re: Team update 16
bah... now i cant have fun with my strategy team :P
great update, only wish was that it should have been pre-week 1 as others said. im looking forward to going ot nyc and seeing how this affects rankings now. gluck out there. |
Re: Team update 16
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Now don’t get me wrong, I am ecstatic with the new changes in Update 16. I think it will elevate the game play for all. I am especially happy to see the new rule that you don’t get any seeding points until you field a robot that has passed inspection. Being one of the inspectors in Bayou having to watch 2920 not pass inspection but be ranked in the top 8 all day Friday and Saturday was painful to watch. This is the first time that I can ever remember that FIRST has, as of Update 16, not just let you put your human player out there and you still get the points. |
Re: Team update 16
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The situation that U16 addresses regarding <G46> is a 'transient'-type ball incursion. This happened many times and was the cause of most of the <G46> penalties last week (that I saw). For example, when a robot drives up to a ball and a traction wheel grabs it and they 'ride up' on it for a a second and then immediately back down and off the ball. Or a roller bar grabs a ball and starts to suck the ball under but they back off immediately. |
Re: Team update 16
I think Team Update 16 was a result of the Referees doing an excellent job at week 1 regionals. They called the penalties by the book at least 95%+ of the time and because of that the GDC was able to make appropriate rule changes.
Also of note, I hope Bill's Blog updates to give us more insight to the changes. Good job GDC, I support these changes, despite being unfair to week 1 regionals (hindsight is always 20/20), I think this will improve the spirit of the game a great deal. |
Re: Team update 16
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<G13> Causing PENALTIES – The actions of an ALLIANCE shall not cause an opposing ALLIANCE to violate a rule and thus incur PENALTIES. Any rule violations committed by the affected ALLIANCE shall be excused, and no PENALTIES will be assigned. Did you protest the call? |
Re: Team update 16
Chuck,
Don't forget this... <R19> ROBOTS must be designed so that in normal operation BALLS cannot extend more than 3 inches inside a) the FRAME PERIMETER below the level of the BUMPER ZONE (see Figure 8-5), b) a MECHANISM or feature designed or used to deflect BALLS in a controlled manner that is above the level of the BUMPER ZONE. R19 remains unchanged and may have played into the decision. |
Re: Team update 16
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Re: Team update 16
So they are still using the coopertition ranking system to award points, but the winner gets 5 extra points? Correct me if I am wrong.
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Re: Team update 16
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Re: Team update 16
Changing the rules in the middle of the season = Fundamental FAIL.
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Re: Team update 16
It's just a general issue FIRST has tried to deal with for a few years; they almost have to turn regionals week one into a test drive.
Why not just set the regionals a week later and allow the FiM guys to run a district or two to test out the field system, points settings, and the rules? At least beta test on something that covers less money and less teams. |
Re: Team update 16
Is it really that big a deal?
1551 has been going to week 1 regionals since it's inception -- and has never attended two regionals -- and we've never found that there's some big problem with the first week... Could they have anticipated the seeding issues? Sure. Could they have anticipated the reffing issues? Sure. Were either of these things a surprise to anyone playing? Not if they read the rules and assumed they would be followed to a 'T'***... ...and that means that at the very least, week 1 teams were playing a fair game. **...even though this may be a bad assumption. Two years ago, our robot Shiela was designed around the fact that contact outside the bumper zone would be penalized. It pretty much never was, and our super-compact trackball grabber went basically unnoticed -- as did the elegant design that only extended 3" outside the frame, and then only while gathering a trackball from the floor. And there were plenty of games that we would have won had cotbz penalties been called... But that's ok. Once we knew how it would be played, a fair game is a fair game, and fun (and learnin') was had by all. |
Re: Team update 16
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Re: Team update 16
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Re: Team update 16
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Re: Team update 16
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Update 16 is a good update after Week 1, so it is the Anti-Tape Measure Rule. Week 1 is always a guinea pig for something (FMS, Real Time Scoring, rule loopholes). However, you cant let these issues ruin the event for you. If things like that really bother you, maybe you should consider attending a later regional. My teams try to avoid Week 1 Regionals for multiple reasons. I realise other teams have little choice when thier home regional or the only regional for a few hundred miles is on Week 1. Quote:
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Re: Team update 16
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I guess I wasn't clear before. Some other ideas: Call the week 1 regionals 'beta' so people know that that's what they're buying into and don't make them 'count.' Discount teams a N>1 regional if they are doing an N=1. Run a test regional early with 'real scoring' to find bugs. Some areas have enough density of teams for this to be reasonable. Have FIRST build some robots and play with them with 'real scoring' in the 9-months that they have to design the game. Live with the rules they came up with even if they suck. |
Re: Team update 16
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Do we really need to take such drastic measures when the Week 1 bugs are usually relatively minor? |
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but what FIRST CAN do is possibly ship out he fields so that they may be used for scrimmage events. probably in the general area of where the Week 1 regionals would be held. and have the events run similar to one day regionals (each team gets a minimum 3-4 qm's, 4 alliances etc.). and collect feedback from the various events so that if need be, new rules can be implemented before the regional season starts. That way everyone plays by the same set of rules when points really count. |
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Re: Team update 16
Time to let this one cool for a bit. There has been enough "Good for the GDC" and FIRST sucks posts. Let's put this thread on hold till Friday morning and then I will open for discussion again.
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Re: Team update 16
The thread is now open. Please be civil with the posts.
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Re: Team update 16
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We were using Lexan plates near our wheels with surgical tubing tied across to keep the balls out, but this still allowed balls to come in from the side on occasion when we translated sideways. We remedied this by taking a long thin strip of Lexan and creating a parabola-shape on the bottom of our frame. Even some of the most well-designed robots in San Diego would get a ball up under them every now and then, which would decide the match. I'm in favor of the change and can't wait to see some of the new high scores this week. |
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Either way, I'm fine with a Week 1 Regional. There are always bugs/kinks to work out, but there always are with our robots, too! |
Re: Team update 16
Something to note - from what I'm seeing so far - the 5pt bonus for winning is not being displayed in the final score.
It is only showing up in the seeding score on the rankings. I would have that that FIRST would wanted the winning bonus publicized out in the arena. |
Re: Team update 16
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Re: Team update 16
FIRST should apologize to week one participants
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Re: Team update 16
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Hakuna Matata |
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The game is different for all teams that play after week 1, this is a fundamental change from years past where everyone played by the same rules. |
Re: Team update 16
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After our regional FIRST changed the rule and said tape measurers were legal. We were a little miffed, at the change, but we GOT OVER IT. |
Re: Team update 16
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There was a scrimmage weekend and there should have been testing (probably was, but it missed this one). These should have shown enough of the game to proveout the seeding/scoring system. Changing it once some teams are done for the season (because some believe it's broken) is disgraceful and leaves many with feelings of being used. Don't worry, we'll get over it ... but It'll take a long time before I trust the GDC and FIRST again to keep the playing field even. |
Re: Team update 16
2002 has been brought up a few times recently.The tethers, 'mice', and 71 were some of the most interesting game elements in first. Anyone want to start a thread for the others?
Any way, This is a good update, much better than update 17 and all of the restrictions it added. |
Re: Team update 16
We overcame the rule by having a gravity energized steel roll deploy with the end of match signal. No possible entanglement since no one was moving when we deployed. It was dubbed "the magic tongue".
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Re: Team update 16
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Also, how is the playing field not even? If in 2011, half the regionals play Aim High and the other half play Triple Play. How is this playing field not even? If the two regionals have the same level of difficulty, they are even. Despite having different rules, they are still well-balanced. There is a big difference between being equal and the same. |
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