Quote:
Originally Posted by Tom Line
You missed something else here. This year, the GDC intentionally (or unintentionally, I hope) made a game that was significantly harder than previous years. Stacking totes isn't hard, but stacking totes, then placing containers on TOP of totes for the big scores is very hard. In addition, this is one of the few games in recent memory where a mistake can descore a tremendous amount of points. Make no mistake - this is a very hard game to play.
As a result, you have a game where a handful of teams are doing very, very well. The rest are struggling mightily.... and in some cases even being shuttled off to the side and not participating so they don't interfere with their stratospheric partners.
It's not like last year where even the most basic robot could do an assist. Unfortunate and probably accidental, but that's the game and teams want to win.
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To answer the first question: I was surprised that the top 6 teams are so far separated from the next tier. I expected a tilt in the distribution but not the segmenting.
On the second point: I agree with this assessment as well with the discussion of the multiple point gains for doing multiple tasks in a single robot. Last year spread that across 3 robots. Combining the multiplier with the difficulty that approaches some of the end games has really separated the top tier.
Even though we're in that top tier, I'm not happy with it because it makes the game less interesting and attractive to our participants and target student population. (But I also can't tell our kids to start throwing matches...)