|
|
|
![]() |
|
|||||||
|
||||||||
![]() |
|
|
Thread Tools | Rate Thread | Display Modes |
|
|
|
#1
|
||||
|
||||
|
Re: 2013 Lessons Learned: The Negative
There isn't very much, but FIRST can't be changing big rules at the end of build season, our team built a ground intake because we thought human players would be able to throw lots of frisbees full field. Also, real time scoring was a problem.
|
|
#2
|
||||
|
||||
|
Re: 2013 Lessons Learned: The Negative
FIRST changed that rule as it was a major safety hazard they didn't forsee and didn't know about until the week 7 scrimmages, I do not hold it against them, even though I understand your point.
|
|
#3
|
||||
|
||||
|
Re: 2013 Lessons Learned: The Negative
I know that was the reason, and I definitely agree to it, but 3 days before build season ended was just poor timing.
|
|
#4
|
||||
|
||||
|
Re: 2013 Lessons Learned: The Negative
Quote:
And while we're at it I think FIRST should test their games actually playing matches. I don't know if they do or not, but I think if they did it would prevent this sort of things from happening. It'll be terrible logistically for the GDC though. |
|
#5
|
||||
|
||||
|
Re: 2013 Lessons Learned: The Negative
The inconsistency of counting game pieces at some regionals.
The video quality on the webcast of some regionals. Would love this to be consistent and good. |
|
#6
|
||||
|
||||
|
Re: 2013 Lessons Learned: The Negative
Quote:
So no, from talking with Mr. Merrick, they don't test actual match play, but rather individual mechanisms. I agree that some "internal" matches, or even some better analysis (for example, of the "blizzard") might be in order, especially for a game as complex and awesome as Ultimate Ascent. |
|
#7
|
||||
|
||||
|
Re: 2013 Lessons Learned: The Negative
Quote:
![]() |
|
#8
|
|||
|
|||
|
Re: 2013 Lessons Learned: The Negative
Quote:
![]() |
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|