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#13
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Re: Why does everyone hate this game so much?
The opinions expressed below are mine, and I take full ownership of them. They do not reflect the opinions of other members of Team 20 (in fact, some of them are quite fond of this year's game and try to turn me around), or any other entities I'm associated with.
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I theorize that most of this is due to game design. Teams are rewarded and punished for accomplishing the same tasks: possessing a ball could give your alliance a 10 or 20 point boost, or a technical foul. Similarly, catching a ball is 10 points, or a technical foul. The only difference in these tasks are the color of the ball. Additionally, I've yet to see a ball pickup that doesn't go outside of frame perimeter and is effective. This leaves robot subsystems vulnerable damage from hard defense (addressed in the G27 update, but still an issue), and opens up a Pandora's box of G28 issues. Quote:
Robots that have a propensity for drawing fouls are just as distasteful, but are even more likely to swing the outcome of a match. So yeah, I'd say that a bad robot can really spoil things for the rest of your alliance, who are punished for choices they didn't make. Quote:
There's been a number of execution things missing from the game. Hot goal timing and when robots were disables was messed up at some Week 1 and 2 events, but seems to be mostly fixed now. Today, at the Southington District Event, I saw some pretty obvious pedestal issues where the pedestals would light 10 seconds or so after the previous cycle was completed. And while competing at Tech Valley, we had to quickly modify our intake to not stall while sucking up balls that were over-inflated (within the scope of ambiguous rules; they were 26.5 in or so, as compared to the non-official spec in the field videos of 25 in -- the inflation guide is incredibly subjective, and the ball's volume, pressure, and other properties varies with temperature). And, I can't tell you how many grandparents, parents, and spectators have come to me asking about how this year's game is scored. And that explanation is not as short, concise, easy to understand, or as intuitive as it should be. My major complaint is that the level of inspiring gameplay is relatively unattainable by most teams; I've only seen it in Waterloo eliminations. They way I think the GDC intended the game to be played is only doable (currently; I'd really like to see this change) by the god-tier teams of 254 and 2056. But all of that aside, I think the major reason that people have a hard time with this game is because the previous year's game, Ultimate Ascent, is widely considered to be the best game ever. There was incredible design parity, many different ways to accomplish tasks (floor pickup, FCS, climb, cycle), fair fouls, game pieces that were impossible to be oversized, have density discrepancies, or be improperly inflated, and incredible alliances that capitalized on each other's strengths. And after that, who would be satisfied with a lesser game? |
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