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Re: 2014 Lessons Learned: The Negative
First Choice. Not the idea, not the selection - both are great. I'll even excuse the issues experienced with 2 site crashes (never did see that report on why, though). But the "OMG Who is faster to the trigger" aspect, making me have to be at a computer at that very instant. It was good that once you 'had' the item it couldn't be taken away, but I think a better system could be devised.
The game, specifically the inconsistent refereeing caused by high referee workload. WAY too much going on to follow easily. I understand that it couldn't really be automated, but way too many matches were won or lost by referee actions.
I am very much against the de-facto extension of the build season by the 45 pound rule (that's a whole robot!). Repair parts are one thing, essentially unlimited upgrades create an uneven playing field for resource-poor teams. In the Crate days, your first event was where you got to see your robot again, so it really really needed to be finished on Ship Day. Not anymore.
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I am N2IRZ - What's your callsign?
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