|
#76
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
|
|
#77
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
|
|
#78
|
|||
|
|||
|
Re: A Recycle Rush Reflection
Quote:
Now, I'm not advocating lowering the bar so teams can compete. I'm saying it is a fact of life that, at any given event, there's about 10% of robots that play the game well, maybe 60% middle tier that can play the game sometimes, and a remaining 30% of teams that flat out can't drive reliably (this in itself is an improvement, prior to the 05 kitbot I'd flip the last two categories). Now, I've been pushing for years to help the last 30% group. But you know what? They are the hardest to reach. They have 0 CD presence, don't respond to emails, and probably only meet during build.[1] It's REALLY hard to bring these teams up. But during quals they still need a task to contribute in some meaningful way.[2] That is the big failing of this game. The bottom teams are always going to exist, no matter how much we raise the bar there'll be people who miss it. Games need to have some sort of THING for them to contribute. Otherwise these teams will be reduced to, at best, an anchor or will remain a liability. Or we could have game designs that don't penalize teams from taking risks in qualification matches and not have to have these awkward conversations about how of the 8 times team's have tried to score an auton ball they've spent the next 2 minutes chasing it down or how they have knocked over an average of 1.3 stacks every match.[3] 1. There's also the alternative of the team just being mismanaged contributing to their failure. 2. and to recognize they need to do this other task and not the main task that they are poor at doing. 3. As much as I hate to push for a never ending stream of '13 clone games ala Call of Duty 47: Jaffar Gets Glasses the big takeaways from those games (and why they are well received in my mind): - Numerous and consistent game pieces - Instant Scoring - Sufficient protected zones to make contact defense risky - Minimally invasive ref involvement - No penalty for attempting to score (this applies at the low levels where the number of discs was effectively unlimited, at higher tiers of play missing a shot hurt, and that's good) |
|
#79
|
|||||
|
|||||
|
Re: A Recycle Rush Reflection
The contributions that some of the lower tier teams can make are quite small this year. Still, as drive coach I made the effort to help two teams score a tote or two each in matches with us. I hope they had fun. I did.
|
|
#80
|
|||||
|
|||||
|
Re: A Recycle Rush Reflection
attaching a ramp and still play with your robot and standing on a platform with 2 ramps are 2 different stories
|
|
#81
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
Your point stands though for getting to Einstein. But that bar is set so high, I don't think most teams can realistically worry about it. The uber teams that make the most stacks will *also* be the ones with the fastest can-burglers, because they're the ones that will sink the most energy into it. At the level where Can Burgling is the "only thing that matters", the top ~2 teams per division will already have it locked up. The rest of us can be happy with a respectable playoff showing. I'm not trying to sound defeatist. I'm super happy with my team's performance so far. But this game gives us few avenues to change the order that's been set early in build season. Quote:
Last edited by nuclearnerd : 06-04-2015 at 14:02. |
|
#82
|
|||
|
|||
|
Re: A Recycle Rush Reflection
Quote:
|
|
#83
|
||||
|
||||
|
Re: A Recycle Rush Reflection
OK, that's a little dismissive. I think the broader subject is not about defense per se, but about meaningful team interaction. I get the sense that the auto-set rules, and the three types of game pieces were an attempt to get teams to interact in Recycle Rush. There are some can specialists for sure, and they're super useful at a certain level, but on average they don't seed well, hurting their chances of making the playoffs. Meanwhile, teams that wanted to guarantee a playoff spot ensured their robot did everything - a much harder design challenge then previous years! Future games need to find a way to force the best teams to *need* the other teams on their alliance. Assists were a great way to do it. Three types of game pieces were not. What other ways are there?
|
|
#84
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
|
|
#85
|
|||
|
|||
|
Re: A Recycle Rush Reflection
What I want to see in Champs... is a Can-Burgal defensive bot that deploys some sort of shield/net similar to how 2485 three tennis ball "bolo-net" was used in SD to grab a can , there should be some material to stop the typical can burgals...and do one on each side to cover two RCs...those three tennis balls-bolo deploys were very fast.
Last edited by Boltman : 06-04-2015 at 15:31. |
|
#86
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
This is not something an AC/1Pick wants left to chance, draft order, or anyone else. Per exactly the math you explain, it's just too important. HP or landfill, unless they're running a tether from the feeder that can't move or cheesecake, they're probably in the cold canburglar war. (Per your example, here's hoping 148 could take the auto stack and can set while 1678 burglars.) That's not to say that pick can't happen: I still remember 1114 somehow managing to pick the fastest minibot in their division on the back of the draft. But minibots aren't canburglars (strategically I mean; otherwise they basically are). And even if they were, you can bet neither 1114 nor 294 went into Worlds counting on everyone missing them. It's a heck of a gamble, but you know what they say about big risks and their rewards. I struggle with the characterization of "fully reasonable" though, if that's the alliance number a team is gunning for second/third pick of. |
|
#87
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
|
|
#88
|
||||
|
||||
|
Re: A Recycle Rush Reflection
There are a few main reasons there is such a huge gap this year:
-Qualifier average: although it definitely makes sense in the context of this game, it doesn't allow those gray-area teams to get good records that will put them in a position for success. A team that can put up 2 capped 6-stacks is certainly better than most teams, and would be "winning" matches. However, their scores will never compare to a team who puts up 3. I like the QA system overall, but I think it emphasizes the divide between top-tier and good-tier. -no defense: With very few exceptions (among them, 2062 and 4143 at midwest) there is no real strategy in this game. There is also absolutely no effective defense in this game, unless you have 2 extremely fast can pullers. As a result, lower-power teams have no means of stopping top-tier teams without taking themselves down in the process. -scoring: in previous years, the actual action of scoring big points wasn't a slow process. This year, producing those valuable 5 and 6 stacks can take a lot of time and precision. As a result, there are teams who spend the entire match scoring 2 points, and teams who put up 200+ alone. Funnily enough, the most precision-oriented game in years rewards speed much more highly than precision, and if you are a high-stacking team who takes even a couple seconds longer than the rest to put up a capped 6-stack, it means you're doomed for the second tier. |
|
#89
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
|
|
#90
|
||||
|
||||
|
Re: A Recycle Rush Reflection
Quote:
|
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|