Author Topic: Consistent behavior for matches/powerups  (Read 1875 times)

Hammer

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Re: Consistent behavior for matches/powerups
« Reply #15 on: February 23, 2010, 12:07:02 am »
Heh, this used to happen to me all the time when I was messing around with Eraser. Still happens occasionally when I'm not paying attention, but you just kind of work around it.

Tbh, the increased traffic on ironmode doesn't really make it more difficult - it's just that the track jerks a LOT harder on Ironmode. Corkscrews in particular! I just play on ironmode because overfilling usually means that run probably wouldn't place on globals anyways, lol.
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Passerby

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Re: Consistent behavior for matches/powerups
« Reply #16 on: February 23, 2010, 04:20:25 am »

If you want matches to actually behave differently in Ironmode, how about that slight delay applying to all matches regardless of how they were achieved? (It should be consistent either way.)


always having the delay would destroy pusher game play cause for me at least when playing fast songs i do a lot of force clears with pusher.

Aquinox

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Re: Consistent behavior for matches/powerups
« Reply #17 on: February 23, 2010, 09:25:44 am »
Heh, this used to happen to me all the time when I was messing around with Eraser. Still happens occasionally when I'm not paying attention, but you just kind of work around it.

Tbh, the increased traffic on ironmode doesn't really make it more difficult - it's just that the track jerks a LOT harder on Ironmode. Corkscrews in particular! I just play on ironmode because overfilling usually means that run probably wouldn't place on globals anyways, lol.

Ooh ironmode changes more than I thought than, what does ironmode change except  for overflow>gameover? does it add an percentage to your score?

ViRUS

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Re: Consistent behavior for matches/powerups
« Reply #18 on: February 23, 2010, 09:32:33 am »
It removes 99,999 points from your score and won't let you catch any more blocks...


Hammer

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Re: Consistent behavior for matches/powerups
« Reply #19 on: February 23, 2010, 03:21:07 pm »
Heh, this used to happen to me all the time when I was messing around with Eraser. Still happens occasionally when I'm not paying attention, but you just kind of work around it.

Tbh, the increased traffic on ironmode doesn't really make it more difficult - it's just that the track jerks a LOT harder on Ironmode. Corkscrews in particular! I just play on ironmode because overfilling usually means that run probably wouldn't place on globals anyways, lol.

Ooh ironmode changes more than I thought than, what does ironmode change except  for overflow>gameover? does it add an percentage to your score?

Ironmode -
-Overfill = game over, -99,999 points.
-Traffic is usually increased by a slight amount.
-Track 'jerks' harder and might have a corkscrew
-No shoulders for Casual/Pro modes (Elite modes don't have shoulders anyway)
-No powers for Mono (correct me if I'm wrong)
-Something about match timers, but I haven't really seen a difference if it exists.

I'm just saying - if I overfilled on the song, I'd be redoing it because an overfill means that the loss of points (-10% of the total score I think + the respawn time) basically means you probably won't be placing very well on the scoreboards, unless you have found a pretty empty scoreboard.
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ViRUS

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Re: Consistent behavior for matches/powerups
« Reply #20 on: February 23, 2010, 03:26:30 pm »
Mono Pro can still jump


Aquinox

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Re: Consistent behavior for matches/powerups
« Reply #21 on: February 23, 2010, 03:33:43 pm »
Heh, this used to happen to me all the time when I was messing around with Eraser. Still happens occasionally when I'm not paying attention, but you just kind of work around it.

Tbh, the increased traffic on ironmode doesn't really make it more difficult - it's just that the track jerks a LOT harder on Ironmode. Corkscrews in particular! I just play on ironmode because overfilling usually means that run probably wouldn't place on globals anyways, lol.

Ooh ironmode changes more than I thought than, what does ironmode change except  for overflow>gameover? does it add an percentage to your score?

Ironmode -
-Overfill = game over, -99,999 points.
-Traffic is usually increased by a slight amount.
-Track 'jerks' harder and might have a corkscrew
-No shoulders for Casual/Pro modes (Elite modes don't have shoulders anyway)
-No powers for Mono (correct me if I'm wrong)
-Something about match timers, but I haven't really seen a difference if it exists.

I'm just saying - if I overfilled on the song, I'd be redoing it because an overfill means that the loss of points (-10% of the total score I think + the respawn time) basically means you probably won't be placing very well on the scoreboards, unless you have found a pretty empty scoreboard.
Yes, each overfill is 10% off your score. But even if I get overfill, sometimes 6, I still  by far reach the top of the boards on some tracks. Ok, some of those tracks I play aren't played that much..but I managed to get over 600k with quite some overfills.. (just look it up, I don't want to brag, just wanting to show that overfilling is not a problem for getting a champion score.

ViRUS

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Re: Consistent behavior for matches/powerups
« Reply #22 on: February 23, 2010, 03:36:53 pm »
Heh, this used to happen to me all the time when I was messing around with Eraser. Still happens occasionally when I'm not paying attention, but you just kind of work around it.

Tbh, the increased traffic on ironmode doesn't really make it more difficult - it's just that the track jerks a LOT harder on Ironmode. Corkscrews in particular! I just play on ironmode because overfilling usually means that run probably wouldn't place on globals anyways, lol.

Ooh ironmode changes more than I thought than, what does ironmode change except  for overflow>gameover? does it add an percentage to your score?

Ironmode -
-Overfill = game over, -99,999 points.
-Traffic is usually increased by a slight amount.
-Track 'jerks' harder and might have a corkscrew
-No shoulders for Casual/Pro modes (Elite modes don't have shoulders anyway)
-No powers for Mono (correct me if I'm wrong)
-Something about match timers, but I haven't really seen a difference if it exists.

I'm just saying - if I overfilled on the song, I'd be redoing it because an overfill means that the loss of points (-10% of the total score I think + the respawn time) basically means you probably won't be placing very well on the scoreboards, unless you have found a pretty empty scoreboard.
Yes, each overfill is 10% off your score. But even if I get overfill, sometimes 6, I still  by far reach the top of the boards on some tracks. Ok, some of those tracks I play aren't played that much..but I managed to get over 600k with quite some overfills.. (just look it up, I don't want to brag, just wanting to show that overfilling is not a problem for getting a champion score on songs that aren't played that much.

Fix'd


Hammer

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Re: Consistent behavior for matches/powerups
« Reply #23 on: February 23, 2010, 07:09:02 pm »
Yes, each overfill is 10% off your score. But even if I get overfill, sometimes 6, I still  by far reach the top of the boards on some tracks. Ok, some of those tracks I play aren't played that much..but I managed to get over 600k with quite some overfills.. (just look it up, I don't want to brag, just wanting to show that overfilling is not a problem for getting a champion score.

I looked it up. The thrones that you have are mostly mono-dominated with low numbers of players. No offense, but it is not hard to take said scoreboard with any puzzle character, given the point potential difference between monos and puzzlers.

Also, 600k - tbh, it depends on the length of the song, and since you play on the Pro tier, overfills are more forgiving than if you were to be playing on the Elite tier. If you are playing against top players, you can't afford an overfill if you want a shot at throning, unless their score is missing components or really old.
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murlough23

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Re: Consistent behavior for matches/powerups
« Reply #24 on: March 03, 2010, 06:27:27 pm »
I think it's interesting how, and no offence to the noobs, the regulars of the forum and those that have shown themselves to be more advanced don't mind, while it's usually the people who have just started either the forums or the game complain.

Haha. "No offense to you noobs, but you suck! Learn how to play better."

But yeah... you get used to the game's quirks and learn to compensate for them when you've been playing longer. Since originally posting this request, I've learned to anticipate the problem and be more careful about dodging blocks of pretty much all colors when I'm getting ready to paint/sort a full grid. The paranoia makes me a better player, I guess.

I'm not saying it should necessarily be made easier. Maybe the rule should be that matches always behave this way (meaning taking that extra split second to register and causing an overfill if you stack a block of a non-matching color on top too soon) regardless of how they were attained, and if you're not quick enough to avoid the overfills, then tough noogies. Easy or hard, I just think it should be consistent. The rules seem arbitrary as it is now.

I'm just saying - if I overfilled on the song, I'd be redoing it because an overfill means that the loss of points (-10% of the total score I think + the respawn time) basically means you probably won't be placing very well on the scoreboards, unless you have found a pretty empty scoreboard.

I usually cut my losses and restart the song when I overfill, but if it's at the beginning of the song, 10 percent of close to nothing is, well, close to nothing. So unless it loses me a good powerup or a row with a few whites in it that I was trying to sift down to the bottom or causes me to miss a good opportunity while respawning, I'll generally let it ride.
« Last Edit: March 03, 2010, 06:33:52 pm by murlough23 »

yindesu

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Re: Consistent behavior for matches/powerups
« Reply #25 on: March 16, 2010, 08:30:17 pm »
Or you could, you know, not choose to hit the Paint powerup.  It's lucky for you that it's there in the first place (if it's red) but you don't have to take it.

I don't play Pro, but I need to play devil's advocate here.  You don't see people going to other games  asking for gameplay changes when something feels wrong to them (and most games are hardly consistent anyway).

murlough23

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Re: Consistent behavior for matches/powerups
« Reply #26 on: March 16, 2010, 10:17:48 pm »
Or you could, you know, not choose to hit the Paint powerup.  It's lucky for you that it's there in the first place (if it's red) but you don't have to take it.

Consistent behavior when hitting a block right after it would make it possible to logically determine whether it's a good idea to hit it or not, rather than the seemingly random chance of it sometimes working and sometimes overfilling. There are many cases in which I skip Paints, sometimes because they are "cool colors" and not worth all that much compared to the potential points in the grid, and sometimes because I don't have a very full grid to begin with. So it's not like I'm grabbing every one I see willy-nilly. Part of the appeal of the Pro characters (for me anyway) is having to decide on the fly whether grabbing powerups or passing them up will potentially score you more points.

And yeah, I know, it's a crutch for us non-Elite players who don't really know how to play the game. We bow to your mastery! The game provided the powerups. I'm just trying to make some sense of them. I'm not trying to manipulate things so that us lazy Pro players can score ridiculous of points without ever having to develop any skill.

You don't see people going to other games  asking for gameplay changes when something feels wrong to them (and most games are hardly consistent anyway).

There's this Forum area called "Feature Requests". Seemed to me that it couldn't hurt to ask. Maybe some other game developers don't give their players a space to make feature requests. That is their right.

But here's a question: You're an Elite-only player, apparently, and the only powerups Elite gets are the lightning bolts, which do behave consistently (my point about the multi-color lightning bolt notwithstanding - and only Vegas ever sees that, so no worries for you). Changing the behavior to make it more logical for other powerups would only affect Casual and Pro players, none of whom are ever in direct competition with you for high scores. Not to say you shouldn't participate in the discussion, but honestly, why do you care?Don't even go there.  We don't need this discussion.
« Last Edit: March 17, 2010, 04:08:19 pm by Laserrobotics »