file Timeouts in Finals: Do they happen too often?

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Poll: Timeouts in Finals: Do they happen too often? (was ended 0000-00-00 00:00:00)

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22 Oct 2012 10:25 #39631 by Ohlmann
So, if you are the first one to get an oust, you still win if the game stall and then timeout.

You also have a significant motivation to stop moving forward and turtle once you got two oust (since you already have the GW if you survive, just like now).

So, I don't see much of a difference with the current situation.

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22 Oct 2012 10:44 - 22 Oct 2012 10:47 #39632 by Chaitan

So, if you are the first one to get an oust, you still win if the game stall and then timeout.

You also have a significant motivation to stop moving forward and turtle once you got two oust (since you already have the GW if you survive, just like now).

So, I don't see much of a difference with the current situation.


True for the most part but there is a small difference. The other players should feel the need to be more offensive or they will end up with 0 VP.
Last edit: 22 Oct 2012 10:47 by Chaitan.

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22 Oct 2012 11:17 - 22 Oct 2012 11:19 #39633 by Boris The Blade
Or they can as well decide to roll over since the outcome is the same for them. While it might decrease the number of timeouts, do we really want to encourage suicides?
Last edit: 22 Oct 2012 11:19 by Boris The Blade.

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22 Oct 2012 11:27 - 22 Oct 2012 11:44 #39634 by Chaitan

Or they can as well decide to roll over since the outcome is the same for them. While it might decrease the number of timeouts, do we really want to encourage suicides?


Not encourage suicide but how about loosen up the rules for withdrawal a bit.

The goal is to maximize victory points but if the table stalls and above scenario occur. 0.5 VP for a successful withdrawal can be preferable to 0 VP.

modified withdrawal rule:

If you have exhausted your library and begin your turn with less than a full hand, you have the option of withdrawing from the game. To exercise this option, you must announce your intent to withdraw during your untap phase. For the withdrawal to succeed, you must meet the following conditions:
None of your minions enter combat until your next untap phase.
None of your minions lose (or spend) any blood until your next untap phase.
You do not lose (or spend) any pool until your next untap phase.


If you can successfully defend against not losing a single blood or pool a whole turn you can exit the game with 0.5 VP.
Last edit: 22 Oct 2012 11:44 by Chaitan.

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22 Oct 2012 12:48 - 22 Oct 2012 12:49 #39641 by Killjoy71

If you can successfully defend against not losing a single blood or pool a whole turn you can exit the game with 0.5 VP.


I sse at least 2(3) cards that can prevent a withdrawal under such conditions:
  1. 419 Operation (corner case)
  2. Army of rats (often played)
  3. Fame (often played)
It seems to me that this favors the player who wishes to prevent vp's from leaving(fleeing) the table...

VTES is not for the faint of heart...especially when you don't have a enough blood.

Prince Of Geneva
Last edit: 22 Oct 2012 12:49 by Killjoy71.

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22 Oct 2012 13:41 #39645 by Pullen
I think two hour time limit is to simple.One solution could be some sort of extra time could be added for each VP left in the game, so say it's 10 more minutes for each VP, this discourages walling up to time out. But on the other hand this could add to much pressure on event organizers as it could add almost an hour to a tournament and could hurt a play style that may or may not be toxic. I haven't seen a solution that I really like but I do think that the game it's self has become longer with all the pool gain options and the flat two hour rule is far to simple for such a complex game.

:OBT::MYT::PRO::val::obf:
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22 Oct 2012 13:45 #39646 by Ohlmann
2 hour limit - but instead of closing the game, the game go on, and the organizer start playing Britney Spears album on a sound system. Increase the volume and/or choose even worse singer every 10 minutes.
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23 Oct 2012 00:38 #39672 by KevinM

People just play too slow in general, not just in the finals.


Each cycle of ashur tablets can eat away as much as 5 mins of cards
selection-put in hand-reshuffle deck...

I've never seen anyone take more than maybe 90 seconds to Ashur-cycle, and if I did, I'd call a judge and ask for time to be added to the clock. 5 minutes to decide on 13 cards is total and complete stalling. Or they are just inexperienced, I suppose, but in either case, the table shouldn't be penalized for their slowness.

This is the EXACT same thing as someone taking 5 minutes to decide if they are going to Govern down or forward, and you'd call a judge for that, wouldn't you?

Kevin M., Prince of Las Vegas
"Know your enemy and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment...Complacency...Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! vtesville.myminicity.com/
Facebook: www.facebook.com/groups/129744447064017

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23 Oct 2012 00:42 #39673 by KevinM

Why not just reward offensive play by multiplying survival bonus with victory points.

Offensive play is already rewarded via the definition of a Game Win.

Kevin M., Prince of Las Vegas
"Know your enemy and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment...Complacency...Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! vtesville.myminicity.com/
Facebook: www.facebook.com/groups/129744447064017

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23 Oct 2012 02:54 #39675 by Juggernaut1981

2 hour limit - but instead of closing the game, the game go on, and the organizer start playing Britney Spears album on a sound system. Increase the volume and/or choose even worse singer every 10 minutes.

I might be more tempted to play the back catalogue of Toto or possibly Willow Smith... but you know... each to their own.

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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