no-luck-cyclic starting variation: 2015-03-22 00:26:13 |

GiantFrog
Level 62
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As someone who really hates the no luck cycle i ve had the excact same idea.
First, why do i think the no luck cycle is not a good thing: 1. Warlight is a strategy game that requires that you think things through and that also is what it should be about, it should be about having an idea / a strategy / a plan. Of course i can do decent picks in 30 seconds, but they are only based on experience, its impossible to really think things through that fast. The no luck cycle basically destroys what warlight should be about, this is not an action game, so taking away the thinking part pretty much kills it, i dont want to play out my experience game after game.
2. 2nd Pick could be the stronger one, in that case you get a disadvantage when clicking the "Begin" button after your opponent, guess that could be fixed somehow.
3. As you want to be the faster one, it might be better to not even think about what happens if u get 2nd pick, u will probably need more time than your opponent if u do and he gets the first pick that he relies on, gaining a advantage not only by having firstpick, but also by having picks that were made for exactly that situation. So if both relie on first pick, hoping to be the faster one, one could have a huge disadvantage after picking stage. You could say its his fault for being the slower one, but being a second faster than your oppent doesnt have much to do with skill, to me this looks more luck based than anything else.
4. as mod mentioned, i dont want to buy a mouse/fast internet to stay competetive in warlight.
5. I dont think u will see a lot of (good) creative picks anymore, as u dont want to give away the first pick just to realise u dont see anything good that is not the standart way of picking.
The idea doesnt really help as the coin flip would be something random, so you could not use it in coin games, however, for example playing a round of stone/paper/scissor at the beginning of every game would do the trick (not saying that is a good idea, its nonsense obviously)
Edited 3/22/2015 00:58:28
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no-luck-cyclic starting variation: 2015-03-22 00:49:33 |

GiantFrog
Level 62
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I see some people desperately trying to reduce the luck factor in their games, for example by using the no luck cylce, which of course at first glance sounds like a good thing, but i dont think it always is. I ll try to explain it by comparing SR and WR (sry, i get a little off-topic here) The SR seemingly reduces the luck factor, but it also strikes out a big factor of the game, it is way harder to find the perfect move in a game with a lot of diffrent possible outcomes every turn. I see a lot of strong players doing mistakes when it comes to finding the best move in WR games, and this already happens Turn 1 where you d think they know what to do, but the luck factor makes it harder to do the right thing than someone may think. Example: how do i take my 4pt boni which i double picked, assuming i want to move with my 3rd pick aswell? (4+3+3 or 5+5 ? how does this change if i have to take 2 territores on my 3rd pick to see all necesarry territories of the boni i m in? How does it change if 1 or 2 of my 3v2 attcs would end up in a impasse?) So reducing the luckfactor here would probably also make the game a lot easier. An easier games leads to more gambling situations, for example stone/paper/scissor is a game with 0 luck, but its pretty damn easy aswell, thus its 100% gambling
dont get me wrong here, SR is not a bad thing, it was more an example to show that a reduction of luck is not always a good thing to do, additional to my first post. however, No luck cycle is a bad thing, it doesnt add anything to the game, it only destroys it.
I dont really care as long as all that nonsense goes into the coin games, but i thought i may write something about it before it reaches the ladders.
Sry if some thing were a little confusing, im pretty tired.
Edited 3/22/2015 01:17:59
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no-luck-cyclic starting variation: 2015-03-22 01:15:10 |

TBest
Level 60
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+1 to all posts, Finding an alternative for making the first pick less luck based are needed. Bring in your ideas. Some wild ideas, not deeply thought out and in no particular order. 1. Player A gets fist priority. Then B etc. (in the ladder, you don't choose your letter... and it is interesting as you know who gets priority before picking. Could be misused easily in custom games through) 2. Coin flip, where first player who commits actually gets to choose heads or tails. (Not sure what to do with changing orders,) Could be a dice instead, at least for FFA's. Maybe first person to join is better. 3. Seeding, player with lowest rank gets first pick. (Works for ladder, at least maybe use level in normal game?)
Edited 3/22/2015 01:39:57
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no-luck-cyclic starting variation: 2015-03-22 03:48:54 |

neovim
Level 42
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I am by far less experienced than all of you, yet I want to bring in a different opinion.
I really like the coin flip for first pick in a 1v1 game. I don't look at it as "luck" and therefore negative in a strategic sense, but rather as something to consider when making my picks in a way that I maximize my winning chances in both cases. To me, that seems more of a challenge than it would if I knew whether I got first or second pick - it just is harder to find the overall best picking strategy.
And sure, sometimes it sucks when you lose a game just because of bad luck - but that doesn't happen so often (at least not to me) and with many games played, it averages out for all players.
That said, I still support if there other settings available so that everyone can choose what he likes. A simple possible idea is just announcing the picking order during the picking phase (so you know whether you or your opponent will get first pick).
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no-luck-cyclic starting variation: 2015-03-22 07:28:57 |

[WM] Gnuffone
Level 60
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When a game starts there's a coinflip that decides who gets first pick. Both Players will get the Information wheter they get the first pick or not. Unlike the no-luck-cyclic Setting there would be no stress during the picking stage and both Players could adjust their picks with that knowledge. this is a really bad feature, and it easy to explain: if you lose the coinflip, and there is a crucial better bonus (like a FTB, or very afe bonus) you basically lost the game. Now go to the reason. WHy you lost the game? beacuse bad luck. End of story. In no luck cycle moves, you have to pick fast. You are not able to pick in 15 second or less? you probably going to lose the 1st pick, but not bc luck, but beacuse opponnent is faster. Also, in general, it is really bad lose 1st pick (the coinflip) beacuse if you have not it, it is harder to make picks: if you know to have 1st pick, you know which territory you are going to take. IF you have 2nd pick, basically the territory you will get will mostly deepnd on what your opponent is going to pick as his 1st, and potential you will not be able to take any FTB or coutnerpick. A related noted, in a 3v3 basically you can ended up the coinflip with the 5th or 6th picks, that literraly will screw up your ways to pick
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no-luck-cyclic starting variation: 2015-03-22 07:37:30 |

[WM] Gnuffone
Level 60
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I think i'll never create a game with the no luck cyclic setting just because it's stressy and requires less skill. i make an example for try to make you understand why actually no luck cycle require more skill. let's take as example eu 3v3 with 4 initial picks. if you are fast, you know you will take 1st pick. Experience say, that you are probably going to take 12/13 picks, as if we are all mirror, you would take 1 12 13 24. Now as it unlikely that all 6 players pick the same 12 territory, my experience say, is good pick as 11/12 10/11 12/13 picks a combo, like bulgaria combo, bieloruss combo, Portugal combo etc. Are you able to make picks in 25 second or less and at the same time make picks based on thing like this? this is the crucial thing and the fact i like more.
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no-luck-cyclic starting variation: 2015-03-22 14:27:03 |

GiantFrog
Level 62
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The coinflip indeed is not a good idea, even if it wasnt for the random factor making it useless in coingames. The fact the players know if they get first or second pick before picking actually favors the player with first pick (well, not in every possible scenario i guess) as he can now rely on hist first pick and having a pick for sure is a strong thing to rely on. So its better to not know what you get before picking stage, as you now cant rely on anything and you are forced to think through both scenarios, the disadvantage of having second pick (if it really is one) will be a smaller one this way, as noone gained an advantage out of relying on something. if you lose the coinflip, and there is a crucial better bonus (like a FTB, or very afe bonus) you basically lost the game. Now go to the reason. WHy you lost the game? beacuse bad luck. End of story. If you play a template in which the team wins that gets one single territory over the other and with that the game is decided you should probably switch to a template that actually makes sense. i make an example for try to make you understand why actually no luck cycle require more skill. let's take as example eu 3v3 with 4 initial picks. if you are fast, you know you will take 1st pick. Experience say, that you are probably going to take 12/13 picks, as if we are all mirror, you would take 1 12 13 24. Now as it unlikely that all 6 players pick the same 12 territory, my experience say, is good pick as 11/12 10/11 12/13 picks a combo, like bulgaria combo, bieloruss combo, Portugal combo etc. Are you able to make picks in 25 second or less and at the same time make picks based on thing like this? this is the crucial thing and the fact i like more We clearly have a diffrent definition of what skill is. Also, all 5 of the problems pointed out in my first post still stand. Every single one of #1 #3# #4 #5 on its own would make me hate the no luck cycle. this is a really bad feature so is the no luck cycle (well, if you like it, go for it, i just dont want to be forced to play it in ladders/autogames)
Edited 3/22/2015 16:02:21
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