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Rules Discussion

Started by thunder, June 05, 2017, 06:36:57 PM

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Tr0uble

Quote from: DiscoveredCheck on June 08, 2017, 01:14:30 AM
Triple teaming sounds sketchy. I like the current system, especially when you can just triple team the weakest player.

I don't know if it's allowed in the rules or not, but I think there should be an option for people to make a team of 3 players as long as the opposing team accepts the team and is willing to play them, without doing melee to decide. This will possibly get a few games in a row with same teams like a mini series with rematches. There are some players who don't mind playing with me and others that don't like playing with me. I'm sure we can get good games if I get 2 really good players that like me, on their team against 3 other normal playing pros. This could work with other low pros also.


- Players may set teams before melee but all players must agree to teams.

Right at the top of the page broski

Mast-I-Kater

Lol gone for a day working... came back and so much entertainment to read!!

True, I have not played yet. I don't believe in mediocrity and thus have been trying to get builds down for each of the races before I come back... that way I dont play like a chump due to not being able to even finish a base by MM. So far, I have all races down to be ready for an 8:25mm. Might start playing today if I can keep my interenet from dropping once an hour. That and I am having to get used to the game hotkeys... I played for years with my own customized hotkeys, and Blizzard is using a different game file to load hotkeys, so until I figure out what game file is being used for mapping hotkeys, I have to learn how to use all of the original game ones :( which is annoying and taking a lot of re-learning. Back to the topic....

Personally... I think it should just be NRMM. If ANYONE on the team attacks within 1min after MM, then it is considered an MM rush and only receives 50% points.

leaving a drone/probe/scv/overloard in key places during building time would tell you what the other team is up to. There are lots of ways to tell if people are going to be MM rushing. You just don't want to use your brain to figure out how to stop them.

True, I haven't played this game seriously since 2008, but I do know a LOT of this game's history, mechanics, strategies for everything, and I know logical arguments... if people say shit that doesn't make sense... I help point out their reasoning. If more and more people stood up and agreed that "We just don't like MM Rushes", then that would be one thing... but so far I have only seen 1, maybe 2 people (currently) really making a huge deal about keeping them off limits. With a majority of people saying that the problem isn't in the MM rushes, but in the confusing nature of the rules wording. I personally don't care what the outcome is. I can adapt and figure things out... but when you have a competitive league where the goal is to end as the Season Winner and get your name forever in the history books... you can't blame people for doing whatever they can to win. If this was just a social hour and meant to be just for shits and giggles, then I might say the argument of "i don't like MM rushes" would hold more weight.... but in a competitive league where the goal is to win, it just doesn't hold weight. Sorry.

When do we get to vote on a rule change? :) Does a player in the league need to propose it? Or does an admin need to post a poll to initiate it? Just curious about the current protocols to enact rule changes.

thunder

I suggest we augment a rule along the following lines:

In the occasion that a team MM rushes and the defending team wins / or wins prior to XX (maybe 20?) minutes into the game, then the defending team gets double points

This is just a suggestion -doesn't have to be made- but it is kinda interesting.

Invincible[BF]

Dont make it more complicated. Keep it simple. As more rules, as more time will get wasted for discussion about results.
Made in germany TM

thunder

Quote from: Invincible[BF] on June 10, 2017, 12:39:51 PM
Dont make it more complicated. Keep it simple. As more rules, as more time will get wasted for discussion about results.

I definitely understand that sentiment.  I just threw this up there because with the new rules, there might be a small increase of rushes, and this makes it so that it's a high-risk high-reward option.

TrippY

#65
I agree 100% with Andy.

I have nothing against MM rushing, but it seems the ONLY reason why people do it, is whenever they feel uneasy about a certain match up. Players that get lower tier players as allies by default, immediately result to MM rushing to obtain the win. I strongly think we need to lower the incentive of this, so players can learn to actually try and play it out, rather than just cheese their way to a victory.

Players that have units at MM and want to attack right away SHOULD be rewarded for their prowess. However, I think players that are able to defend a rush SHOULD ALSO be rewarded in their capability to defend it as well. To summarize, I agree with Demurity where I think we need to create a rule that lowers the incentives of rushing, and also adheres to a high-risk high-reward opportunity.

@Invincible[BF] - I don't think this is complicated at all. If a rule like this is implemented, it simply should reduce the risk of MM rushing when players decide in-game. The only people  that this should actually be taxed upon would be the admins doing the scoring.

thunder

Quote from: TrippY on June 10, 2017, 01:37:48 PM
I agree 100% with Andy.

I have nothing against MM rushing, but it seems the ONLY reason why people do it, is whenever they feel uneasy about a certain match up. Players that get lower tier players as allies by default, immediately result to MM rushing to obtain the win. I strongly think we need to lower the incentive of this, so players can learn to actually try and play it out, rather than just cheese their way to a victory.

Players that have units at MM and want to attack right away SHOULD be rewarded for their prowess. However, I think players that are able to defend a rush SHOULD ALSO be rewarded in their capability to defend it as well. To summarize, I agree with Demurity where I think we need to create a rule that lowers the incentives of rushing, and also adheres to a high-risk high-reward opportunity.

@Invincible[BF] - I don't think this is complicated at all. If a rule like this is implemented, it simply should reduce the risk of MM rushing when players decide in-game. The only people  that this should actually be taxed upon would be the admins doing the scoring.

i dont consider mm rush cheese. i dont want this suggestion to be thought of as a way to deter people from attempting to mm rush. people should be playing within the confines of the rules, to the extent of the rules. mm rushes in general should be increasing in quantity because they should be, in general, an advantage for the team that hits hard and hits first.  however, you should get punished if you fail to finish the game when your team coordinated the attack.

Admin

rofl you wanted mm rush and now you think teams should get bonus points for defending when they should already "use their brain and have units already". especially with stacked teams defending against mm rush should be easy. 2x points is way too much especially with scoring done by avg points per game.

law[bf]

Quote from: TrippY on June 10, 2017, 01:37:48 PM
I agree 100% with Andy.

I have nothing against MM rushing, but it seems the ONLY reason why people do it, is whenever they feel uneasy about a certain match up. Players that get lower tier players as allies by default, immediately result to MM rushing to obtain the win. I strongly think we need to lower the incentive of this, so players can learn to actually try and play it out, rather than just cheese their way to a victory.

Players that have units at MM and want to attack right away SHOULD be rewarded for their prowess. However, I think players that are able to defend a rush SHOULD ALSO be rewarded in their capability to defend it as well. To summarize, I agree with Demurity where I think we need to create a rule that lowers the incentives of rushing, and also adheres to a high-risk high-reward opportunity.

@Invincible[BF] - I don't think this is complicated at all. If a rule like this is implemented, it simply should reduce the risk of MM rushing when players decide in-game. The only people  that this should actually be taxed upon would be the admins doing the scoring.

I totally disagree, if u can't hold and mm rush u deserve a total lose (especially when "pro players" are maxed and with big base) . Mm rush deserves 100% points.

Jesus Christ

thunder

Quote from: Admin on June 10, 2017, 02:42:50 PM
rofl you wanted mm rush and now you think teams should get bonus points for defending when they should already "use their brain and have units already". especially with stacked teams defending against mm rush should be easy. 2x points is way too much especially with scoring done by avg points per game.

alright, fair. i retract this suggestion

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