I just joined a stacked game, yellow stack over blue. I join blue.
We're IC exp, vs dreg exp. Both have heavies, htts, mini1, nan2. We lose an op, we cap and op, random stuff. We push an htt through middle on hihigher, capping the exp. One U rock left close to them, me and Razor go camp the u rock. While screaming to the team, to either bring hvys and camp U rock, or to bring htt run. Htt shows up, solo, i deprobe in front of it, 2 lt ints launch, I pwn nuke, other finishing cashto off. No nan comes, no other ints, half the team is DMing at this point in time. Fine w/e we dont kill the OP.
We continue to scream "bring hvy ints low, we camp u rock/op and win the game", Cashto, and majority of the team, continue to DM for a couple minutes, then launch 2 failed HTT runs on random OPs that have no real significance.
Suprise Suprise EXP conn appears next to rock, I solo it down to 70% health before it builds. 2 more hvy ints, and it was dead conn, and game over. However everyone is off following cashto around on some idiotic crusade for outposts in systems that do not have He3, All the while failing at these runs with nan2, against dreg lt ints with mini1.
What has happened that people have forgotten how to win games? I left the team promply for its idiocy, and once again I learned why anti stacking is just not worth my time. Completely clueless people following another clueless(cashto) does not make for a fun game. Its possible my team may still win, sure, its possible, but we took a surefire win, and threw it all away, because cash wants to pad his base capture stats.
Fanfreakingtastic.
Maybe this deserves to be in a rant, I dunno, but it was mega fail.
*Update*
Blues comm was elzam on a hider. Life makes sense now. Oh, and yellow recapped old exp, and a new exp, and ended game with tac, sup, exp x3.
LULZ
Anyway, back to coding I go.
Why do people not look at big picture?
Psychosis wrote:QUOTE (Psychosis @ Aug 13 2010, 02:33 AM) it was glorious, to be fair, we had the stack and were losing hand over fist till i took command, we bought mini3 to finish the game and cap your exp
Yeah, I came within a hair of capping my OLD garr once i joined your team
Let me guess, another newb commander gets mutiny booted, and doesn't want to comm again and so will never get better.
Anyway, I agree. Some players become fixated on destroying/capping bases in sectors that have zero tactical significance (eg no helium anywhere nearby).
Anyway, I agree. Some players become fixated on destroying/capping bases in sectors that have zero tactical significance (eg no helium anywhere nearby).
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
juckto wrote:QUOTE (juckto @ Aug 13 2010, 03:04 AM) Let me guess, another newb commander gets mutiny booted, and doesn't want to comm again and so will never get better.
Anyway, I agree. Some players become fixated on destroying/capping bases in sectors that have zero tactical significance (eg no helium anywhere nearby).
Im not even sure who psy mutinied, i thought it was Creeping death, but that could be make believe.
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TurkeyXIII
- Posts: 1460
- Joined: Thu Dec 06, 2007 3:18 am
- Location: Melbourne, Aus
Why do people not look at big picture?
Short answer:
Because they can't or because they don't want to care. Motives are fun or (temporal) inability. EOL
That is why there s h o u l d be a comm, capable of SPREADING the idea of the big picture - fast and consequent in addition to our ability to figure it out by ourselves.
The thing is, the more territorium one posesses the less dense is the pilots/sector ratio; That brings me to the idea, that we are all just fluctuating roaming around throughout the game and if eventually a critical number of pilots aggregates on a boundary layer sector, something good can happen.
On a side note to that, these things always happen, since smartness is not distributed equally as well. Of course I can only speak for myself, I believe to have been in that game and did not realize that EXP con either. Chances are that I mixed up that game with another one...
Short answer:
Because they can't or because they don't want to care. Motives are fun or (temporal) inability. EOL
That is why there s h o u l d be a comm, capable of SPREADING the idea of the big picture - fast and consequent in addition to our ability to figure it out by ourselves.
The thing is, the more territorium one posesses the less dense is the pilots/sector ratio; That brings me to the idea, that we are all just fluctuating roaming around throughout the game and if eventually a critical number of pilots aggregates on a boundary layer sector, something good can happen.
On a side note to that, these things always happen, since smartness is not distributed equally as well. Of course I can only speak for myself, I believe to have been in that game and did not realize that EXP con either. Chances are that I mixed up that game with another one...
Last edited by jinox on Fri Aug 13, 2010 8:07 am, edited 1 time in total.

You can't have a functional autobalance until there is a functional ranking system, if the ranking system is supposed to only have 3 levels newb 0-9, inter10-19, vet 20+, then fine, I suppose what we have is close enough, otherwise a ranking system needs to change with gameplay. Players get better as they play (even if only marginally), as it is now ranks rarely change.TurkeyXIII wrote:QUOTE (TurkeyXIII @ Aug 13 2010, 08:35 AM) This is why we need a functional autobalance, so nubbins stop joining the lower ranked team.
The simplest and I think most effective ways to show changes are to put a governor on ranks based on AllegAge (as opposed to the arbitrary system in AllegSkill) so that newbs have a chance to be newbs and don't ramp up to inter and not know how to nan, and to put less of a reliance on older games they've played (say anything over 1000 games is valued less for example).
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Freyja wrote:QUOTE (Freyja @ Aug 13 2010, 04:39 AM) You can't have a functional autobalance until there is a functional ranking system, if the ranking system is supposed to only have 3 levels newb 0-9, inter10-19, vet 20+, then fine, I suppose what we have is close enough, otherwise a ranking system needs to change with gameplay. Players get better as they play (even if only marginally), as it is now ranks rarely change.
The simplest and I think most effective ways to show changes are to put a governor on ranks based on AllegAge (as opposed to the arbitrary system in AllegSkill) so that newbs have a chance to be newbs and don't ramp up to inter and not know how to nan, and to put less of a reliance on older games they've played (say anything over 1000 games is valued less for example).
+1
The current ranking system while being better than helo, is still broken. Say all you want about me and my skillz, but i think we can all agree I am above a 7, however thats been my rank, on an 2 year old account. I've been up to 9 before, at my most awesome, How can I be a 7, when certain uberfail people are 9s, 12s, 15s.





