Expert HD Mode (Tetris Friends)

Started by Blink, August 01, 2010, 09:25:20 PM

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XaeL

Quote from: Paul676
A way to get away from "Xael's problem" is to make both soft drop and sonic drop different keyboard buttons.

Yes this reply was a totally different forgetful post before I changed it.

wtf its my problem now!?

i disagree with sonic drop overall. i think sonic drop is something that shoujld be in fan games, not official tetris.

but yes faster softdrop should be implemented. (1 frame per drop = 1/3 second to hit bottom)



QuoteLike many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.

Wojtek

Quote from: XaeL
i think sonic drop is something that shoujld be in fan games, not official tetris.
why official games and fan games should be different?
Recommended games:
NullpoMino
Tetris Online Poland

Noogy

Quote from: Wojtek
why official games and fan games should be different?

cause then ppl wouldn't have a reason to b**** at TF  

bach_of_tetris

Although I like faster soft drop, slow soft drop is interesting too. It means that tetrising could be more efficient, and if you were to t spin then it rewards riskier higher stacking since the t doesn't have to drop as far.
"Music is enough for a lifetime, but a lifetime is not enough for music" - Rachmaninoff

coolmaninsano

@Bach What do you care? You quit.....

Noogy

Quote from: coolmaninsano
@Bach What do you care? You quit.....

he's still entitled to an opinion...regardless of how DUMB it is.. just kidding!

Someone2knoe

#201
Quote from: Noogy
[fumen]105@7ezDXIngBWoBKeBdbBsQBJQB6ZBvGBpTB+KBjEB67A?dCBs3AstAJyA+sAuwA7sb7sb7sb7xb7xb7xb72b72b72b77?b77b77b7Ac7Ac7Ac7Fc7Fc7Fc7Kc7Kc7Kc7Pc7Pc7Pc7Uc7?Uc7Uc7Zc7Zc7Zcbac76AAAA[/fumen]

this angers me greatly.


That's not even close to the amount of time you waste from the combined delay of soft dropping every t-spin and twist. Plus that situation is easily avoidable.

Personally I think that both sonic drop and soft drop should have a control. If I had to choose I would pick sonic drop because in most soft drop situations, sonic drop would be way more practical. Soft drop is rarely necessary.

PetitPrince

#202
Hybrid drop proposal:

[!--quoteo--][div class=\\\'quotetop\\\']QUOTE[/div][div class=\\\'quotemain\\\'][!--quotec--]Down activates soft drop.
Double press down activates sonic drop.

Have an option to have it the other way.[/quote]

Also, I may be a singleplayer Tetris player (<=> TGM player) and pretty much out of the multiplayer business, but I welcome and salute TTC initiative to actually listen its expert player and not ditch them because they're not marketable enough.
I hope they won't drop you (pun non intended).
[div align=\\\"center\\\"]
Neon TGM Evangelist :: "Tetris the Grand Master is the best (single player) Tetris ever"
I wrote TeDiGe-2 (Github | Bug/suggestion tickets | [url=http:/

ManOfMiracles

[!--quoteo--][div class=\\\'quotetop\\\']QUOTE[/div][div class=\\\'quotemain\\\'][!--quotec--]
Down activates soft drop.
Double press down activates sonic drop.

Have an option to have it the other way.
[/quote]
But if you have it the other way around, and you tap down twice to activate softdrop, then wouldn't you already be on the floor? I don't think I'm getting  this.
MiracleMan

PetitPrince

Yeah that's not very intuitive but there could be a slight (slight !) delay before processing the command.
[div align=\\\"center\\\"]
Neon TGM Evangelist :: "Tetris the Grand Master is the best (single player) Tetris ever"
I wrote TeDiGe-2 (Github | Bug/suggestion tickets | [url=http:/

ManOfMiracles

Quote from: PetitPrince
Yeah that's not very intuitive but there could be a slight (slight !) delay before processing the command.
Slight or not, this'll really be annoying. I would prefer two different keys for soft drop and sonic drop. But if that can't be done, I would prefer sonic drop over soft drop.
MiracleMan

BieberCleaver

Garbage being evenly split to all of your opponents is an option that has to be there in my opinion.

Often in multiplayer games you can end up with a whole screen of garbage just because you were that unlucky target, and that really isn't too fair.

I have no clue what the deal is with weakening combos beyond TOJ level.  It's as if spin specialists WANT to see combos fail just because they've spent so much time practicing crazy spin formations and never want to beat by anything else.  Especially with added spins added to the game, there's even more ways to counter combo attacks.

I claim to be no expert on the situation, but it's pretty convincing if Salamander, the pioneer in the 4wide, doesn't even use it any more in TOJ rules (I read this somewhere, correct me if I'm wrong).

Combos have been around in Tetris longer than spins anyway, so I don't know why they shouldn't be a legit starting strategy.

https://spreadsheets.google.com/ccc?key=t5P...=CIWozJoI#gid=0

Where did these completely arbitrary combo charts even come from?  You can't simply make strategies unusable because it makes the game more favorable to you.

If the best 1v1 TOJ players don't normally use combo starts, WHY make combos even weaker than that?

PS: It seems kind of silly to just make one new mode that reforms the entire game rather than adding special advanced options that make it more flexible.  When you don't want all spins to count, you'll have to go to the old E+ mode and put up with overpowered combos.   I just don't get why you would lump 5 differences from E+ together, and you have to either choose all or none of them.

I know I'm just a random noob that sucks at tetris, but wouldn't it make more sense to have an "Expert Custom" mode, where you get to choose between different garbage methods, combo charts, spin counting, etc?  And when you click on the Expert Custom icon in the lobby you get to see which specific options are enabled?  I think that could potentially make everyone happy as a compromise.

Anyway, that's my two cents on the situation, but wtf is the point of underpowering combos beyond TOJ level when combo players don't even dominate TOJ?  That kind of bothers me.

Kitaru

#207
Quote from: BieberCleaverIf the best 1v1 TOJ players don't normally use combo starts, WHY make combos even weaker than that?
Have you considered that a) combos have a use other than openers that will not be unduly affected if the later portions of the combo table are toned down slightly, and b) that combo openers are a risky strategy that can be punished by high level players, but are nigh insurmountable by slower ones without countering using a combo opener as well?

Things will be fine for EHD if we have TOJ power combos; it is the mode for the experts after all. However, I find it a bit suspect how powerful it is against otherwise viable strategies without the speed to back them up. It seems just a little too skewed.

Also consider the presence of Combo Block, which wasn't a factor in earlier games with combo rewards like Tetris Splash. Mechanics like that also affect how balanced everything is. Hangame has a combo table of +1 up until around 7 and caps at +2 on account of the lack of garbage countering. If you make small tweaks to the mechanics, you should also consider the implications of how much attack power different things should have. It seems like the combo table hasn't been reviewed in depth since the addition of Blocking, so it might be about time to take something a bit different for a test run.
<a href=http://backloggery.com/kitaru><img src="http://backloggery.com/kitaru/sig.gif" border='0' alt="My Backloggery" /></a>

EnFuego

Quote from: BieberCleaver
Garbage being evenly split to all of your opponents is an option that has to be there in my opinion.

Often in multiplayer games you can end up with a whole screen of garbage just because you were that unlucky target, and that really isn't too fair.

I have no clue what the deal is with weakening combos beyond TOJ level.  It's as if spin specialists WANT to see combos fail just because they've spent so much time practicing crazy spin formations and never want to beat by anything else.  Especially with added spins added to the game, there's even more ways to counter combo attacks.

I claim to be no expert on the situation, but it's pretty convincing if Salamander, the pioneer in the 4wide, doesn't even use it any more in TOJ rules (I read this somewhere, correct me if I'm wrong).

Combos have been around in Tetris longer than spins anyway, so I don't know why they shouldn't be a legit starting strategy.

https://spreadsheets.google.com/ccc?key=t5P...=CIWozJoI#gid=0

Where did these completely arbitrary combo charts even come from?  You can't simply make strategies unusable because it makes the game more favorable to you.

If the best 1v1 TOJ players don't normally use combo starts, WHY make combos even weaker than that?

PS: It seems kind of silly to just make one new mode that reforms the entire game rather than adding special advanced options that make it more flexible.  When you don't want all spins to count, you'll have to go to the old E+ mode and put up with overpowered combos.   I just don't get why you would lump 5 differences from E+ together, and you have to either choose all or none of them.

I know I'm just a random noob that sucks at tetris, but wouldn't it make more sense to have an "Expert Custom" mode, where you get to choose between different garbage methods, combo charts, spin counting, etc?  And when you click on the Expert Custom icon in the lobby you get to see which specific options are enabled?  I think that could potentially make everyone happy as a compromise.

Anyway, that's my two cents on the situation, but wtf is the point of underpowering combos beyond TOJ level when combo players don't even dominate TOJ?  That kind of bothers me.

You are arguing like 10 things at once.

If it was garbage to all, combo's wouldn't be as overpowered. In TF you can go the first 20 seconds and not take any garbage, and have enough to setup a 10 combo (which you can wait and target an unsuspecting victim for an easy kill). In a 6 player game with garbage to all would prevent someone from combo stacking as high. So that is why it isn't a very prominent ToJ strategy. But, in TF their is the possibility that you could take a lot of garbage and then combo back while you downstack. So instead of efficiency counting for something, it is a downstack race. Downstacking does take skill but you can also get a lucky with all the right pieces.

While I agree that an "Expert Custom" should be viable option, to create a legitimate ranking system you need to have a gameplay standard. While this an effort to lure TF haters back into TF with promises of decent tetris modes, this is an attempt to create a standard rules of play deemed most fair.

P.S. this goes to everyone on HD (not just you), don't call yourself a noob in your forum posts. No one cares how skilled/long you've played. If you post on HD the majority of people will treat you like any other poster.

chopin

Give me a mode with no lag and messier garbage and I'm happy.