I absolutely concur with this as it would quieten down a lot of the arguments that occur regarding it as well when people believe they were wrongly killed because their interpretation was different than the wardens.
No one argues about Demo/Heavy/Soldier in every other minigame where they are at disadvantage (particularly obbies, climbs, and the infamous alkatraz BHOP)
Meant to mention that before but it slipped my mind.
There are better ways rather than just straight up removing a fairly popular LR (though not picked uber often) option than flat out removing it.
1. Give warden the ability to pick both reds to keep the round moving
2. Restrict the max reds in a pokemon day to 24 or less
I will say with it...
Both clips provided imo do not provide a good indicator of simon says as is played on Panda
I struggled personally to see any similarities between what is usually played in this community and the clips provided- the clips do not even have the proper intro or anything in them- they're just trick...
I agree with this suggestion wholeheartedly- forcing a warden to play Simon Says usually just ends up in a failround if they don't actually want to do it. This would make Simon Says even less played (contrary to popular belief) as not many wardens would be willing to do it in the first place...
As I have said on the previous 2-3 map removal suggestions- this map has 0 game breaking bugs or anything that would justify a removal. There are some fun minigames intermixed with the standard ones, and the layout itself while it can be challenging at times is very manageable.
People don't...
As much as XMF is not my favorite map, it is not bad enough to justify removal. Minigames are pretty solid, and I also don't feel the cramped feeling that a lot of players seem to here.
I'll tag @SirKrookodile as they are my mentor and I am the one that guardbanned you. They have the final say in the end- however so long as you prove that you have a mic to a staff member in game I would be fully open to removing the guardban completely.
I completely agree with this statement: this is a nonissue and a core balancing feature to deal with the fact that there are low guards. It also lends to it being an experience thing too- some wardens are confident enough in their abilities to not use it but some have to so that failrounds do...
I've played on Galaxy more than I've played bootcamp in the past 5 months (3.14% of the time vs 0.61%).
But no, I'm not a big fan of this map for a few reasons:
1. The minigames aren't interesting barring DDay and Ghost Hunt
2. Constant failrounds
3. Massive sightlines which enhanced point #2...
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