Gale
Well-Known Member
- Joined
- Sep 19, 2024
- Messages
- 146
Personally the more I've gone on about reading this and time from other servers. Let's say roughly 5 servers I used to regular on there was never freedays to drag onto. However playing here quite a bit more I've garnered differing perspectives, unsure how much this message will have an impact on voting as potentially people may already have their minds set on a specific ruling, but I am going to put some decent effort to this so lets get to it. I have a PHD in Yapology etc etc... Let's dive into the meat of it.
This change came into effect 4 days ago. My playtime in those 4 days have been 1 day and 1 hour. (Shocking I know). I have seen several rounds from both red and blu. I primarily play red and tend to rebel often so that will be the perspective of someone you are getting. Likewise with experience overall, hell I used to write rules for JB servers myself.
The issue I've had with slaying after 2 minutes is that A it's no fun really to either play as a guard knowing your time is limited so why bother, B it doesn't feel rewarding to generally rebel, and C A, but as a non rebelling red (Not being able to practice minigames)
I usually like freedays as a red as it means that I am able to practice more minigames with free reign, 2 minutes typically is not enough for that. I've had times where I am walking to minigames I enter and I get halfway done before [ADMIN] Blue team has been slayed to prevent delay. I understand that there are times where there are dead reds that died to orders and want to play, but to me it depends on when the freeday started. If a red died early and is complaining about having to wait so long to play again chances are they will die at the start again. There won't be much in pleasing them. Freedays are quite nice to me as I get to enjoy the map without much concern, it is practically a reward for staying alive or causing a warden to die you get to do as you please(But for only 2 minutes?). Doesn't seem too right for me.
Then we have to take this into the perspective of the red who likely caused the failround and quite often that tends to be me. Often times when a warden dies the guards are soon to follow either via revolt or from the initial red that killed warden and let me tell you it is very satisfying to wipe an entire blue team out. What is not satisfying is when once you do so, and you attempt to hunt the rest of the blue team that scattered after warden died only for them to be slayed 2 minutes later. While 2 minutes to a lot of people may seem like a lot of time, it really isn't when you pay attention to rounds like warday, rebelling rounds, and freeday for all. In all of these rounds such a short timer seems to be quite a hinderance. You don't get to really enjoy the full intended experience for them.
The last point I wanted to really bring up was how it impacts guards. From my time playing most people have told me this is really to prevent delays which while a valid point, often I never really see the slay do it's intended purpose. For every 3 freedays, the slay would occur during a LGKA often while there is 1 or 2 reds left alive to kill. The round was already going to end, but now it instead ends with much less fanfare from both sides. Why bother stopping a rebel when you're dead in 2 minutes, or hunting as the last guard. Ultimately it won't really matter much. It makes blues less inclined to really care what happens after a warden dies. The hinderance effect that you will end up dead in 2 minutes after warden dies to make blues be better doesn't often work. The philosophy of throwing a kid into the deep end of a pool doesn't mean he's going to magically learn how to swim, he'll likely drown. In the case of slays, the blues drown, a lot. Giving them more time to hunt rebellers and actively LGKA in my eyes makes them better at the game and can teach them how to be better guards.
I know this is a whole lot of speak that won't likely matter to most, but I did want to give my thoughts out in a concrete manner and hopefully convince a few people. While I do understand it may be soon I've been playing for a bit and not everyone who plays ingame is on the forums, so I wanted to share what I've seen from people saying ingame. While I do understand that the plugin is there to stop the delaying issue, what issue? Often I never really see this plugin kill delayers, and even then they'll likely be reported or ghosted and killed swiftly. That's the biggest reasoning I hear to keep it, but it's not something I've tended to see in action ever.
This change came into effect 4 days ago. My playtime in those 4 days have been 1 day and 1 hour. (Shocking I know). I have seen several rounds from both red and blu. I primarily play red and tend to rebel often so that will be the perspective of someone you are getting. Likewise with experience overall, hell I used to write rules for JB servers myself.
The issue I've had with slaying after 2 minutes is that A it's no fun really to either play as a guard knowing your time is limited so why bother, B it doesn't feel rewarding to generally rebel, and C A, but as a non rebelling red (Not being able to practice minigames)
I usually like freedays as a red as it means that I am able to practice more minigames with free reign, 2 minutes typically is not enough for that. I've had times where I am walking to minigames I enter and I get halfway done before [ADMIN] Blue team has been slayed to prevent delay. I understand that there are times where there are dead reds that died to orders and want to play, but to me it depends on when the freeday started. If a red died early and is complaining about having to wait so long to play again chances are they will die at the start again. There won't be much in pleasing them. Freedays are quite nice to me as I get to enjoy the map without much concern, it is practically a reward for staying alive or causing a warden to die you get to do as you please(But for only 2 minutes?). Doesn't seem too right for me.
Then we have to take this into the perspective of the red who likely caused the failround and quite often that tends to be me. Often times when a warden dies the guards are soon to follow either via revolt or from the initial red that killed warden and let me tell you it is very satisfying to wipe an entire blue team out. What is not satisfying is when once you do so, and you attempt to hunt the rest of the blue team that scattered after warden died only for them to be slayed 2 minutes later. While 2 minutes to a lot of people may seem like a lot of time, it really isn't when you pay attention to rounds like warday, rebelling rounds, and freeday for all. In all of these rounds such a short timer seems to be quite a hinderance. You don't get to really enjoy the full intended experience for them.
The last point I wanted to really bring up was how it impacts guards. From my time playing most people have told me this is really to prevent delays which while a valid point, often I never really see the slay do it's intended purpose. For every 3 freedays, the slay would occur during a LGKA often while there is 1 or 2 reds left alive to kill. The round was already going to end, but now it instead ends with much less fanfare from both sides. Why bother stopping a rebel when you're dead in 2 minutes, or hunting as the last guard. Ultimately it won't really matter much. It makes blues less inclined to really care what happens after a warden dies. The hinderance effect that you will end up dead in 2 minutes after warden dies to make blues be better doesn't often work. The philosophy of throwing a kid into the deep end of a pool doesn't mean he's going to magically learn how to swim, he'll likely drown. In the case of slays, the blues drown, a lot. Giving them more time to hunt rebellers and actively LGKA in my eyes makes them better at the game and can teach them how to be better guards.
I know this is a whole lot of speak that won't likely matter to most, but I did want to give my thoughts out in a concrete manner and hopefully convince a few people. While I do understand it may be soon I've been playing for a bit and not everyone who plays ingame is on the forums, so I wanted to share what I've seen from people saying ingame. While I do understand that the plugin is there to stop the delaying issue, what issue? Often I never really see this plugin kill delayers, and even then they'll likely be reported or ghosted and killed swiftly. That's the biggest reasoning I hear to keep it, but it's not something I've tended to see in action ever.
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