Completed [JB] Warday change (1 Viewer)

Status
Not open for further replies.
Opening at 7 sounds like a nightmare, imagine on a map like stormfront where a single red can stop everyone from getting into armory, giving the reds less time to even attempt to get ammo isn't a good idea.
I think blue's hunting before 6 if there are less reds than blues is a fine idea, but its far better than the other option.
 
  • Agree
Reactions: Mehgend
I was making a joke silly
I apolocheese I did not catch the joke :(
Anyway, i dont like the hunt at 7. Cells open automatically at 9. Essentially warday would last 2 mins
Opening at 7 sounds like a nightmare,.
I agree with this. Both of these solutions are kind of trash.

This problem boils down to ANOTHER suggestion that tries to solve a problem that barely even exists that much, picking the simplest idea that comes first, and suggesting that as the solution.

Nine times out of ten the first draft solution to a problem like this will make the game worse. And all we’ve been doing is slowly chipping away at the games minor problems by snowballing random changes that people came up with in a few minutes that end up just making the game less fun in my opinion. Trying to convey this point has been super frustrating since it started happening

Fine tune a timer all you want but it will never be perfect. But I still don’t believe that it’s a worse solution than the original suggestion considering there can be an upwards of ten guards alive at any given time and some war day spots are crazy good (assuming you don’t pick the common ones, those literally ALL suck besides Bowling on hop)
 
  • Winner
Reactions: Expired
I'm chill with seeking at 7.
Usually warday is more or less done at that point anyways, and it simply cuts one minute of fluff off.
 
I liked the original idea of blus hunting early if there are less blus than reds. I don’t like the idea of seeking at 7. Sometimes seeking at 7 is going to work out fine but sometimes seeking at 7 is going to be too early. It all depends on how long it actually takes reds to get ammo and get to the warday spot.

On maps like MLcastle or hopjb where the armory is fairly accessible and warday spots aren’t very far away usually hunting at 7 will work just fine.

But on maps like cargo where reds have to climb the ships tower, and break several vents to get into armory, if blus do warday in trivia (which is probably the most common spot) it’s almost impossible for reds to get there before 7. Cargo is probably the worst offender but other bigger maps like Alcatraz, casuarina or volcano also have this as a potential problem (even if armory is easier to get to)

I liked the idea of having blus hunt early if the number of blus is greater than reds because it’s more flexible and there’s no chance that blus will be able to hunt before the reds actually get the chance to get to the warday spot with ammo and put up a meaningful fight. Also if the number of blus is greater than reds it means the reds have already lost their main advantage and are probably going to loose anyway, so there’s no reason to not begin the hunt and end the round quicker.
 
But on maps like cargo where reds have to climb the ships tower, and break several vents to get into armory, if blus do warday in trivia (which is probably the most common spot) it’s almost impossible for reds to get there before 7. Cargo is probably the worst offender but other bigger maps like Alcatraz, casuarina or volcano also have this as a potential problem (even if armory is easier to get to)
This has changed my opinion. I’ve somehow managed to never really play war day on cargo as a RED. I think Alcatraz isn’t a terrible offender of this, but bigger maps would be problematic to get war day in only 120 seconds give or take
 
Old:
"Guards cannot shoot or kill any Prisoners while outside of the area they are supposed to sit in until the map timer reaches 6:00 at which point they may seek the rest of the Prisoners"

New:
Guards cannot shoot or kill any Prisoners while outside of the designated area. They can only seek when the map timer reaches 6:00, or when the number of reds alive is less than number of blues alive. Once blues seek they don’t have to return.

Feedback on wording/ content, rule will go into effect on the 1st of May.
 
Old:
"Guards cannot shoot or kill any Prisoners while outside of the area they are supposed to sit in until the map timer reaches 6:00 at which point they may seek the rest of the Prisoners"

New:
Guards cannot shoot or kill any Prisoners while outside of the designated area. They can only seek when the map timer reaches 6:00, or when the number of reds alive is less than number of blues alive. Once blues seek they don’t have to return.

Feedback on wording/ content, rule will go into effect on the 1st of May.
Does this prevent us from shooting reds that leave cells early while we are going to the spot?
 
Does this prevent us from shooting reds that leave cells early while we are going to the spot?
That's a seperate line of the rules and remains unchanged here. However, should preface since I've seen this happen. Actively going out of your way to kill a red that's left cells prematurely to the point of stopping/taking a different route. Is not allowed. As you have to remain on your path to warday location.
 
Status
Not open for further replies.

Users who are viewing this thread