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Current draw system causes massive wastes of time.

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IConquer

  • Posts: 50
  • Joined: Wed Feb 12, 2014 6:38 am

Current draw system causes massive wastes of time.

PostTue Feb 25, 2014 3:55 am

Just went into a game where my opponent had 5 skeletal bowmen, 2 warriors, 3 necromancers, and a gargoyle. All he did all game was send morbid puppets at me and run away. by the end of the game, I had lost exactly one unit, and he had 2 archers and his gargoyle left. The game lasted somewhere along the realm of 60 minutes, and all I got to show for it was a little draw, even though the game was obviously mine. Even given just 3 more turns, I'd have been able to rout him. The end game state was obviously in my favor, yet I don't get credit for winning when time runs out? It's dumb, it doesn't feel good to lose a hard-fought victory this way, and it's far too easy to force a draw.

I recommend you simply remove the turn limit. As it stands, games that go to the current turn limit take a long time anyway, and are mostly caused by players trying to push towards a draw. Removing a hard limit causes players to instead thing about their best chances at completing the point of the scenario, instead of deciding that this is probably a loss and choosing to waste both parties' time.
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Serdak

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  • Joined: Sat Feb 15, 2014 5:53 am

Re: Current draw system causes massive wastes of time.

PostTue Feb 25, 2014 5:12 am

Removing the turn limit opens the field for griefing. There exist circumstances where you cannot catch your opponent's last unit, but he has no motivation to engage you.

My preferred solution would be creating secondary objectives or alternate ways to win that are only tenable if an opponent is obviously refusing to fight.
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Almanro

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  • Joined: Wed Aug 07, 2013 2:31 pm

Re: Current draw system causes massive wastes of time.

PostTue Feb 25, 2014 5:51 am

I agree with you about the necessity to improve the actual draw system and I think in another thread there were some nice ideas (e.g. at the end of the turn limit, evaluation of the remaining units AP scaled for their remaining health, i.e. 100% Health=100%AP, 10%Health=10%AP and so on, the army with more APs in the end win).

Instead, in another thread in the "Suggestions" section I'm proposing also to add "Add a "Ask for a Draw" option for those cases in which both parties want to end the match prematurely:
viewtopic.php?f=22&t=2617


Removing the turn limit doesn't solve the problem, since I remember in the early closed beta when an enemy unit ran over the field for more than 25 turns before I could catch it... that was a true waste of time! :)
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Phoxly

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Re: Current draw system causes massive wastes of time.

PostTue Feb 25, 2014 6:46 am

I agree with Almanro. I fought a Wolf army of 7, I had 5 units left, he had 2 left. He sacrificed one of his units to take out my Bowman, and then proceeded to sprint at a rate of 12 squares per turn every round until the time was up. My 3 little Swordsmen and Valkyrie couldn't catch him. :|
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Deep Blue

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Re: Current draw system causes massive wastes of time.

PostTue Feb 25, 2014 9:29 am

but guys lets be honest....i think adding +4 turns greatly improved the draw system. Unlimited turns as it was in closed beta leads to super lame running around hoping that the other player concedes out of boredom. I think i got maybe 2 draws in total over 50-60 games since last patch (i was playing ram as well).

@proxly: just curious, how can't you catch with THREE units one unit? as a lion you generally start first so you might have the chance to basically move double your mov to engage. Even then you could surround him easily...i guess the draw was correct then
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/

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