Cybit wrote:
swinefeld wrote:
LoboStele wrote:
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And I don't really like setting the exact round minimums. Some people end up only playing 3-4 rounds in the 1 hour time limit already. Do we really want tournaments to be round-based instead of time-based? Do you grant double-losses to anyone who doesn't finish 8 rounds in an hour for a 150 point game? Sure, that might encourage people to play faster, but as others have pointed out in the thread, that unnaturally balances the game toward the top-end players who are capable of not only playing fast, but playing cautiously AND playing fast at the same time.
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This is really the issue at the LGS level (at least mine). There are a few players that will clean the clocks of the rest of us in short order if we do not carefully consider most of our moves. It is a sliding scale, and I think I fall somewhere in the middle in that it's the same situation for the newer (or very casual) players when facing me or another player of my skill level.
I realize I'm a slow player, but not the type that is dragging things out just to get a win on points. I'm always seeking ways to keep putting damage on, and hopefully eliminate some important tech which will blow the game open for me. I sacrifice pieces to do so. But I often don't see some of the key moves (for either side) quickly so I have to take more time with it. Below my skill level some players don't see the onslaught coming when it is right in front of them.
The best players are usually going to win anyway, so I feel that for a lot of us, any kind of hard limits (outside of time) would just take away the enjoyment of learning to put up a good fight against better opponents. We have to learn to play faster, yes - but play WELL at the same time. That's hard to do when you can only play a few times a month, and then when you do get to play, you see the core of your squad get annihilated because of hasty decisions. There isn't much fun in that.
That said, at the regional or national tourney level I think it is only fair to be a stricter about the issue - there is a higher standard to be met at such events. I would just ask that any DCI-wide changes take into consideration that there are a LOT of players who regularly have matches that go to time that aren't playing just to win on points - we are playing to play the BEST game we can muster up.
What he said.
LOL
I know where you guys are coming from. We have the same issue at my LGS. Probably at least 60% of our games go to time there. Most of us are having a blast, and very few times does anyone actually complain about one person playing slow. Most of the time, the person playing slow ends up being the loser anyways.
In addition, we play 50 minute rounds at a maximum, simply because we're trying to squeeze in 4 rounds on most nights. So, usually, we play 50 minutes for 200 point games, 40 or 45 minutes for 150, and 30 minutes for 100 points. It's actually pretty interesting how much of a difference those 10 minutes make. 90% of the games that end when time is called, and the score is something like 40-30, if those games had 1-2 more rounds, the scores would usually be something more like 120-50 by the end of that next round or two. So, for our group, we usually don't fuss about the 'slow play' because it's already starting to be obvious who was going to win, and most of us can extrapolate what the next round or two would hold.
But....regardless of how much fun you might be having, with your super tight, brain-scratching games that go to time...don't you think you might have more fun if you played the games all the way to their conclusion? Wouldn't it be interesting to see if you really could come back after you lost that key commander?
These are the types of things in this thread that we've been trying to communicate. Many SWM are
comfortable with the game as it is. Humans naturally resist change. But sit down with your friends, and agree that you're all going to try playing faster, even if it means making a few mistakes here and there. What we're suggesting is that you will probably have more fun overall in that scenario.
This isn't necessarily about what's right or wrong, or whether 4 rounds in an hour is OK. It's about getting back to what the spirit of the game was designed around: killing your opponent's squad. Regardless of what the DCI rules say, killing your opponent's squad was the first way, and only way at the beginning, of winning games. We'd just like to see things shift back towards that.