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Poll
Should Wrestle come before Juggernaut on a both down?
Yes, Wrestle should be first.
6%
 6%  [ 1 ]
No, Juggernaut is the superior choice.
53%
 53%  [ 8 ]
Make it a choice on the same prompt.
26%
 26%  [ 4 ]
Who cares? Pie is delicious.
13%
 13%  [ 2 ]
Total Votes : 15


The_Murker



Joined: Jan 30, 2011

Post   Posted: Nov 26, 2024 - 06:18 Reply with quote Back to top

Nevermind that answer.

Saying YES to Wrestle first ends the further options as well, so comparing a YES to a NO answer is not proper logic.

And the elf's wrestle option will always come last, and only if the other coach's two decisions are NO.

So my main (poor) argument for the Jugger decision being first is that it seems more logical to deal with one skill at a time, rather than alternating back and forth.

My wrestle choice, then my jugger choice, then his wrestle choice seems more disjointed than my jugger choice, my wrestle choice, then his wrestle choice.

I think your main point is that a wrestle player's coach is spring-loaded to be ready to answer his important 'wrestle' dialog box at a critical time, like when he's blitzing, and an unexpected juggernaut decision makes for a high chance of a 'mistake.'

I would lean towards the flip-side of that argument, myself.. Juggernaut is a more rare skill, and more likely to be forgotten, so I appreciate the reminder that I have it as an option before I auto-click YES to a wrestle decision.

And to throw in the obligatory 'get gud' comment.. I do find that I click on things much too hastily sometimes, but usually only when I really care about the result, or when I'm already frustrated and 'on tilt.' Excitement and tilt are both things that lessen with time and experience. (Not disappear.. just become less frequent)

My two cents.

PS: I totally dodged your question. A dialog box dealing with two skills at once might be easy to imagine, but a nightmare to code. My guess is that it's quite a bit easier to code and resolve skill decisions in order of priority, rather than recognize decision tree forks and have a more complicated box pop up with several options to choose from. (especially knowing random lunatic f'ng skills will be popping up on GW Star Players on a regular basis)

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Bluegill87



Joined: Nov 29, 2015

Post   Posted: Nov 26, 2024 - 07:25 Reply with quote Back to top

The_Murker wrote:
PS: I totally dodged your question. A dialog box dealing with two skills at once might be easy to imagine, but a nightmare to code. My guess is that it's quite a bit easier to code and resolve skill decisions in order of priority, rather than recognize decision tree forks and have a more complicated box pop up with several options to choose from. (especially knowing random lunatic f'ng skills will be popping up on GW Star Players on a regular basis)


Yes, this is indeed why I tried to emphasize the hypothetical part in my scenario. Because I know it's too dang niche of a situation to ignore all the hazards that come with even a modest sounding change like what I am proposing so only the most ideal circumstances will work.

The_Murker wrote:
I think your main point is that a wrestle player's coach is spring-loaded to be ready to answer his important 'wrestle' dialog box at a critical time, like when he's blitzing, and an unexpected juggernaut decision makes for a high chance of a 'mistake.'

I would lean towards the flip-side of that argument, myself.. Juggernaut is a more rare skill, and more likely to be forgotten, so I appreciate the reminder that I have it as an option before I auto-click YES to a wrestle decision.


This is exactly it. How it's been playing out in my mind these last couple of slip ups. I think that's why I struggle to seek the benefits of Juggernaut when such an instance occurs. Because my mind is always on the ball.

The ball, the ball, the ball. How do I get the ball? What skill will help me the most in my goal of achieving the ball? Wrestle is good at getting the ball! I think I will blitz with this player to get the ball. Nice a both down, now I can get the ba-DAMN IT!!

Okay maybe that golden retriever brain example is a little extreme, but I can't say it's too far off from the scenario that keeps me fueled on this discussion. There's something to be said about how certain things become so mechanical that it's pure instantaneous instinct to just click "Yes" to something that you've read a billion times in the past to save time.

Then this little titch in your brain comes along and karate chops your whole turn because you forgot "this player has Juggernaut too". But you're right, Jugg is the rarer skill and I can say that I've come to appreciate it's usefulness in the past, so the other side of the argument can't be disregarded unfortunately.

EDIT: Ah yes, the fact that Wrestle can also be used defensively where as Jugg has priority to override it. Now that you've spelled that part out for me, it's a harder question to answer...

The_Murker wrote:
And to throw in the obligatory 'get gud' comment.. I do find that I click on things much too hastily sometimes, but usually only when I really care about the result, or when I'm already frustrated and 'on tilt.' Excitement and tilt are both things that lessen with time and experience. (Not disappear.. just become less frequent)


As annoying as the "git good" response can be, it probably is just that simple really, one of those things I have to ingrain in my psyche with more time and patience. Even just this post's back and forth can contribute to that now that I've put a magnifying scope on the issue.

A lot of nuances to the client one simply has to adjust to, rather than work against. The idea is there though, 1 dialog box instead of 2. If we're looking for past examples, it could be coded in such a way as the Wizard inducement would play out (Zap or Fireball).

But spitballing can only get you the bare bones of an idea, and I know how much painful backbreaking it's taken to get the client to where it is today. At least in the context of BB2016 to BB2020, so that's not even including the history before all that.
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