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RBP6 Lurker Thread

Hmm. T-How many turns until Team 4 goes into complete meltdown and we have our first rage quit?

BTW, I think this is the inherent issue with so many players here being unfamiliar with this format (including myself in this.) I completely disagree with Jkaen - the purpose of a team game this slow is sort of decisions by committee, not 3 Civs loosely allied with one another, isn't it? I think its got more to do with the fact that the players were thrust into a team, they don't seem to particularly like one another - I get a bit more of a sense of espirit de corps from the other teams. I think I'd like to see a PB/PBEM teamer played here which didn't chase away half of the community due to the setup, but I also fear that due to the technical issues currently being encountered, its unlikely a game like this will move fast enough to generate repeats. FFHX is also moving slow as molasses, which in fairness, they warned right from the start.
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I have to agree with Gaspar here. For the sake of team 4, they really need to learn how to work together by committee, literally the exact opposite of what Jkaen seems to want .... frown
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Calling themselves Team Reject can't help, no matter how self-depreciating. All I hope is that they don't get eaten 10 minutes into the game and give the victor a massive land advantage.
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Never seen a boring Pitboss like this one:neenernee
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Yeah. This doesn't seem to be working too well. Progress is slow and therefore updates are scarce. Team 4 is probably losing intrest because of internal problems and mistakes made e.g. I think Kuro lost his previous turn and no one has been mentioning about it in their threads frown. There has been also some technical problems e.g. there is no good way currently to know whose turn it is through civstats, however they're finding a way to fix this via tracker.

Despite of all this I think team pitboss game is good idea, but the teams really can't be collected like this. It seems to me there wasn't enough players to have 4 teams so it would have been better either to recruit more people or go with 3 teams.

It seems to me that only teams that are "naturally" gathered together have potential to work. Team Reject should not have been there. Having a team leaders that invite people in might be the way to do this. This should generate teams that can properly co-operate.
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I'm just waiting for this for some entertainment:
Gaspar Wrote:Hmm. T-How many turns until Team 4 goes into complete meltdown and we have our first rage quit?
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I think it's the sequential turns that bogging this game down. Sequential turns with FOUR teams is going to be molasses.
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plako Wrote:Yeah. This doesn't seem to be working too well. Progress is slow and therefore updates are scarce.

I'm not sure we can tell as lurkers - I mean team 1 (and iirc 2) are doing all or most of their discussion/planning/whatnot out-of-thread, which definitely makes for a less interesting game for spectators but possibly still good for the players.

plako Wrote:It seems to me that only teams that are "naturally" gathered together have potential to work. Team Reject should not have been there. Having a team leaders that invite people in might be the way to do this. This should generate teams that can properly co-operate.

I was a little surprised people jumped up to sign-up as singletons not groups of three for a team game, but I guess everyone just kinda hopes it'll work out OK. I don't think the problem with Team Reject is so much the lack of prior cohesion as a group as much as that there's no-one who's obviously In Charge, and when TT tried to step up to try & set some direction he got shot down in flames. (Which I think Serdoa put out rather well, hopefully the promising signs of working-together after his post haven't gone but just aren't visible now alright).

To offset my (cautious lol) optimism, it is a bit concerning that no-one even acknowledged your post about Kuro & turn-missing in Team Reject's forum frown It might be entertaining to watch if they go into meltdown, but it's also just gonna generate even more bad blood than the seemingly inevitable conclusion.

Having pre-designated team leaders might've helped, but then again maybe it'd just cause resentment for being the last one picked or something.
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I've always found online teamers more stressful than FFAs. I don't want the responsiblity to take care of someone else! I'm glad I didn't sign up (I didn't have time anyway).

I can't help but respect TT even though I can always find reasons to fault his play. Democracy is efficient but slow, someone needs to be delegated to make decisions quickly.
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If I'm going to play on a team, I'd much rather share one nation than try and coordinate 3 of them.

What's the deal with all these unusual pitboss settings attempts? Pitboss 5 had a lot of interest until Krill says it will be using the RBmod, then everybody decides not to participate(except Kuro.) Pitboss 6 introduces medieval start, sequential, and teams. I don't recall what was proposed with pitboss 7, but I believe it involved something else that was weird.

There seems to be plenty of interest in Pitboss games in general. Let's stop trying to do weird stuff with them.
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