Either way an automatic draw after something like 3 minutes without resource mining or units killed would have to be implemented in order to prevent assholes from refusing obvious draws.
[S] Draw option in Starcraft2 - Page 2
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lololol
5198 Posts
Either way an automatic draw after something like 3 minutes without resource mining or units killed would have to be implemented in order to prevent assholes from refusing obvious draws. | ||
MindRush
Romania916 Posts
On June 02 2010 21:32 Majk wrote: Yeah, I read the OP, and i still think it would be annoying even if they can send the draw once... The amount of abusive/cheesy players in the current ladder tells me that you pretty much gonna get an offer for draw before gg in 9 out of 10 games, and thats just Bad manner... If people don't care if they reach Plat/Diam with 6 pool only, they certainly gonna try to get an draw every single time they fail... But as I said suggestion 1 is absolutely something i think Blizz should implement. Maybe suggestion 2 would be great in custom matches, but not for ladders. they send the draw offer once, you reject ..... how is that annoying the thing is that they can annoy you more by talking crap or things like that let me get this clear : they 6pool you, you dismantle that they go for mutas then, you resist that then, with a better economy you come down on them and while you take them out, they talk crap at you, calling you noob and idiot and then, a SINGLE DRAW PROPOSAL is so annoying as you need a huge apm of 1 click to reject? i am sorry, but i fail to understand you | ||
shawabawa
United Kingdom417 Posts
You have a check-box in the alliance menu (for example) which says offer draw. If you check it, nothing happens. No notifications come up, and other player sees nothing. If the other player has it checked at the same time, then it's a draw. This way you don't have to be paranoid about people hiding and offering draws, there's no spam on your screen and they know there's no way you're accidentally going to press it. Additionally it could become enabled only after 30mins or if some in-game condition is met (such as all nexus/cc/hatch dying) | ||
MindRush
Romania916 Posts
On June 02 2010 22:29 shawabawa wrote: I remember there being a game with an offer draw system in place that worked like this: You have a check-box in the alliance menu (for example) which says offer draw. If you check it, nothing happens. No notifications come up, and other player sees nothing. If the other player has it checked at the same time, then it's a draw. This way you don't have to be paranoid about people hiding and offering draws, there's no spam on your screen and they know there's no way you're accidentally going to press it. Additionally it could become enabled only after 30mins or if some in-game condition is met (such as all nexus/cc/hatch dying) totally agree here ...... i will edit my OP now to reflect that ...... also ..... the server could mention to the player .... like a text or something that a certain player has turned on the agree-draw option | ||
MoreFaSho
United States1427 Posts
In chess there are draws and draw offers, but it's different because there are end conditions that trigger a draw (3 move repetition, 50 moves without a capture or a pawn move, stalemate), sometimes players obviously see one of these coming (for example lone king vs lone king) so they agree to a draw. In starcraft there's not really an equivalent of this where BOTH players have this information. You could define some rules, but they need to be pretty simple and I also think you shouldn't really allow draw offers, this might drag on the game, but I think premature draws at the top level would really hurt a potential eSports community (much like they sometimes hurt high-level chess). Here are draw conditions: 1) No mobile attacking structures (spine crawlers, spore crawlers), "attacking" units for either side, (no unit-producing structures or insufficient money to produce from any unit-producing structures). 2) No mining for 10 minutes by either player and no units or structures lost for 10 minutes and no units produced for 10 minutes. Mining is defined as returning minerals to a hatchery/nexus/command center. Although I will say the whole point of this is kind of silly, if it were for some kind of tournament or real ladder, the players could ask for the game to be adjudicated or agree to a draw in game and just someone leave. If it's for the battle.net ladder a draw isn't available, but really, who cares? Just lose one game if you can't convince your opponent to flip for it, the battle.net ladder (even if there is a pro-league) will probably matter very little. | ||
teapot
United Kingdom266 Posts
The map was completely mined out, and the UD player was stuck on an island with his last building, 3 heroes and a frostwyrm. I think the other player was a HU, with lots of towers and an army on the mainland, but nothing that could take down the 3 UD heroes, at least not with all gold depleted. With neither player willing to concede defeat, they both left the game running during the night hoping the other would disconnect. But come morning the UD had come up with an ingenious solution. Can you guess how the UD was able to leave his island prison and claim victory? + Show Spoiler + as accurately as I can remember it... painstakingly slowly, he shepherded an enemy unit or creep, from the other side of the map with attacks from his frostwyrm until it was placed on the otherside of the river next to his island where he killed it, leaving a corpse, that he was able to resurrect, using the DK ultimate, as a friendly summoned unit. With that unit in place he was able to use his staff of teleportation to tp across the river to it, then buy a goblin zeppelin and transport the other heroes across, and thus finish the remaining human forces. gg | ||
xtfftc
United Kingdom2343 Posts
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MindRush
Romania916 Posts
On June 02 2010 23:31 teapot wrote: I remember seeing a WC3 replay of a long game that by your classifications would probably have ended a draw, but IMO was soo worth it, for what happened. The map was completely mined out, and the UD player was stuck on an island with his last building, 3 heroes and a frostwyrm. I think the other player was a HU, with lots of towers and an army on the mainland, but nothing that could take down the 3 UD heroes, at least not with all gold depleted. With neither player willing to concede defeat, they both left the game running during the night hoping the other would disconnect. But come morning the UD had come up with an ingenious solution. Can you guess how the UD was able to leave his island prison and claim victory? + Show Spoiler + as accurately as I can remember it... painstakingly slowly, he shepherded an enemy unit or creep, from the other side of the map with attacks from his frostwyrm until it was placed on the otherside of the river next to his island where he killed it, leaving a corpse, that he was able to resurrect, using the DK ultimate, as a friendly summoned unit. With that unit in place he was able to use his staff of teleportation to tp across the river to it, then buy a goblin zeppelin and transport the other heroes across, and thus finish the remaining human forces. gg this is an example of winning, as the other player was afk this shouldn't be allowed in a fair-play game just agree no1 can win and concede a draw | ||
febreze
167 Posts
If it really is a stalemate, then its simply a battle of wills & who wants the win more. Remember, its not the number of wins that makes a good player, but how one plays the game. There is nothing wrong with taking the high road and giving your opponent the win from a tough fought match, I believe this sort of behavior should be encouraged. If it ain't broke, it shouldn't doesn't need fixing. OP hasn't convincingly proposed a clear purpose from having draw in the first place. Being in long drawn out stalemates are shortcomings for all players involved. Gracefully quit, or be stubbornly waste hours of everyones time; choice is available. Conversely I see drawbacks in implementing this feature: recall back in the SC1 days on maps like BGH, it was very common to seeing games ending in allied victories. There was nothing wrong with that, but essentially this option would decrease the tension of the game in unforeseen ways. Depending on how its implemented, draws are open to abuse; particularly backstabbing, 2v1, 3v1 scenarios. Keep it simple ; win/loss, draws for mutual disconnects only. | ||
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