We replaced the previous pvp timer with the new one called Player Timer in season 38.
The current setting is 100/5. Any suggestions is welcome! Please leave your comment after you’ve tried the pvp battle with the new timer!
Thank you in advance
We replaced the previous pvp timer with the new one called Player Timer in season 38.
The current setting is 100/5. Any suggestions is welcome! Please leave your comment after you’ve tried the pvp battle with the new timer!
Thank you in advance
Yeah but can we not tell MasterMarco? That would be hilarious
I’d much prefer 100/10. It’s a strategy game, not an afk battler.
I agree with @Randolph . With 100/5 you’re almost not allowed to take a bit more time for an important turn. And if you do, you basically have to play blitz chess for the rest of the match.
I agree too. It forces you to rush decisions. 100/10 would be ideal imo
I understand that the Devs took a general from all the battles, that’s why they put that time, I think we should test it first to see how it develops.
I haven’t even played PvP yet and completely agree with you @Randolph. We can probably take it to something like 80/10 but let’s see I’ll play some games
I expect we’ll need a few sensible options and a poll.
Awesome that VKC wants the feedback though
I would like there to be a button that allows us to simulate a forced turn jump by sending the monster to the bottom of the turn list, of course with limited use. Neomonsters is a game of strategies and sometimes you need to miss your turn
I think this is a great system to stop BMers like our dear friend @MasterMarcoPISSOFFBM. The two main things I’d is 100/10 and three instant force skip uses
It seems to me that it would be a necessary implementation
100/5 seems ok
Firstly, I think 100/5 should be tested for the full length of a season and, if possible, the Devs should track how many matches are being lost to running out of time. Only if it’s a big problem should it be changed to 100/10 (or similar) for ranked. Otherwise, adjust it after the end of the season.
I’m liking the change so far. Haven’t lost any games to the timer at all and when I want time to think I’ve now got more than 30s if I want. I recover the time back over the next few turns no problem.
I never liked the “force skip” mechanic much. We didn’t need it in the game. The only problem is that some monsters get an unnecessary buff/nerf from it. For example, protectors get a buff, particularly against things like sleep. A bunch of control strategies get nerfed. Bundleblazer is a very interesting one… it’s now going to work as intended.
So overall, I think things will be a lot better without it but we may run into a few problems. Duck’s idea of giving each player 3 force skips to use over the course of the match is a good solution if we decide having none at all is a problem.
Upon playing 25 matches today I think the timer’s fine too. I haven’t even been looking at it and it seems fine how it is.
Same. It eliminated the whole skipping and waiting 30tu for the stuff to be pushed back
A lot of moves like Charge, Load Mortar etc are just no brainers. Same with tokens. Or if you’re playing against …
I agree with this mechanism and testing. I think the effort to reduce the wasted time of a particular player is commendable. Also, I think the attitude of trying to balance without making an immediate decision is wonderful.
On the other hand, I think that this mechanism will increase the importance of the player’s playing skills. It’s important to be able to make the best choices in a short amount of time, and that’s why we need to think about time allocation. I think players with high skills will have a higher win rate than ever before. If this competition continues, the skills of the players will improve, and there may be more high-quality games in a shorter time than now.
I agree that you may not like it and it is totally understandable. On the other hand, if we need the forced turn jump in some game situations, if I had to give examples, they would open Miles because it is necessary daily in pvp, a forced jump with a suitable limitation would be perfect, it is not necessary to kill this part of the game strategy as it would not even lend itself to make BM which would be a button that would take the monster instantly to the end of the turn list
I disagree with this mechanism, it removed a good strategy from the game
This probably would have been the last thing the game needed atm honestly.
Might as well have added clans or something else.