Make LTD rules more precise

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FalseRandom
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Make LTD rules more precise

Postby FalseRandom » Mon Aug 22, 2016 7:29 am

Some of the LTD rules either leave too much room or make assumptions:

- When is the deadline for the mode to be announced?
- Refusing or just failing to heal the king? What's with early or unnecessary heals?
- As the rules stand, one should be banned for sending small amounts, even if it was needed for build.
- The very long "refusing to cooperate" rule deserves a sub-list which would help clear up regarding what exactly is ok and what not.

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Merex
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Re: Make LTD rules more precise

Postby Merex » Mon Aug 22, 2016 9:40 am

- When is the deadline for the mode to be announced?

When picking a mode other than the default one (-hpgmcb prophet or -phgmcb), mode setter (red) must announce it in the lobby before the game starts. Every player must be informed, so they have the opportunity to leave in case of dislike.

Seems simple enough. If you want a different mode, announce it in lobby before the game starts so everyone has a chance to see and leave if they dislike such.

- Refusing or just failing to heal the king? What's with early or unnecessary heals?

This rule was made really to prevent potential violators intentionally refusing to use their heal. We have a DRM log that shows if it was just a ''missed'' heal apart from refusing so that helps us judge this case-by-case.

As for early/unnecessary heals, if the player did it with the intention of ruining your game or hurting the natural flow of gameplay then that can be ruled under general as game ruining/teamkill.

- As the rules stand, one should be banned for sending small amounts, even if it was needed for build.

- The very long "refusing to cooperate" rule deserves a sub-list which would help clear up regarding what exactly is ok and what not.

LTD is a team game. Your sends are vital to your success, as 4. If someone sends out of the agreed sending pattern you as a team decide that's shredding lumber and that's feeding the enemy with little sends.

Particularly in the case of prisoners or other units with necessary level 2 sends (which I assume is what you're talking about) perhaps can be convinced by your team to send 2 or if the option is open, just build a lower tier to get you through such.

The rule ''refusing to cooperate'' also known as ''solo-sending'' is very easy to follow - If someone sends a dino for 2 when the team agreed on 3 - there you go. If someone is constantly sending ''mass'' for income and the team is telling them to stop and they don't - there you go. If someone sends when the team agrees to king - there you go. Lastly, if the team agrees to send big for 17 and someone sends 16 to ruin their teams chance - there you go.

There is nothing ''ok'' to do in this matter. Just communicate with your team, coordinate sends as usual. You play LTD with 3 others and in that 1 round they're all your buddies and teammates and you win the game together. You can't win if one is trying to ruin you.
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FalseRandom
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Re: Make LTD rules more precise

Postby FalseRandom » Tue Aug 23, 2016 6:09 am

Thank you for your input, @Av1oN. Your response in a way embodies the reason for my post.

For you, these things might seem obvious, but why not include them in the rules in the very form you just presented? It would leave less space for interpretation, especially in cases like the one you mentioned—is it bannable now or not? That's what I'd like the rules to tell me, before I find the answer to be a different one every time.

(Similar for phantom/harlot or generally in cases where you send a bit to get a much more practical/stronger unit; for me it's often mutant or blaster.)

---

One more addition to my initial post: Are there any regulations as to who is obligated to cooperate with whom? I.e., are there any "weights" on new players/experienced players/minority/majority.

For instance: 3 players start to send but 1 player starts to up. King dies but could have easily been saved: Does the one player who wasn't cooperating get banned?

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Re: Make LTD rules more precise

Postby Merex » Tue Aug 23, 2016 1:09 pm

I don't see a need to over-explain the rules when they're already stated in it's simplest form. Any legion player who scrolls through them should be able to get the idea.

The refusing to cooperate rule in specific should be clear enough to interpret. It's communication. If you wanna send, plan it with your team. If you wanna king, plan it with your team. The main idea of this rule is to ensure teamplay on a team game.
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Re: Make LTD rules more precise

Postby HazarDous » Thu Aug 25, 2016 4:15 pm

There's a huge variety of circumstances that makes a game unique. Hence why some rules are meant to remain more "general", and are to be enforced reasonably and on a case-by-case basis by game moderators.

I think Av1oN pretty much explained what should be common sense to everyone playing Legion TD. Considering no one seem to have similar concerns, I am confident that our actual rules are commonly understood by community.

If you feel you have been banned unreasonably, feel free to post appeal and/or PM the moderator for further explanations.

Denied.


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