For The Record - Rage Slow, Again
Posted: Sun May 27, 2012 5:37 pm
Here's a 14+ hour (game clock) contest versus PlayerID 433663 (aka Grill, Poff?, and other, more familiar names) where I dropped with 9 minutes remaining and the victory failed to get recorded.
http://sfcon.demoszenen.de/dcrec/2012-05/1v1Random-2012-05-27_14.36.zip
An observation about this game:
1) After his entire navy was eliminated, 433663 utilized the "rage slow" technique. If you've lost your entire navy and your opponent still has 8 or so carriers, the game is decided and it's just a matter of time. Most people recognize this as a special situation, and many just say "gg, get on with it" and disconnect; others stay along for the ride. But intentionally going 1x speed to drag it out and lag the server is a real bore. Really, these players need to be banned.
An observation about some defcon players:
1) It seems to me that there are some players that just can not accept defeat gracefully. Here's a perspective for them to consider - initial deployment and tactical selection are critically important, and the higher the level of defcon play, where tactical execution is generally on par, the more it is about luck than it is about skill. Sure 433863 began with what turned out to be a noob blunder, but there are only a limited number of tactics one can adopt given any particular territory configuration. In this game I chose to attack in one way, he chose another (then quickly transformed into hiding below his silos). No matter, we could each have chosen differently. The combination of your territoriy, deployment, and tactical selection, and those of your opponent, is luck. Sometimes the combination is in your favor, sometimes not. Win some lose some np.
So, instead of calling me an "asshole" because I take your fleet, and then proceed to drag out the game via "rage slow," take comfort in the fact that maybe next time you will draw the favorable combination of territories, deployment, and tactical selections, and please don't drag out the server (causing players to drop and others to be unable to utilize the server).
I won, this one. Have a nice day.
http://sfcon.demoszenen.de/dcrec/2012-05/1v1Random-2012-05-27_14.36.zip
An observation about this game:
1) After his entire navy was eliminated, 433663 utilized the "rage slow" technique. If you've lost your entire navy and your opponent still has 8 or so carriers, the game is decided and it's just a matter of time. Most people recognize this as a special situation, and many just say "gg, get on with it" and disconnect; others stay along for the ride. But intentionally going 1x speed to drag it out and lag the server is a real bore. Really, these players need to be banned.
An observation about some defcon players:
1) It seems to me that there are some players that just can not accept defeat gracefully. Here's a perspective for them to consider - initial deployment and tactical selection are critically important, and the higher the level of defcon play, where tactical execution is generally on par, the more it is about luck than it is about skill. Sure 433863 began with what turned out to be a noob blunder, but there are only a limited number of tactics one can adopt given any particular territory configuration. In this game I chose to attack in one way, he chose another (then quickly transformed into hiding below his silos). No matter, we could each have chosen differently. The combination of your territoriy, deployment, and tactical selection, and those of your opponent, is luck. Sometimes the combination is in your favor, sometimes not. Win some lose some np.
So, instead of calling me an "asshole" because I take your fleet, and then proceed to drag out the game via "rage slow," take comfort in the fact that maybe next time you will draw the favorable combination of territories, deployment, and tactical selections, and please don't drag out the server (causing players to drop and others to be unable to utilize the server).
I won, this one. Have a nice day.