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The Stalemate That Will Change Tournament Rules Forever 

shoeleast
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GGs Boss Grand! For a much better view of the creative railgun setups, check out Grand's POV on Twitch - / 2223575679
Sorry I became the villain on client!
Become my boss - patreon.com/Shoeless_man
Watch ‪@GR.‬ 's great video essay on the longest game in Smash history - • The Longest Game in Sm...
This is week 3 of 3 for the qualifiers of the Magic Missile Tournament. The Top 16 will go on to a double elimination style tournament where judges give out style points. My kind of comp

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16 сен 2024

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Комментарии : 134   
@AbbathorsDagger
@AbbathorsDagger 28 дней назад
Damn, grand so crazy he got shoeleast to edit a video
@AbbathorsDagger
@AbbathorsDagger 28 дней назад
In my experience, grand is pretty vulnerable to getting his setups messed up, so closing in at the start and using volatile structures works well. At least it did for me on about 250 ping.
@grandmask
@grandmask 28 дней назад
shh dont leak my weakness
@xenocross6597
@xenocross6597 28 дней назад
I’m like 90% sure this is the first set of client wins I’ve seen in these videos. Brutal.
@shoeleast_man
@shoeleast_man 28 дней назад
recently i've had 3x Au to EU matches ;_; other matchups with lower ping make client round wins much more possible
@ianbelletti6241
@ianbelletti6241 25 дней назад
​@@shoeleast_manmaybe the solution is a match timer and a failure to win in that time would be a tie which doesn't count towards the wins to qualify.
@solsystem1342
@solsystem1342 22 дня назад
​@@ianbelletti6241 It's got to be a system that isn't prone to ties ie: totaling wins, then total damage, etc like however you want to judge it it needs to be very granular so you can't end up in a string of ties
@ianbelletti6241
@ianbelletti6241 22 дня назад
@@solsystem1342 more layers helps but still does have a chance of ending in a draw. It just becomes less and less likely that you'll tie on all stats the more stats you use.
@end_slayer
@end_slayer 28 дней назад
The way your hands move, its like the rocks are an extension of yourself. Just 10 seconds later.
@BoredYoshi
@BoredYoshi 28 дней назад
here's the thing, we already have rules that make matches go shorter. Tie breaker rules. Tie breaker rules occur because tie breakers can go on for a long time, so instead of having them activate at the tie breaker, just have them activate after 40 minutes
@shoeleast_man
@shoeleast_man 28 дней назад
thats a good point! Never considered it. But i guess i was still able to win, so its not necessarily about being deadlocked in this situation, it just took an extremely long time and was boring to watch. And Grand can still railgun with no stones, and I can still camp and disk too.
@omnitroph1501
@omnitroph1501 27 дней назад
Seeing how the match turned out, honestly I don't think there's a problem with the ruleset. Rumble is based on emergent gameplay, and people gravitate towards strategies that win: Grand here used a strategy that prolonged the game by dozens of minutes... and lost because of it. The fact that such an extreme ping advantage was throwable at all with that strategy is proof enough that this stall scenario isn't a threat to a competitive metagame. The host player that's willing to play aggressively gets the most advantage out of the ping difference, whereas opting for long range seems to have evened the odds.
@shoeleast_man
@shoeleast_man 27 дней назад
you know what... that is an interesting take. as we learn more about the meta, something like this could just be an edge case rarely repeated.
@Awesomekraken677
@Awesomekraken677 23 дня назад
I think that having something to make sure that the meta doesn't go beyond a certain limit is still a good idea. While it's true that THIS time the prolonging strategy failed, that may not be true the next time a new stalling strategy pops up. End of the day, we play games to have fun, and from the sound of it, spamming rocks at long range for 20 minutes isn't fun lol
@omnitroph1501
@omnitroph1501 22 дня назад
@@Awesomekraken677 It may be a good idea in theory, but I believe that it would be better to hold off on any change to the ruleset until some such strategy does emerge. As I mentioned, Rumble is based on emergent strategy, and the thing about emergent systems is that, often, no one truly fully understands them. Any change to the ruleset might introduce unexpected incentives, potentially to the detriment of the competitive environment. For instance, one of the proposed solutions, a time limit after which the player with the most health remaining wins, actually creates a stall incentive: if there were an effective stall strategy, and one player had a significant lead in health, they would want to play it safe until the clock runs out rather than closing the distance and risking the loss of their advantage. In addition, a rule preventing games from going "too long" requires the community to determine "how long IS too long?", a question which, as it is a matter of preference, will never have a consistent unanimous answer, ensuring continuous debate. Basically, if it ain't broke, don't fix it. There's only one recorded match in which this has been an issue, meaning that there's very little fun to be gained by addressing it, and potentially everything to be lost.
@Awesomekraken677
@Awesomekraken677 22 дня назад
@@omnitroph1501 Yeah that's fair.
@GREG_WHEREISTHEMAYO
@GREG_WHEREISTHEMAYO 28 дней назад
I think the best solution is to have some of the options in the game that smash bros has. A timer that can be disabled or set to some amount of time (idk what it would be but maybe max it out at 15 minutes or something and down to 6). Once that timer runs out you enter sudden death. I would suggest either the floor starting to fall from the outside in, a “storm” like in a battle royal, or whoever has the most heath wins. It’s either that or we say matches must fit within a certain time frame. At the end the person with the most health wins. If both have the same hp then next person to take damage loses
@Miss_Trillium
@Miss_Trillium 28 дней назад
I mean, irl boxing is kinda like the final option. It's either whoever gets the knockout, or gets the most points (takes away the most hp) during a round? So, martial art rules makes sense for an earthbending game
@sleepynuigurumiamalgamation
@sleepynuigurumiamalgamation 27 дней назад
I dont like the special death match personally. I would rather timer down then health higher wins, or if tied maybe a next win of neutral wins, or last to win neutral wins. Though I dont play rumble so not best judge for it. Use to Rivals of Aether mostly (& some of a game called "Duck Game") (& mildly other fighting games)
@titusfortunus2916
@titusfortunus2916 24 дня назад
A suggestion.A timer. Whoever has higher HP wins. If HP is tied, whoever scored the highest damaging single strike wins. If both have the same highest damaging strike (6, 5, 4) then whoever scored MORE of that strike across the round wins. If they both tied, move down 1 point to the next damage number and repeat. Say P1 has 3 hp, P2 has 3 hp P1 got 6 6 3 1 1 P2 got 6 4 4 2 1 Player one, having played more offensively and landed more harder hitting shots, wins. Same story, except this time P1 got 3 3 2 2 2 1 1 1 1 1 P2 got 3 3 2 2 1 1 1 1 1 1 1 Player one and two both have the same level 3, but player one has more level 2 strikes, crowning them the victor. It's not perfect, but it means that it encourages you to zone more if you have a health lead, but if both characters are low, zoning and "laming the game out" is discouraged, as 1 hp ticks in a tie are worthless. If both players somehow are exactly the same, 6 5 4 3 2 on both sides, then yeah of COURSE that should be a straight up tie, they are equal in skill. Basically, treat it as an "anti-stall mechanic" that doesn't actively punish stalling, but only punishes stalling if you CAN'T close out the round. Basically, feel free to zone and poke out with air discs for 1 hp each point at a time, but the game will more likely remember that time you got flatlined by the rock. It also means as the timer gets low, both players will get antsy, worrying that they didn't score enough BIG hits, and will play proactively. Contrastly, if a player slams you twice for half your hp, 5 and 5, they can freely choose to play keepaway because they made hard callouts, broke your defenses, beat the hell out of you, and now are challenging you to do the same. You have three options. 1: Score two 5's... 2: drop their HP lower than yours and wait out the clock in return... 3: Kill them.
@wayisrimlord
@wayisrimlord 8 дней назад
@@titusfortunus2916 This is super smart, like unbelievably.
@dbzsuperfan711
@dbzsuperfan711 24 дня назад
Based on how out of breath you both are by the fourth match and the fact that rumble isn't a regular video game I think just going until the other person forfeits because they can't play is a hilarious solution to this stalemate
@teodoricusslack4524
@teodoricusslack4524 14 дней назад
winning by heart failure is insane 💀
@grandmask
@grandmask 3 дня назад
funny thing is....i did like 400 matches after the fact so uh i would have won the whole stalemate
@klibe
@klibe 28 дней назад
def a ping issue, but we cant fix that. The map could be made to incentivise center play, potentially by having boulders rise from there every 30 seconds
@shoeleast_man
@shoeleast_man 28 дней назад
oh hunger games style. I like that. Create motivation to run in. You are protected behind it, and if you get there first it's a big advantage. Then you arent fighting from one side of the pit to the other
@claudiaborges8406
@claudiaborges8406 28 дней назад
Grounded railgun? Extending the travel range of a grounded object is wild
@grandmask
@grandmask 28 дней назад
despite playing this game, watching the whole video was enjoyable especially cuz i got you to edit this video so its like a minishoelesser video lmao
@shoeleast_man
@shoeleast_man 28 дней назад
You were playing 5D chess the whole time. GGs Grand. I hope we match again in the magic portion of the comp!
@thisiskindabadass212
@thisiskindabadass212 28 дней назад
Yes.... YEESSSS... Let the effort flow through you!!!
@xenocross6597
@xenocross6597 28 дней назад
Shake its hand… come on, shoeless, won’t you shake some poor effort’s hand?
@atoster7042
@atoster7042 28 дней назад
This has been very informative for my fight with grand for the stratum this week
@SteveAkaDarktimes
@SteveAkaDarktimes 12 дней назад
Rumble VR has the Advantage that after a certain amount of stalemate, contestants will collapse from exhaustion, making this truly a test of Fitness and endurance befitting a Sport. but yeah a 10 minute timer maybe.
@eclipse1353
@eclipse1353 28 дней назад
a potential fix would be the host polling separate simulations. say a client on 300ms ping spawns a cube - the client can move however they wish, but the cube seems to appear 600ms after they spawn it, also making flick and hold nearly unusable. instead, they could make the client simulate all their actions and interactions, including spawning, punching, parrying and flicking, the host can then receive the client´s positions and velocities. this can fix desync and similar issues, but will cause rubberbanding on very high ping. servers have lower ping but are expensive to set up and keep running. I believe that for now, the best option is to keep the current rules.
@roymalkiely3167
@roymalkiely3167 28 дней назад
Shoeleast, let's be honest, your favorite move is not anything flick related, it's the 50 cal.
@shoeleast_man
@shoeleast_man 27 дней назад
even if it was i wouldnt admit it :?
@Hifuutorian
@Hifuutorian 22 дня назад
I've never heard of this game before but it looks really cool. I've subscribed!
@grandmask
@grandmask 17 дней назад
hell yeah! make sure to check his other bigger channels such as shoeless and shoelesser, especially the flick video
@user-rn5vp6bz1f
@user-rn5vp6bz1f 27 дней назад
To solve stuff like this, we could make a no bend zone close in to the center, which makes it impossible to summon structures. You would only need to adjust some parameters like speed of close, max closing distance and starting closing distance, and add an indicator to tell the player, that its impossible to bend here.
@PhantomBlank
@PhantomBlank 6 дней назад
A sand storm that lowers visibility and a heavy storm or tornado that temporarily takes half of the arena could incentive people to get closer and fight. The sand storm benefits the railgun because you cant see the setup from a long distance and the tornado encourages closer combat.
@ShennaTheShinyEevee
@ShennaTheShinyEevee 22 дня назад
watching this as someone who doesn't know a lot about Rumble, it seems like a lot of game mechanics force the players back. rapid-throwing disks knockbacks you back to the edge, getting hit by walls slams you back, raising defensive walls naturally makes you stay behind it and most grounded moves seem to slide you backward as recoil. Getting in close seems hard if you're trying to put up pressure, unless you're doing very risky moves. I even questioned if throwing disks backward wouldn't allow you to accelerate faster toward the opponent - of course, giving your back to your opponent would be an amazingly bad idea, but if that kind of tech is crossing my mind then the recoil is very present in the match. Some way to ground yourself or defend against knockback would be great to gain terrain, but my guess is putting a wall behind you would be very limiting and/or damage you if you get slammed into it. In any case, the matches are amazing to watch! Playstyles are surprisingly distinct for a game literally based around throwing rocks at eachother, and seeing both players react and adapt to the other in a 3D VR environment is great. This seems like the kind of game I'd throw dozens of hours into - If I had any way to play VR.
@peppastone
@peppastone 22 дня назад
just so you know, throwing discs backwards to give yourself momentum and then jumping is already known and is called a disc jump. it's used by pretty much every high-level high-mobility player out there. Crazy that you even thought about it without ever playing rumble haha
@ShennaTheShinyEevee
@ShennaTheShinyEevee 22 дня назад
@@peppastone the art of speedrunning and physics-exploiting transcends the bar of game genre! Thanks for the info, I'll try to find some high-level matches to get a feel for the game meta and known techs.
@OmicronAwesome
@OmicronAwesome 7 дней назад
It seems to me that the issue is the ping not the rule set. If the ere are two similarly skilled opponents, whoever is hosting is basically guaranteed the win. The only way to actually win an “away” game is to get lucky. The solution should be some equalizing of ping for both players.
@gigas115
@gigas115 3 дня назад
While I'd like to say that keeping the time limit off would allow for a rock-paper-scissors where players with better endurance would have an advantage over players who prefer range, but would be disadvantaged against aggressive players who'd knock them out before they get to start the long game, a 17 minute match between two players that don't have that strong suit suggests an endurance match would be brutally long.
@Evan-pr3bf
@Evan-pr3bf 2 дня назад
I think a generous timer where when it runs out you switch client/host. This means that ultra defensive players risk being disadvantaged when not capitalizing on the advantage of host. Cause a loss on time always feels lame no matter the game. But by making stalling disadvantageous it allows people to adapt playstyle while still making wins and losses about only skill. I like it cause it incentivises decisive rounds.
@EzekielSopchak
@EzekielSopchak 28 дней назад
just split the tie brakes by fastest host round (total time for the two rounds combined) or time all the host games and if a tie occurs then count up the total time for all the host rounds < hopefully that would incentivize you to win faster and then the tie brakers would not go on so long.
@glenmcgillivray4707
@glenmcgillivray4707 25 дней назад
My workaround? At five minutes meteors fall, producing map hazards to finish off weak players or chip down players unwilling to move out of defended positions forcing proactive play. At 10 minutes it gets worse. At 15 its a battle of dodge skills to not get mashed into paste by 20 the phrase Rocks Fall Everyone Dies can be played. This doesn't benefit short range, long range, or even mid range play, you just have to play around an environmental hazard that gets progressively worse and forces someone to lose or result in a double knockout pushing the players to replay the round on a different map to claim points.
@jaydenjohnson3380
@jaydenjohnson3380 12 дней назад
In a VR game like this where everything is a physical action I think these long matches (though boring) are fine, turning a match of skill in to a match of endurance is a skill in and of itself, and learning to tire your opponent out in the least tiring way could be a play style
@dazedheart9006
@dazedheart9006 21 день назад
8:11 I used to play competitive Smash and I think I watched that video so I actually know what he’s talking about here. There’s this one set with a Ganondorf and a Peach on Jungle Japes I think where the Peach player just stalled out the Ganondorf for 8 minutes in every match 💀💀💀 My edits bugging rn. Basically I said he ended up mentioning the 50min long match and showed clips of it
@kendallpeebles7481
@kendallpeebles7481 3 дня назад
"Remember, switching to your side arm is faster than reloading." No, that's not the right memory I need right now. "You must construct additional pylons." No, he was definitely doing that "The cake is a lie " Yeah, that's what I'll comment. Wait, what was I doing again? "Do a barrel roll!" Okay
@Miss_Trillium
@Miss_Trillium 28 дней назад
13:02 ah yes, the danger of boulders rears it's ugly head once again
@Multiversal_Rift
@Multiversal_Rift 28 дней назад
my solution to this would be to add a customizable timer and to add arena hazards after a certain amount of time had passed such as walls dealing damage, bouncy walls (for rocks or for players) or the size of the arena shrinking
@Multiversal_Rift
@Multiversal_Rift 28 дней назад
the way the main pvp game i play (cosmoteer) deals with this problem is a timer as well as a the arena size shrinking, dealing more damage the further you go away from it, it works really well
@shoeleast_man
@shoeleast_man 28 дней назад
it definitely cant hurt. Tools like added by the devs would be really helpful.
@Zodaxa_zdx
@Zodaxa_zdx 14 дней назад
when the skill groups are similar enough, the ping will bleed through the cracks that makes this game
@iminumst7827
@iminumst7827 23 дня назад
Every arena fighter game has died competitively due to how viable edge camping was. A ruleset change won't really fix that, adding a timer would fix the amount of time, but it wouldn't fix the playstyle. It's something that needs to be addressed by the game developers. The best solution I've seen is what Battlerite did, the center of every map spawned an orb periodically that granted whoever destroyed it a power and health boost. Also instead of ending the game when the timer runs out, Battlerite summons a Battle Royale like ring that damages anyone outside of it, with this ring steadily decreasing in size. Rumble needs something like these designs decisions.
@toppinone
@toppinone 25 дней назад
Shoeleast picking what video to make: Make a low quality video Make a high quality video (High quality chosen yet again)
@Scythe17
@Scythe17 28 дней назад
I mean, how about a "Brute" Stone that (when activated) allows the user to tank damage and half any taken knockback for 3 to 5 seconds but limits their available moves to kick, dash, uppercut, flick, and hold only. No way to really attack within those 3-4 seconds except with flick and hold, maybe with uppercut/kick and a ball. That would make it possible to rush another player to set up an attack, 10+ second cooldown after the effect ends. In addition to that, a "Stun" Stone which can allow the user to attach a noticeable effect (maybe by doing an X with your arms) to only the cube, wall, (or the large boulder on the pit), where it hitting the opponent with one of those large items disables only spawning abilities for 4 seconds, while it limits their movement to remove dash and sprint for 2 seconds. After a successful hit a cooldown of 10+ seconds after effects end. For these stones they could even make it that you have to land a specific number of hits to charge the stone and ready it for use.
@shoeleast_man
@shoeleast_man 28 дней назад
You're cooking with these ideas. I'd just like to see more shift stones in general
@AWanderingSwordsman
@AWanderingSwordsman 22 дня назад
Just invent more tech that makes long range more physically intensive so players won't have the stamina to last 10+ minutes. Realistically though, I'm surprised theres not a round timer, even just for safety. Like imagine a match goes on for literally an hour of non stop rock slinging. Someone could get seriously injured and if it's a tournament they care to win, it could lead to them taking a bad health risk to keep playing. It's why round timers exist in stuff like boxing. Something like a round timer of 5-10 minutes, winner is whoever has most health, if it's a tie, host loses.
@plutov5665
@plutov5665 28 дней назад
i agree that with gameplay just like this some kind of failsafe needs to be set forth so it doesnt go on for ages and end in a stalemate. Smash bros has a great way with 7 minute limit, also limiting maps so you cant hide or run away forever so for example ban the pit and only allow the ring so it forces different play style and the need to get closer of fear of falling off. Anyways thank you for the amazing video again!! i love your content, commentary, an gameplay!!
@baballerz4339
@baballerz4339 3 дня назад
I was actually really excited to try this game a few months ago, but sadly no matter how long I waited I couldn't find any matches to practice with other people. Feels as though there aren't many new players. Or maybe everyone that plays is on a different time zone lol
@dezydesi
@dezydesi 28 дней назад
as a melee player seeing gr in a video not about smash is fucking insane to me man! glad that hes playing rumble too man.
@Webmage101
@Webmage101 20 дней назад
I think the medium of the game presents its OWN time limit, your own stamina. A defensive match will eventually reach a point where one of the combatants gets tired, and makes mistakes.
@grandmask
@grandmask 17 дней назад
yes that is why i lost lmao, my "exhaustion" set in and i started making mistakes and the nerves got to me
@chuckle5253
@chuckle5253 28 дней назад
I was a victim to his Yogiv challenge, the guy is dedicated.
@zuthalron7123
@zuthalron7123 28 дней назад
Waiting on "shoenothing"
@Krystalchan2009
@Krystalchan2009 24 дня назад
I wont lie... every time I see this game I kinda hope Rumble adds a 'style' for FBT at this point. I would kill to stomp a shockwave or something. As far as how to break up the stalling in rumble for a tournament setting, likely you could enforce a "shot for shot" shoot out as a tie breaker. For instance after a round goes on for a set time, players take dueling shots at each other. The attacking player takes a shot, the defending player can only evade. After one shot any projectile is taken, the roles switch. As much as timers kinda suck for games sometimes as it can force faster playstyles, at the end of the day the tournament needs to keep moving on so matches can be done on time. As far as game mechanical changes, it might be interesting if there were maybe objectives to take and hold that allowed a player to switch styles in match. This would allow players to swap tools
@s.s.a.699
@s.s.a.699 26 дней назад
Wait, there's a shoeLEAST now? Dang it! Now there's another person I have to subscribe to in order to keep up with all the Rumble updates!
@y7o4ka
@y7o4ka 25 дней назад
I can't imagine playing this game without Valve's knuckles.
@Magic-nx2fb
@Magic-nx2fb 28 дней назад
I'm not here to talk about solutions to the length issue, but i find it interesting at least. Originally, a timer wasn't included because it's slightly hard to play defensively (and continue to gain ground) when non moving structures are weaker, and combine that with the ring, it makes it difficult to get stalemates in the same way. The pit not only has walls preventing the fear of falling off and minimizing stage control (though there's still some), it's also a larger map, giving both players more time to react if they choose to play at a distance. Just random observations XD
@shoeleast_man
@shoeleast_man 27 дней назад
I agree, the game was designed around the Ring and not pit. There needs to be pressure forcing fighters back together. The Pit tries to do that with boulders, but they are a consumable resource. Maybe one idea is having them respawn after a while by rolling down the cliff walls. It could be heavily telegraphed, but it could stop some wall camping.
@Magic-nx2fb
@Magic-nx2fb 27 дней назад
@@shoeleast_man I like the idea, but the opposite end might be stalling near the edges to intercept the boulders, even promoting the idea of keeping that distance. I do like the idea though of something more active pressuring fighters closer because 6 boulders run out real quick in a 17 minute round XD
@crwndcontent
@crwndcontent 28 дней назад
It's interesting, I play against Average Wattson a ton. And we prefer to fight on pit because we dislike the knock-offs that tend to end matches extremely quickly favouring certain playstyles, at least between the 2 of us anyway. But when we do end up fighting on Pit, because we're so attuned to each others playstyle, a round can take absolutely forever as it's this over the top back and forth of Net-Zero results, even though our ping is ~40-60 and we're both relatively medium range players. Wonder how time limits would affect a match-up like that
@crwndcontent
@crwndcontent 28 дней назад
As for a fix.. Not entirely sure how to implement this properly but maybe after a said time the client player is not decentivized to push forward? Say, after 5 minutes in some way have the client needs to do X amount of damage to win regardless of final round result or something?
@shoeleast_man
@shoeleast_man 28 дней назад
oh interesting... or like host health starts going down 1 tick ever 10 seconds? just thinking out loud. Although your idea could be done by players keeping count and not a whole new game feature or mod
@crwndcontent
@crwndcontent 28 дней назад
@@shoeleast_man Yeah basically! A mod would be preferable with the entire part of having to sort of track 2 timers in match..
@tankmaster6062
@tankmaster6062 28 дней назад
@@shoeleast_man Just a silly idea but mabye after 5/6 minutes like you said, If you haven't hit your opponent for 30 seconds your health will start declining? Idk too well about balance but your comment gave me that idea
@theguy2537
@theguy2537 28 дней назад
shoeless vods needed
@Endermage1244
@Endermage1244 23 дня назад
I love the earth bending here. Any plans to add some other elements?
@yami_the_witch
@yami_the_witch 28 дней назад
I think there should be a time limit on any given match, at the end, the player with more health should get the point, and if both players have the same health, client should get a point because they are at a disadvantage from the beginning.
@mightyhelper8336
@mightyhelper8336 5 дней назад
I've never played this game, but how about taking physical endurance? After a set time (maybe 3 or 4 minutes) you have to phisically move more to get the same result? Maybe you have some sort of energy bar that depletes on each move (and regenerates slowly), but 0 energy just means that you have to exagerate your movements, therefore actually tiring you out more irl. That way you can be strategic, and either conserve irl energy or save up in game energy for a particular combo. The drain per move could go up further as time passes... I just don't like the idea of a hard time limit.
@shoeleast_man
@shoeleast_man 5 дней назад
youd be amazed how your endurance increases after playing the game for a few months. Fun fact, Grand went onto do a Yogev challenge after this. Meaning he got 1000BP in a day. You get 5BP for a win and 2BP for a loss. I think he played for 14 hours with breaks inbetween. Love the creative idea though!
@duke9621
@duke9621 25 дней назад
Rumble Dodgeball tournament
@sensha5470
@sensha5470 24 дня назад
I think this situation is just a 'playing too safe' case, but as a suggestion, I like the stalemate idea. If one round takes more than... Lets say something absurd like 8 minutes. Then that match becomes a draw and thus the host swaps. Yeah someone could intentionally *try* to draw it out, but that just means the host has to be aggressive.
@thefriendlyfoe4488
@thefriendlyfoe4488 27 дней назад
Simple solution: erase ping by making WiFi the speed of light Cant be that hard
@danmur15
@danmur15 27 дней назад
I fully expect to find your 4th or 5th channel in like a year or whatever. And by then there'll be at least 10 😂
@moriaman2696
@moriaman2696 22 дня назад
I think a 10 min timer would be good
@Detteraleon
@Detteraleon 28 дней назад
i am so confused, why weren't you doing slingshot strupperkicks? literally the perfect move for the range and ik that grand gets hit by it often
@kingkoolkyle
@kingkoolkyle 24 дня назад
It might be interesting, since the host has an advantage, to give the host a disadvantage by making them lose a match that goes too long. Gives the game an attack/defend minigame.
@halimalnami1560
@halimalnami1560 23 дня назад
Bro keeps making new channels in secret to avoid us I wonder what he'll call the next channel shoeless than the shoeleast?
@johnboyboy919
@johnboyboy919 25 дней назад
this is some cool stuff
@lucassanborn5741
@lucassanborn5741 28 дней назад
Are you saying your watching videos instead of playing rumble?
@xraidev
@xraidev 22 дня назад
Seems to me like there is no issue with the gameplay but server and connectivity issues causing the problem
@Edaxidous
@Edaxidous 25 дней назад
The ring map would be better. Reason being is because if he wants to fight you at range then he runs the risk of falling off and losing the round.
@xardiodrack1798
@xardiodrack1798 26 дней назад
that more of a map issue than anything imo pit always bias toward defence unlike the ring
@Raptor_Jesus.
@Raptor_Jesus. 4 дня назад
I have no idea what’s happening
@undergravitydownforce714
@undergravitydownforce714 28 дней назад
A timer works- where each 6 minutes is minus 1 health to the host, if a host with a 300 ping advantage cant win after 36 minutes while still playing so defensively to be at full health, well it sounds like a loss to me
@claudiaborges8406
@claudiaborges8406 28 дней назад
If only the walls slowly ticked damage… it’s not an insta loss like the other map, but it’d revert some of that inherent generosity for defensive styles… except he did take a lot of damage on all those rounds… maybe it’s just down to countering
@WillOfTheFungalNetwork
@WillOfTheFungalNetwork 24 дня назад
the ideal solution would just be a better netcode right?
@theyoutubeplague3383
@theyoutubeplague3383 26 дней назад
You thought you could hide your 3rd channel forever? I will always find you, and I. WILL. *_SUBSCRIBE_*
@ILiekFishes
@ILiekFishes 27 дней назад
sholess you can't keep trying to hide from us by making alt accounts
@xmas7o748
@xmas7o748 28 дней назад
The issue at hand is how does one approach a high ping match and make it fair for both sides. You can't eliminate ranged game play because it less exciting, because it is a playstyle that people use and enjoy. The solution then must lie in what constitutes as a victory. The magic missile money gang have been quite brilliant in their concept for a tournament, opting for flash which is in my belief a right direction to balance rumble combat, as limiting the game by its main combat insetivises a desire for victory that means anything, even the most low methods of combat, goes. So, I suggest a more assault based variant of client game play. Instead of counting in rounds, count by hit points, more over a time limit of 6 minutes. The premise is simple, the host will always be on defence and a client should be rewarded for the progress they make towards victory. It doesn't seem fair that client near killing the opposition but to die first and the whole round is lost. This system would insetivise the more defence oriented host against the client assault, as the client aims to rally points. With the added timer, the client is less insetivised to play cautious, and to try gain points. There is less fear of death and more drive to go for the offensive. This will promote all playstyles (Aside from ping dependant 😢) To be more equal in terms of viability. Thoughts?
@shoeleast_man
@shoeleast_man 28 дней назад
good thoughts boss! I'd agree, but i'd flip the incentives. I think client side defense is more viable/strong on ping, and host side offense has a lot more options and is more exciting to watch. Host on defensive is far too strong (on high ping). Id agree with everything else and think your thoughts still work that way too.
@cewla3348
@cewla3348 27 дней назад
wait a minute; what if you place a wall under an obstacle, then launch that obstacle? surely it would go far? i am very new and know no tech so this could just be "basic tech everyone knows"
@shoeleast_man
@shoeleast_man 27 дней назад
It is essential tech to most multi-structure combos, but its always cool when someone comes to a conclusion on their own! I mentioned it briefly, but on high ping there is a bug where 50% of the time instead of launching a wall by summoning a cube underneath it, it will just break both the wall and the cube. So instead of a high launching combo, you just end up exposed completely. We are hoping they fix this in the next update
@brooklynkluth2826
@brooklynkluth2826 25 дней назад
waiting on rumble to get rollback netcode lmao
@got_hacked_lel7697
@got_hacked_lel7697 7 дней назад
is ping THAT big of a factor? i dont even have a vr headset so i dont understand but the difference between host client games is too big for that
@EvonixTheGreatest
@EvonixTheGreatest 24 дня назад
What was up with that floating cube in the center? I'm unfamiliar with the game
@peppastone
@peppastone 22 дня назад
it's a glitch called a "ghost structure". basically it's a desync between the players. that structure doesn't exist for grand, who was hosting the lobby, so it's not a "real" structure if that makes sense
@kilikx1x
@kilikx1x 27 дней назад
I want to start off by saying that I am completely on the outside, I have never played this game and have only ever watched gameplay so some of what I say is very ill informed. I don't really see the issue with this sort of gameplay. In a competitive format if one player is playing defensively its the other players job to figure out how to get around those defenses (the exception being if your playing a game where your able to literally make yourself indefinitely immune to damage at which point that would likely be cause for a rule to ban that particular action). This might seem silly but I think its an important question to ask: Would any rule changes you propose be a net benefit for the competitive format if these matches were being played on low ping? because I don't think they would. As was stated in the video itself, putting a time limit only forces the players to hone in on one specific playstyle and stifles other playstyles that don't conform to the new ruleset, which for a competitive format is almost always less enjoyable. Something else to consider when adding a timer is the idea of playing for health advantage. It's not outside of the realm of possibility that the meta could devolve into chipping your opponent down until they have less health than you do, and then playing defensively while you wait for the timer to tick down to 0.
@shoeleast_man
@shoeleast_man 26 дней назад
It’s a good point. There would be flow on consequences and this could just be an edge case. I’m also bias to want to make Rumble a good spectator sport though too, so having match length be somewhat predictable and always interesting is a plus to me.
@beaconJr64
@beaconJr64 25 дней назад
do this game have more magic types thejm rock
@clivah1499
@clivah1499 23 дня назад
pvp players when a violent tournament turns into a peaceful battle (it ruins the game):
@GooseBibleTunes
@GooseBibleTunes 18 дней назад
What even is fhis game???😭 RU-vid is recommending me this out of the blue
@grandmask
@grandmask 17 дней назад
the funni vr rockbending game that is REALLY fun
@Ralyx0
@Ralyx0 27 дней назад
Why does higher ping disincentivize CQC?
@shoeleast_man
@shoeleast_man 26 дней назад
Only for client, because you are so delayed, you can’t possibly react in CQC with your normal tools -rts, parry, stomp, cube launch. And will most likely lose every CQC engagement, then your opponent can also combo at that range for big damage. And you can’t react in the same way to those combos either
@one_tripper1919
@one_tripper1919 28 дней назад
Imo the best way to fight this issue is to get rid of the ping (shocker I know) I have no idea how this would be done but I think it would really help Rumble as a game. I know for me one of the biggest demotivators is when I can't pull off the combos I practice because of high ping (also lowkey a skill issue) I think more consistent connection would help this issue also. I mean, how do VR games like Rec Room do it? There's gotta be something the devs can do right?
@shoeleast_man
@shoeleast_man 28 дней назад
Its a constant debate in the discords haha. Up to 200 ping is very trainable, but beyond that is a different story. I think because Rumble is a fighting game with physics, its a lot more complicated than Rec Room (although I havent played it to be fair). There is a thing called rollback in other fighting games that helps delay, I wonder if they could do something with that in Rumble
@AbbathorsDagger
@AbbathorsDagger 28 дней назад
@@shoeleast_man I've seen a couple ideas on how a rollback like system would work, the problem with rollback in vr is that as is it would cause you to teleport back to a previous position pretty often on high ping, causing disorientation and possible motion sickness.
@one_tripper1919
@one_tripper1919 28 дней назад
@@shoeleast_man I didn't think about that 🤔Rec Room isn't a super complicated game, but there is a paintball mode that works pretty well. Like I said, I'm clueless on how to fix the ping issue, I usually assume that with enough money anything can be done 😅
@GREG_WHEREISTHEMAYO
@GREG_WHEREISTHEMAYO 28 дней назад
Servers help (not super viable for rumble due to cost) and lan would remove it entirely (basically), but you’d have to be at a physical place which is really hard for such a “small” community
@AbbathorsDagger
@AbbathorsDagger 28 дней назад
@@GREG_WHEREISTHEMAYO the problem with servers is that we host international tournaments and that would make it impossible to have a fair match
@Vestige_
@Vestige_ 27 дней назад
wth is a shoeleast
@Choppermyman
@Choppermyman 28 дней назад
👍
@ramon1500
@ramon1500 26 дней назад
I love your channels. Please don't groom a minor
@peppastone
@peppastone 26 дней назад
????????????????????????????????????????????????????????????????????????????????????????????????????
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