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Posted: Wed Dec 12, 2012 2:13 pm
by Kheldar
Goldglo wrote:Something that may be worth looking at (though it won't always be apples-to-apples as far as Glass vs. Emerald or no mods vs. lots of mods) are the IFL links I posted earlier in the thread. Those may show, possibly, more of a real-world scenario as far as duel-length goes.

--Matt
So without spending the time to go through each match in two seasons of IFL, or the ability to expand the query being run (if it is even still a db query on the IFL and not just a hard copy record) I compared the longest bouts pages for the two seasons, one with the carry over advantage and one without.

The longest 12 matches of 06 averaged 12.08 rounds and the longest 11 of 07 averages 14.09. (I'm pretty sure it doesn't matter they're different sample sizes, but if you take out the 12th round of 06 to give you the same amount of data points for each season it is 12.18 still almost two rounds per bout)

It's only 12 and 11 matches each, and the outliers at that, but I think if nothing else an almost two round difference between the two shows a trend if not absolute evidence that the ability to carry over advantage could slow down matches.

It should probably also be mentioned that 07 would have had three tied matches to 06's one.

Posted: Wed Dec 12, 2012 2:24 pm
by Jake
Do they carry over with an offensive hit?
They don't carry over *through* a hit. Just until a hit. (Or that's what IFL rules were.)

So...

Dodge - Jab +-0
Duck - Dodge +-0
Jab - LegSweep 1-0

If you OR your opponent scored, the Adv went away.

Posted: Wed Dec 12, 2012 3:31 pm
by Velhelmi Torvald
Jake wrote:
Do they carry over with an offensive hit?
They don't carry over *through* a hit. Just until a hit. (Or that's what IFL rules were.)

So...

Dodge - Jab +-0
Duck - Dodge +-0
Jab - LegSweep 1-0

If you OR your opponent scored, the Adv went away.
Do you think there's any merit to the other version I suggested, carry-over until opponent scores? I do like IFL more than the version I initially suggested (and I've been having fun reading those duels).

EDIT: Removed possible private information.

Posted: Wed Dec 12, 2012 3:42 pm
by Jake
Velhelmi Torvald wrote:
Jake wrote:
Do they carry over with an offensive hit?
They don't carry over *through* a hit. Just until a hit. (Or that's what IFL rules were.)

So...

Dodge - Jab +-0
Duck - Dodge +-0
Jab - LegSweep 1-0

If you OR your opponent scored, the Adv went away.
Do you think there's any merit to the other version I suggested, carry-over until opponent scores? I do like IFL more than the version I initially suggested (and I've been having fun reading those duels).
I think it adds a level of complexity that *doesn't* make the game easier for beginners.

I can envision duelers like Harris, Candy, Seirichi, Matt, Kheldar, or me mastering floating advs quickly, and beginners getting frustrated with this even more complex Adv they don't understand, and don't seem to be able to get away from.

Also, if the only way I can lose my Adv is by my opponent scoring, then we're that much closer to the idea that an Adv has a .5 value.

If we're talking about making it simpler/less frustrating for beginners, then changing Adv. to .5 is probably "easier" (and I am not necessarily advocating that), and adding rules for a carry-over Adv is probably making it harder (both for beginning duelers and callers).

That's just an opinion.

Posted: Wed Dec 12, 2012 4:00 pm
by Jake
Kheldar wrote: (if it is even still a db query on the IFL and not just a hard copy record)
Just FYI, it's running against a db query. Not a static/hard copy.

When I restored the IFL data for archival purposes, I restored from the original code and db.

So, if useful, we *can* run other queries against the data.

Posted: Wed Dec 12, 2012 4:01 pm
by Velhelmi Torvald
Jake wrote:I think it adds a level of complexity that *doesn't* make the game easier for beginners.

I can envision duelers like Harris, Candy, Seirichi, Matt, Kheldar, or me mastering floating advs quickly, and beginners getting frustrated with this even more complex Adv they don't understand, and don't seem to be able to get away from.

Also, if the only way I can lose my Adv is by my opponent scoring, then we're that much closer to the idea that an Adv has a .5 value.

If we're talking about making it simpler/less frustrating for beginners, then changing Adv. to .5 is probably "easier" (and I am not necessarily advocating that), and adding rules for a carry-over Adv is probably making it harder (both for beginning duelers and callers).

That's just an opinion.
I'll agree that it's closer to the .5, essentially it is a .5 that can be stolen back and forth until either converted by one player or an offensive trade neutralizes it. On paper, to me anyways, it sounds like a lot of fun and I don't share your pessimism that it wouldn't make it easier for new duelists. Although there would probably be questions as to how to RP it out (I like to think of body positions, like in grappling, or something like dirty boxing)

The callers I'll admit to neglecting to consider. Without the tool to help, it would be easy to forget the + from round to round.

The point brought up on the elite figuring out how to handle the floating ADV is noted though. On the other hand, I don't see how that's different from today. The elite will figure everything out, even when they fight as a Glass, they're not a Glass fighter.

I think that's important to note.

Posted: Wed Dec 12, 2012 4:07 pm
by Jake
Velhelmi Torvald wrote:... I don't share your pessimism that it wouldn't make it easier for new duelists.
Skepticism. Not pessimism.

I'll certainly defer to actual beginners stating their opinions. (As you noted, even when dueling with Glass characters, we're not actually Glass duelers.) My feeling is they won't find the carry-over Adv easier.

Hopefully, more beginners will contribute to the thread.

ETA:

I've been participating in DoF for very nearly two decades. I'll be the first to say I'm not a beginner. However, I have had occasion to tutor duelers from time to time (including my wife, when I was explaining DoF to her). When I have to add extenuations like "except when" to my explanations about how things work, generally that's a sign it's not simpler.

I can envision trying to explain the carry-over Adv to a new dueler, and I can see myself having to walk through several explanatory examples to show how carry-over Advs work.

Hence the reason for my skepticism.

Posted: Wed Dec 12, 2012 4:46 pm
by Seirichi
Velhelmi wrote:Third: It also felt like a different duel mostly because I felt like my opponent was tentative and unsure about what was going to happen next. It's the first time I felt like Seirichi'player was uncomfortable. That was the vibe I got, whether he was or not only he can say. Maybe he too was testing things out? For example: "10. Jab / Dodge - 1-+3 Me" Why not Fancy here? Fancy becomes 1-4 and the duel is near an end. In fact, there are two Dodges that are not Fancied.
I have only six mods. I wanted to keep some back for easy possible feints. Being 1-3 already, with you having the floating ADV at the time, it would of been a risk to waste a fancy dodge and see you throw out another defense. It was keeping my mods in check, not being uncomfortable. I felt, in all honesty, in control most of that fight. Even with failed feints, the mindgame was there that "Seirichi will use feints, I should probably watch out before I defend more". Wasting mods or not wasting mods isn't always about wanting to get the point; though it would be nice, the psychological bonus is a bonus as well. That's the difference between DoS and DoF, when I fancy in DoS -- I want it to hit. When I mod in DoF? If it nulls or works, I'm fine with it. As long as I'm still on top it's all good.

Posted: Wed Dec 12, 2012 4:48 pm
by Candy Hart
Jake wrote:
Do they carry over with an offensive hit?
They don't carry over *through* a hit. Just until a hit. (Or that's what IFL rules were.)

So...

Dodge - Jab +-0
Duck - Dodge +-0
Jab - LegSweep 1-0

If you OR your opponent scored, the Adv went away.
It looked like from what Matt linked to from IFL that the ADV carried through an offensive move if it didn't hit.

See Malibu vs Anubis round 8 & 9

Posted: Wed Dec 12, 2012 5:06 pm
by Jake
Candy Hart wrote:
Jake wrote:
Do they carry over with an offensive hit?
They don't carry over *through* a hit. Just until a hit. (Or that's what IFL rules were.)

So...

Dodge - Jab +-0
Duck - Dodge +-0
Jab - LegSweep 1-0

If you OR your opponent scored, the Adv went away.
It looked like from what Matt linked to from IFL that the ADV carried through an offensive move if it didn't hit.

See Malibu vs Anubis round 8 & 9
No, Rd 9 is JK vs. JK, which means neither connected.

In the sample duels posted in this thread (and I was planning to comment on this), generally the Adv floated through a round where both duelers defended. However, in several rounds of the IFL duels, the Adv floated through a round where both duelers were offensive (LS vs. JK and JK vs. JK) but neither connected.

When one or the other dueler connects, the Adv is lost.

Posted: Wed Dec 12, 2012 5:11 pm
by Kalamere
This is from the post that announced that rule for the 2007 season:
The Rules wrote:1. First and foremost, there will be a slight change to how the score is kept in regards to an Advantage, and that is: A fighter will keep their Advantage if a null round occurs.

For example:
Round 1: Jab/Arm Block. Score is 0+-0.
Round 2: Flip/Flip. Score is still 0+-0. (Current DoF rules would return score to 0-0.)
Round 3: Legblock/Legblock. Score is still 0+-0.

All other DoF rules are the same. Meaning, if your opponent scores an ADV or a Point, you lose your ADV. Or, if you score with an attack, you pick up the Point for the attack but your ADV does not carry over.

For further reference, please see “Getting the Advantage Over Your Opponent" that can be found in the About the Game section of the Who Are We? page.

Posted: Wed Dec 12, 2012 5:34 pm
by Seirichi
More practice duels. I think the focus on Glass vs Emerald has taken over too much of this thread, so I decided to practice with Candy as Glass vs Glass.

Me ( Glass ) / Candy ( Glass )

Dodge / Jab - +0-0 ADV Me
Jab / Chop - 1-1
Jumpkick / Sweep - 1-1
Duck / Dodge - 1-1
Dodge / Sweep - 1-2 Candy
Armblock / Chop - +1-2 Candy ( ADV Me )
Legblock / Dodge - +1-2 Candy ( ADV Me )
Jab / Spinkick - 2-2
Flip / Jab - 3-2 Me
Sweep / Dodge - 4-2 Me
Snapkick / Duck - 5-2 Me

11 Rounds.

Me ( Glass ) / Candy ( Glass )

Jab / Sweep - 1 Me
Jumpkick / Jumpkick - 1 Me
Sweep / Jab - 1-1
Jab / Duck - 1-+1 ADV Candy
Dodge / Leap - 1-+1 ADV Candy
Jab / Legblock - 2-1 Me
Flip / Jumpkick - 3-1 Me
Jab / Sweep - 4-1 Me
Sweep / Dodge - 5-1 Me

9 Rounds.

We were both, obviously, playing to win. Winning POV > Testing moves. ADV Carry never scored in both fights. Candy said "It's like.. if we're using ADV carrying... I feel like I should try to use it.", which I was able to exploit during the second match. This brings up a learning curve sort of point.. if newer players see the ADV carry and feel the urge to use it, wouldn't that make them more easy to beat by Emeralds or Glasses who know the system? It isn't fixing anything for new players in my honest opinion, only making matches slower. It was easier to toss away ADV Carrying and defenses all together and just go straight offensive against her, and her against me at times.. which is what already happens in normal DoF fights with Glass vs Glass. Putting these, though only a small amount of duels, next to the Glass vs Emerald. It shows that.. 1: Emeralds will use more mods to combat the ADV Carry. 2: Fights will become more sluggish. 3: Glass vs Glass, Glasses will possibly toss ADV Carry out the window and go straight offensive to get the job done.

Posted: Wed Dec 12, 2012 6:30 pm
by Velhelmi Torvald
Jake wrote:
Velhelmi Torvald wrote:... I don't share your pessimism that it wouldn't make it easier for new duelists.
Skepticism. Not pessimism.

I'll certainly defer to actual beginners stating their opinions. (As you noted, even when dueling with Glass characters, we're not actually Glass duelers.) My feeling is they won't find the carry-over Adv easier.

Hopefully, more beginners will contribute to the thread.

ETA:

I've been participating in DoF for very nearly two decades. I'll be the first to say I'm not a beginner. However, I have had occasion to tutor duelers from time to time (including my wife, when I was explaining DoF to her). When I have to add extenuations like "except when" to my explanations about how things work, generally that's a sign it's not simpler.

I can envision trying to explain the carry-over Adv to a new dueler, and I can see myself having to walk through several explanatory examples to show how carry-over Advs work.

Hence the reason for my skepticism.
Forgive the word. After I posted it, I immediately felt that the way I phrased it was a bit strong (I have a tendency to use strong language and have been very careful with it on this thread) and thought I should have added the word "although" to soften it up a bit. Skepticism is better.

I am disappointed with the lack of novice opinion here. Making a huge case like this in their favor and the only opinions and rebuttals being offered are by the established and the elite. I don't know what to make of that, but I really want to hear more from them as well.

As for teaching a new player, I get very much what you're saying about "except when." When explaining a complexity, words often fail and you have to learn by doing (I remember trying to teach Minesweeper to my landlady years ago). I used to do amateur music journalism and I remember asking a vocalist who could do a bunch of different styles, all well, how he learned to do that. He said, "You learn by doing." Could you imagine him trying to explain how he gets his pitch high, his growls low, his screams to linger unwavering with words? He wouldn't be able to. But if you start to make those same sounds, he could show you were you're erring and how to fix it.

One trick I use is to forgo words like complexity. I like the word wrinkle. :) This little euphemism has saved me a lot of heartache in the past because of it sounds friendlier.

(I came back to this about an hour after I wrote everything else)
I just thought that if Feints become common against new/inexperienced Glass rank, then yes, I could see difficulties teaching newcomers then. The floating ADV isn't nearly as much of a concern as Feints. The question would then be, is it better to introduce players to everything early or gradually? This is where I would give pause to consideration of my own proposal.

Although, I would argue that the floating ADV version I'm speaking of (floating with successful attacks) may favor more Glass offense then Glass defense, whereas the IFL version (no results, mainly defense/defense, but also JK/JK & JK/LS) may favor more consecutive rounds of Glass defense. More defense = more Feints. More things = more complicated. More complicated = more wrinkles to explain.

I was going to suggest maybe having multiple versions of the game available for anyone to duel during open hours, the idea being that people could pick the version the like to play (Standard, Fischer 960, Pawns in the Forefront, for a chess example) until I finally considered the callers and how difficult for them that would be for them to keep strait and then shot down my own idea like a giant clay pigeon.

:?

I'm trying to find a matrix maker so I can create a DoF Feint Matrix so we can add it to the dueling zone.

I would really like to test both versions many times and see what the results are. And it's a shame there's no DoF toy as it's probably the game that needs it the most (but I bet it would be the most difficult to make).

May I ask how you teach the current ADV system, Fancies and Feints to newcomers now? I appreciate your concern a bit better now, I think.
Seirichi wrote:
Velhelmi wrote:Third: It also felt like a different duel mostly because I felt like my opponent was tentative and unsure about what was going to happen next. It's the first time I felt like Seirichi'player was uncomfortable. That was the vibe I got, whether he was or not only he can say. Maybe he too was testing things out? For example: "10. Jab / Dodge - 1-+3 Me" Why not Fancy here? Fancy becomes 1-4 and the duel is near an end. In fact, there are two Dodges that are not Fancied.
I have only six mods. I wanted to keep some back for easy possible feints. Being 1-3 already, with you having the floating ADV at the time, it would of been a risk to waste a fancy dodge and see you throw out another defense. It was keeping my mods in check, not being uncomfortable. I felt, in all honesty, in control most of that fight. Even with failed feints, the mindgame was there that "Seirichi will use feints, I should probably watch out before I defend more". Wasting mods or not wasting mods isn't always about wanting to get the point; though it would be nice, the psychological bonus is a bonus as well. That's the difference between DoS and DoF, when I fancy in DoS -- I want it to hit. When I mod in DoF? If it nulls or works, I'm fine with it. As long as I'm still on top it's all good.
Only Six? :P

In this one instance, you were playing mindgames with yourself. I felt it more beneficial to learn the mechanic than to win the duel. The only thing I was concerned with was timing a defense to nab an ADV and holding it to test the mechanic. Sure, I was worried about Feint after I nabbed the ADV, but I didn't care, I wanted to see what would happen. I managed to hold on to that sucker pretty well. I also probably would have switched to offense earlier if it also have a positive carryover effect there, but since we were using the IFL rule, it made more sense to me to see what I could do with it. In this way, I was successful and maybe why I felt that you were uncomfortable because I certainly have never seen move selections like the ones you chose.

I concede that in this way you were in control and if it was sluggish, it's because I didn't want to attack you when I nabbed that ADV, I wanted to play with it like a new toy. If you recall, as soon and I Dodged the Jab I went "Hmmm..." because I didn't know what to do next. The expectation then was that there would be a Feint or Sweep to counter Duck/Arm Block, which is why I chose Leap. I wasn't trying to score as much as I was trying to see what I could do with the floater. Similar logic with the Leg Block follow-up.

And it's also worth noting that this is the first time I've heard you say "waste" in regards of a DoF mod, which you've said in the past you have so many you can use them pretty much whenever you want. I feel like I'm getting new responses from you in regards to new stimuli even if it doesn't seem like it.

If we had a second duel last night, I may have tried to win. I can't really say.
Jake wrote:No, Rd 9 is JK vs. JK, which means neither connected.

In the sample duels posted in this thread (and I was planning to comment on this), generally the Adv floated through a round where both duelers defended. However, in several rounds of the IFL duels, the Adv floated through a round where both duelers were offensive (LS vs. JK and JK vs. JK) but neither connected.

When one or the other dueler connects, the Adv is lost.
This is how we played it last night and I referenced that same R9. JK/JK. It never came up, but if it had, we would of followed this.

EDIT: Removed possible private information.

Posted: Wed Dec 12, 2012 6:43 pm
by Seirichi
Velhelmi wrote:And it's also worth noting that this is the first time I've heard you say "waste" in regards of a DoF mod, which you've said in the past you have so many you can use them pretty much whenever you want. I feel like I'm getting new responses from you in regards to new stimuli even if it doesn't seem like it.
You might be thinking of Harris. I was the one saying that six is fine since there are both fancies and feints to think of. I've also told you many times that the current system, Glass vs Emerald, you'd want to waste your opponents fancies by defending when you believe they might fancy. After they fail a jab being a good example, they might want to fancy dodge thinking you'll jab them back. You can either risk sweeping to catch them with the possibility of being snapkicked, or jumpkick nulled, or you can throw out a dodge to catch their fancy dodge -- causing the round to null and one of their six mods to go away. That's basic Glass vs Emerald 101 tactic.

Also.. if you practice duel ( Especially when testing out a new style ), you should duel to win. Toying around the idea is fine and all, but it creates data in the end that can't be used.

Posted: Wed Dec 12, 2012 7:07 pm
by Jake
Velhelmi Torvald wrote:I'm trying to find a matrix maker so I can create a DoF Feint Matrix so we can add it to the dueling zone.
I do have the round_checkers, which are accurate for scoring/comparing Fancy/Feint interactions.
http://www.duelingzone.com/dz/tools/
http://www.duelingzone.com/dz/tools/dof_rdchkr.htm DoF
http://www.duelingzone.com/dz/tools/sf_rdchkr.htm SlugFest scoring

And I do have an idea for how I could do a Matrix version. But if you come up with one, I'm always happy to leverage other people's contributions.

Velhelmi Torvald wrote:May I ask how you teach the current ADV system, Fancies and Feints to newcomers now? I appreciate your concern a bit better now, I think.
I don't have time to respond right now. Will have to go find the notes that I use. So, will come back to this later tonight/tomorrow.