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Artificial Human

How do you feel about MPPV?

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4 hours ago, Majin Goo said:

 Stalling to try and outlast your opponent is fine, stalling to hit time to still get a point for the match is unsportsmanlike and should not be encouraged through natural tournament doctrine. 

I don't see a difference between either of these.  Could you give me an example so I understand what the difference is?

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8 hours ago, Artificial Human said:

It was more a comment about how the Pokemon VG community sees unsportsmanlike conduct, running the clock once an advantageous position has been established and doing so will result in a round win, as perfectly fine, excusable and honorable behavior in a competitive scene. 'It's a legit strategy' or something to that effect.

Yeah stalling was such a big problem in Pokemon they had to add a whole new section to the rules to try and fix it.

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6 hours ago, ChangelingBard said:

I don't see a difference between either of these.  Could you give me an example so I understand what the difference is?

Playing defensively to outlast your opponent for survival victory against your opponent vs. stalling for time so you walk away with a draw point instead of 0 points for the match. Change the doctrine to give a point for a loss and no points for a draw and players will have less incentive to intentionally hit time. Of course even then it's mostly a problem because of not having tie breakers in swiss. 

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16 minutes ago, Edison Carasio said:

There should never be a draw in this game.  There are enough win conditions that are objectively measurable to determine a winner.  

Completely agree.  IME it's also been that the majority of games I have seen to go tie at events there is usually a clear winner (as in, its fairly obvious one of the players would have won in another turn or two).  Also the "hit time, then three turns" thing is a problem.  It usually causes the person who is losing to take an eternity to make decisions, so games can sometimes go 15 mins past time because of slow play.  There should be a 30sec limit on all decisions throughout a game.

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40 minutes ago, The Bear said:

Completely agree.  IME it's also been that the majority of games I have seen to go tie at events there is usually a clear winner (as in, its fairly obvious one of the players would have won in another turn or two).  Also the "hit time, then three turns" thing is a problem.  It usually causes the person who is losing to take an eternity to make decisions, so games can sometimes go 15 mins past time because of slow play.  There should be a 30sec limit on all decisions throughout a game.

Completely agree. The reason I lost my final match at the Perfection era ARG was because of the bogus draw systems in place in DBZ.

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The thing with the draw/loss points system is if you have it where a loss is 1 point but a draw is 0, you could have someone who loses every game come out on top of someone who didn't lose but instead draws every game, which is just straight backwards and makes 0 sense

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17 hours ago, Uncle Sam said:

Seeing as how the game is dead, I don't think there's any problem here.

 

This game will live on in the hearts and minds and living rooms of all who love the game!!!!

 

As for MPPV? It's based off an anime where this is lots of yelling and powering up. Where fights don't even get started cause someone is too powerful to even try to fight.  MPPV is thematic. 

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Personally, I am for MPPV as a win condition, but I'm not 100% sure I favor it as an innate game mechanic as opposed to say a card effect (ie. Level 4 MPs with "When you reach 5 anger, you win by MPPV"). I'm not sure if this change would cause complications, or make certain MPs significantly more powerful, but I think it could extend to a new way to balance these MPs. Of course, contrary to what many would say, I'd also push for MPPV to be given mostly to low power level MPs like Krillin or Hercule, as opposed to higher level MPs like Goku, Vegeta, or Trunks despite it making minimal thematic sense (at most, it would be the weaker personality bluffing, or the stronger personality just deciding the fight wasn't worth it and leaving [giving an effective win]). This is to balance the lack of access to decent AT stage damage, instead largely relying on flat stage/life damage and high pluses. It would also give less competitive MP stacks more recourse to be played (to cite others examples, Villain!Vegeta could be an interesting contender for MPPV, as could Turles).

As for making the game more interactive, I actually have found the game in its current format (admittedly FanZ since i missed the PanZ window by literally two months) than any of the other games I play (which, ftr, include Pokemon, Vanguard, Duel Masters, Final Fantasy TCG, Yu-Gi-Oh, etc.). Perhaps this is mostly my limited experience playing locally in Aus, since I've never seen a highly competitive scene and am coming in at the conclusion of the game where many of you are talking about the game state at the release of different packs, but the sheer amount of interaction between me and my opponent, not to mention the fact that I cannot effectively test anything beyond opening hand when practicing alone, gives me a sense of a much more dependent relationship between me and the opposing player than I find in Y-G-O (where, absent of Hand Traps, first turn plays go through without hindrance and normally decide the match in top tiers). Perhaps there is a way to make this more engaging, and I agree that a more concise set of rulings for the interaction of card effects would be helpful, but I don't feel this game is low on interactivity in its current state.

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