#gradual lock delay decrease as game progresses

7 messages · Page 1 of 1 (latest)

royal spear
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I think this would be an interesting mechanic that can make games end faster and make the later phases of games more intense, since you have to make fast decisions and decide between survival or going all out

this mechanic can work similar to how garbage increases over time, we can have:
lock delay - the initial amount of lock delay (default is 30f)
lock delay decrease - the rate of which lock delay decreases (maybe 0.1f/s, the amount of lock delay value will still be rounded to an integer)
lock delay decrease margin time - determines when the lock delay decrease kicks in (could be the same as garbage margin time - 10800f)
minimum lock delay - determines the minimum amount of lock delay (optional, but good to have imo, we could have it set to 10f)

worn pollen
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ahhhhhhh i hate this idea very much
honestly i'm just going to leave https://github.com/tetrio/issues/issues/1000 and say this concept only works if the end goal is better score (in which case it'd be benign master leveling) and not topping each other out

GitHub

Checklist I've checked both open and recently closed issues to ensure this feature is not already requested. I am using the newest version of TETR.IO. I am certain this is a feature request, no...

main ibex
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the 1000th issue continues to haunt the tetrio team

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anyways lock delay imo feels really nasty

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there's better/more consistent ways to enforce margin time

royal spear
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i see...

brave rampartBOT
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