#Logical (or/and) win conditions in multiplayer games.
15 messages · Page 1 of 1 (latest)
I really like the idea of this
This isn't a bad idea, would make tournaments a lot more reasonable if the 2 players are literally just trading.
would this previous request be related
basically a cap on the # of rounds in a “ftX+Y” scenario
that said, in a controlled tournament, it's not ridiculous to expect organizers to monitor grand finals for this sort of condition, and /abort when the win condition is reached (typically lower rounds never dip into win-by conditions--it's just too long, even with something like this being implemented)
/aborting a game introduces a funny issue in that it screws anyone trying to save the replay, so I would really like to shy away from that
/savereplay doesn't work? i imagine you'd want to pursue automatically running that anyways
it's a single english word?? unless you're saying the conditions constructed by the requested setting are too complex for a human to keep track of--in which case, i don't see many people making formulas either 
quite the opposite lol, only works after
it's not expected to always be available (https://tetrio.github.io/faq/troubleshooting.html#ttrm)
/savereplay was an idea i had and just told dimentio and it's a little hacky. it just streamlines the previous methods of opening the devtools and unhiding the existing save replay button from the results screen. needless to say it didn't take much development time or considerations to make a command that just pressed an existing hidden button
I was under the pretense /savereplay only worked for finished matches and didnt save aborted games