#7+X-Bag in TL
1 messages · Page 12 of 1
One of the major results of 7+x was seeing how much people loved tki / meme openers, but couldn’t do them anymore
probably because they have more experience so at least they can do better theorization, but eventually long-term test is needed to truly know what happenes
Not everyone is a stick/ms2/sdpc main, a lot of people enjoyed tki/pco/mko and suddenly found themselves with the short end of the stick
People advocate for 7+x saying it has more variety and they hate seeing the same openers every game, but don't care about others not wanting to see 6-3 every game
first bag should be normal 7-bag and the bags after that should be offputting
yea its just kinda weird to be arguing with each other when in the end high rank opinions dont matter nearly as much as lower rank opinions at this point
hes x
wyvr is x
no look, i think 7+x may help lower ranks but i think it makes higher ranked games lower quality
💀
god dman
rank card check✅
then i guess i will say that both high and low opinions matter because it affects all ranks
yea i guess, but that already seems to be a common sentiment for people around 24.8~9k regardless
i support changes that reduce the strength of kill openers
what if its only 7+x for the lowerranks
but i think that high rank opinions matter more bc we know the strategies that can counter openers or what the game may be like
this is misleading and assumes 6-3 is the only option other than openers. i know this is not what you meant but i think this is something that needs more run first before we can make a decision on if its positive or not.
I think pulling the rank card is a bad idea because lower ranks’ opinions are fully valid
It’s not like osk is specifically trying to fix lower ranks while leaving u and x intact
I do disagree though, x rank opinions matter a lot because they're the audience of the game. They have invested the most time into the game while random B ranks will come and go
like s+ and below
yeah that's what i was thinking but i am not sure where the boundary should be
yea exactly, x ranks are the main stakeholders of tetrio
the reason this wouldnt work is cause theres gonna be a power vacuum around those boundaries where you arent prepared for the opener gaming
is a good one because there are lots of
opener mains
s+ and below maybe in ss they need to deal with openers to actually climb tho
why would i find a cool tspin slowly and be stuck in weird bags when i can sprint out
Where are my dividends then huh
I think it's a double edged sword; most X ranked players don't necessarily have an updated view on what lower ranks look like
You are thinking of shareholder
that's true
so theres going to be people who already rely on opener maining, so they would win in an ss game but not in an s+ 7+x game
6-3 and 4w essentially are the only options. Other options are much less viable and opening creativity isn't rewarded
Point stands
but i think we are deciding our ourselves due to its effects also extending to us
like it wouldnt matter for us if it was only s rank and below but because it's all of tl i think we should also have a say (not for low ranks)
repeating my idea from yesterday, what about larger cancelling power at the start of rounds?
Like enjoy ur 1.9pps clean fin tspin double, im 1/3 of the way through a sub 30 sprint already
I mean, even in top 10, 4 pps people still get opener mained at 6 pps 😭
i fear the rise of extended
just give it time. ppl are not dumb and will figure something out
although this wouldnt deal with mech and etc, it would still have a direct effect on kill openers
that's also a good idea but how far should it extend
That doesn't sound particularly convincing
wait also it might make dpc loop free also st stacking 💀
i think maybe 30 seconds because most openers would be done
what if we took like the minomuncher thing for opener detecting and used that
wdym
wait no it would be abused by a new kill opener with a skim
Not for a C rank trying stickspin
if your profile vsapm drops below 2 instant ban
rip diao
no
there would be specific openers to counter that ofc
opener phase is everythinf from start to skim
hence my previous message
opener phase is basically the initial setup and the clean garbage spam after that
idk. what if we just removed all tetrominoes and replace them with monominoes
does anyone have a counterargument to this? i think it feels weird but i can't exactly place why it would be bad
i mean someone said that it creates a "power hole" or something of that sort i forgot
tki is cool but even better if you can't get it almost every single time
people on their way to either be 24500 or 21500 with no in between:
It's already been discussed, they have to adapt to a new game once they reach a high enough rank and get destroyed by a kill opener, leaving the problem the same: they need to learn a counter
The problem is that they're disproportionately overpowered
if 7+x were only for, let's say, A ranks and below, that would be a lot of people hardstuck at S rank LOL
(or they would learn to counter)
7+x games develop certain skills, and then as soon as you reach the cutoff, it is all useless as you dont know how to counter the openers
makes sense
ranks are inconsistent from the start
players with 8000 tr with X rank skills or players who are hardstuck U opener main
I have one
this creates a scenario where Tetra League is a combination of two different gameplay rules that change based on your rank; it's no longer the same game for people
also applies the other way—if an ss opener main dropped to s+ they would drop REALLY far (which probably shouldnt happen)
inconsistent gameplay standards that aren’t as easily justified (compare with ft3 vs ft7)
what about 7+x getting less powerful the higher rank it is
ftx doesnt actually change any game elements themselves, thats why it works
And how do you plan to implement this?
TL climbing is too fluid to separate them out like this
like how? d rank games are complete mayhem?? 
x rank games are 1-piece
i is the 1 piece
also i just dont like anything with set cutoffs cause it causes those meaningless milestones of like "yay i am 1492 glicko"
d ranks spawn with 18L cheese in order to save them time and just cut to the chase
like 7+x for a+ ranks and below
7+2 7+1 7+1 for s- to s+
7+2 for ss
regular 7bag for u
stall challenge (level; impossible)
idk just a thought
Can we turn off 7+x at U rank 🤔
When people start TL for the first time, you start around S rank level in placements, so you are either good enough at midgame to reach U or you suffer due to opener
all garbage sent by kill opener should start by sending 3-4-3 garbage for instant c4w
The one piece T is real !!!
no, that would make low U the new opener hotspot
What about people who are initially hardstuck opener main u
it could work if this was a new game, but this is not a new game by far, so we also have to deal with those in the ladder already
like: how do we balance the boat with people already on it?
with great difficulty
I guess the issue is the existing people, but low U as the new opener hotspot isn't that bad as it implies that people should know how to do Tetrises, some t-spins, some upstacking and downstacking, etc
what about in SS rank it makes half the games 7+2 7+1 7 7 7... and the other half regular 7 bag
no we should have 7+X everywhere so everyone gets the chance to equally experience fun
You still assume fun is the same definition for everyone
that way low ranks can get experience countering openers and openers wouldnt be as powerful
I'm aware that for some people winning in 6 seconds is "fun" but from the game perspective it's bad
we should ban you fromt his thread
there's something that I've noticed about the whole thread's conversations, and I think it's worth pointing out
I see a lot of conflation between "openers" and "kill-openers"
obviously, there is an enormous power difference between TKI/DT Cannon and Blitz main stuff
openers are meant to open the game; they get the momentum going. they are meant to make the beginning of midgame more fun. kill-openers are meant to close the game by ending it really quickly, preventing the game from reaching midgame entirely. this is where the problem resides
you serve zero purpose and give zero new information or opinions
Then discuss how it’s bad, not how it’s unfun
no even for high ranks we already know how to counter openers so there's no point to putting it in
do not just come here to complain
we know you hate openers, but why not give actual evidence and reason instead of like shitting on them and thats it
for low ranks they might need it bc they dont know how to counter openers but for u and above it is a necessity
as long as you extend that to the Pro-opener side of things such as "stop complaining the pieces are random at the start" technically that's better for me I've already said my part in the past after all
Just remember that no one will support you if you don't support yourself so may as well
we gave actual reasons but u just repeated the same shit over and over again
Likewise
no like we gave a good dozens of reasons
and suggestions to fix it without ruining the game
??? people share your sentiment but they give real reasoning instead of just saying "look the game is so shit right now we should remove openers from the game" over and over again
what this entails: do NOT make it unreasonably difficult to build openers. they improve the game by making midgame happen faster and generating more momentum. get rid of the closers because they prevent players in the lower ranks from actually playing the game
one argument I haven’t heard in this channel (probably been mentioned while I wasn’t here):
to counter 3 pps sdpc, you just need 2.5 pps tki. Who can honestly say that 2.5 pps tki is harder? It takes a decent amount of skill to abuse speed with opener maining, and a lot less skill to counter it
This is not a rigorous argument but consider: if it were easy to 4 pps sdpc, why doesn’t everyone do it? because it’s not that easy lmao, try it yourself and see
7+X doesn't ruin the game. There's plenty of people who enjoy it
plenty of ppl who dont too
there are better options opposed to 7x
We're already forced to play 7-bag, technically it'll be nice if we finally get a slack and get out of opener hell
i think it's better to focus on the options that make openers more difficult rather than to outright remove them
opener hell is an interesting phrase to use, is that what it feels like to you?
But you can open in 7+X,stop pretending you can't
such as the 14 7 idea or the 7 3 7 2 7 idea
Demonstrate this please
you can open in classic randomizer too (9-0)
No you cant lmao
You can, I played TL in 7+X and I did open.
it needs to be
- clean
- reliable
- have a good distribution of pieces
Im pretty sure my vision is good for an X rank and i still trolled hard on some of those bags
we should ban you from this thread part 2
imo the line that guards opener/kill opener is existence of pc, although some exceptions like stickspins exists so I'll have to think more about that
you are lowkey walking on the thin line between complaining and trolling
7x is fine if there's a decent amount of next pieces shown
Any chance you got a clip of this?
one clip isn't enough to demonstrate anything
That's just the nature of this discourse 🤷 it's not like people who are carried by openers will enjoy no longer being carried, of course there's an uproar
When I played you in TL during 7+x, I didn’t notice any openers from you zhun
he got an "opener" which only sent 9 lines lmao [stsd freestyle]
again, you are saying everyone who doesn't agree with you is an opener main
I can do better, it’s called freestyling 1st pc…which is not an opener
that is not the nature of this discourse. everyone else is giving real reasons and you are practically spamming "opener is bad"
i hate opener mains but it doesnt mean they should be disallowed from the game
^ which is patently false
i want to assert my opinion that openers should be nerfed in some way, but this isn't the way to do it
his messages are just 💀
yea idk why we're still playing brick wall simulator
openers should be nerfed, not killed
building off this: the reason why this is so difficult is that it requires a lot of awareness and quick thinking that players in the lower ranks simply can't do. a player has to know that a closer is being used (which means knowing what closers are in the first place), which closer is being used, the best way to counter it, and then the player has to execute the counterplay after having already lost a lot of time from the first few steps
honestly i think i have better things to do than talking to nothing
I’m an sdpc main and I can get behind nerfing kill openers, but this is just not a good way to do it imo
Do I have an idea I can prove is better? No, but I also don’t think I need to be a chef to decide if the food is good
how are they to be nerfed?
its can be hard to distinguish a kill opener from an opener opener
well that's what we are discussing
kill openers typically use 3-4 bags and have pcs compared to other openers
this method of countering closers takes a lot of effort and is a lot more difficult at lower ranks than just learning a closer to counter the closer
yea but im sure theres some elegant option that we havent thought about besides literally just hard coding opener detection into the game
typically
If you place first bag O in the corner you get banned
it also tends to spike rather than having a good pressure distribution
Tki
mko weird version
pco and jigsaw 😎
DT
Stick has no pcs, and am i supposed to get punished for doing a tsd quad?
Sacrifices must be made for the sake of purity
see second message abt spikes and pressure distribution
Not this kind of sacrifice 😭
what if spikes themselves were reduced vm
so i cant spike early on, whats to stop me from doing extended eztended sdpc
goes both ways, for example it will be very difficult to break dpc loop
only at the starting 20 secs tho
nm yea
and just nuking as soon as protection from opener wears off?
ye
2 quads
what if osk just puts a hamster in a cage and lets the position of the cage decide what bag system to use in tl every week
I think I suggested earlier about having something like a scaling garbage send timer so lower ranks have more time to place pieces and think while getting spiked (kinda like whats in quickplay rn)
but thats a spike no? so i get protected from spikes early on
You signed up for 7 bag when you decided to play, it's not forced on you. If you want to play without 7 bag play a game without 7 bag, the argument doesn't work
doing extended extended is already a risk
having some variability is nice, 7+x would get stale probably quicker than 7bag imo
maybe pcs could do less damage in the first 20 seconds?
no quad and quad means + 9 garbage to your already 14 (?) height board
the day we get pairs generation in tl is the day people riot
this doens't address S rank stickspin gaming which seems to be the main issue
there needs to be a list of these ideas
1app pairs possible #1002860659052134472 message 
waitinf for the day when 12-height tst tower becomes meta
this goes both ways, it becomes much harder to disrupt openers like dpc or extended stick
if 7-bag is swapped out for 7+X, then you'll have signed up to play with 7+X and if you don't like it play a game without 7+X bag. same rules apply in that regard
it'll be only a matter of time passed
If it gets swapped out you'll have signed up for 7 bag and gotten 7+x, that's not how it works
I think it is a fundamentally bad idea to target specific openers; by doing so you will only make other openers meta
on the bright side, it would be a rework that makes the game more accessible at every level of play
old tr vs new tr 😭
hire referees to call fouls when someone opens with a kill opener
I feel like stickspin should be easier to deal with than pcs at a high speed 😔
it's a multi-bag opener where you can build at least one to two t-spins in the meantime to cancel
probably the downstacking aspect is the hard part?
yes, a lack of defensive skill is what makes openers so dominant in lower ranks
Accessible but is it fun for those who don't want to open the game with 9-0/6-3/4w every game? Sure they can go out of their way to try to make an stsd or tst but is that really fun, or a viable way to play?
I’m not sure learning tki to counter sdpc is less accessible than struggling with sztostz queue
zzsstt queue (& similar):
zzztoj queue when 🥺
i love zz ss tt queue
i open with STSD pretty often when i can do it in 7+X, that is clearly not 9-0, 6-3 or even 4w
Unclean
when evil queue???
as i said: you have more options than it is being let on
You also have those options if openers are a thing as well
I think it's an issue with modern tetris and speed because let's say you need 150% speed over your opponent to kill them.
At low rank say 1 pps you only need an extra 0.5 pps to kill (1.5 pps) whereas at high rank say 2 pps that same ratio needs an extra pps to kill (3)
eh i think its not as % based as you may think
you have not made a convincing argument that these options are more plentiful and/or reasonable than exist in 7bag
i can open with stsd in 7 bag too, why would i?
cause i said so 
the idea is that you can't get an exact placement for every piece for 28 pieces. Stickspin/SDPC-spin literally determines exact placements for 21 pieces.
This makes them give significantly higher reward than difficulty of execution, as it is purely memorization.
im gonna leave cause im probably not going to play tetra league in a while
Small irrelevant caveat: sdpc spin has two paths so it is not exact
one is 100%
The bad one
Stickspin can also swap up L and J, it's effectively the same each time
Congruencies are not included, sdpc spin’s paths are not congruent
Basically at any rank below S you effectively almost always win by placing the same 21 pieces in the exact same position
this does not justify why 7+x is a good system
its time for... https://sites.google.com/view/aicy-club/sawed-baby
It proves why a change from 7-bag would improve gameplay experience for lower ranksb
What's wrong with having an easy way to get into midgame if kill openers aren't a thing? Memorization doesn't equate to bad, and not all openers give out disproportionate rewards. What is the problem with keeping non lethal openers around?
In 7+X you literally start in midgame
No you do not, and that does not answer my points
And yet it takes a large amount of skill to memorize and execute them consistently. Why is completely freestyling 1st bag (don’t try to tell me 7+x openers exist at the moment) inherently more reasonable than learning a memorized opener? Both require enough skill, which is obvious the in fact that most people don’t actually use a kill opener in tl
does it? would the removal of opener really improve gameplay experience for lower ranks? i'd like some opinions here
And you can build non-lethal openers in 7+X too
I guess we would have to define what is a lethal and non-lethal opener. Probably a lethal opener is something that could deal 20 damage (maybe a little less?) but then what keep people from improvising a lethal opener?
Improvising a lethal opener is called midgame skill
Although people improvising one would be more experienced people so it should be fine, right?
I think this was talked before by @pseudo heron
Are we gonna ignore this?
stop pretending you can
I opened into STSD every few games
^
And beat a 4-wider quite reliably
Ur waste t bad parity stsds are not impressing us
i clicked on one of your vods randomly and saw this, like sure it's possible to build stsd sometimes but is it worth it
Read: “I had the skill to freestyle a stsd (debatable if clean) but this is not a consistent opener”
like you give examples of when it works out, how about when it doesn't lol
That's freestyling, the merit of an opener is that it's an easy way to transition and set up for the midgame. In 7+x freestyling is everything and that makes it harder to get into the juicy parts of the game. Isn't hard work to play the game the exact thing you stand against?
no, you dont
the rng aspect comes into play here, you literally cannot determine whether stsd is safe from the starting queues
This shit gets you killed if you tried it in X
meanwhile look at the opponent. 1pps lead with a fat 9-0 well ready to 10spike at any time (1 bag lead to get out of 7-x)
even U!
That's what I'm saying, there's no incentive to not 6-3
chat is this clean
lowkey theres a clean 9-0 tsd donation there (besides the point)
stacking in certain ways that weren't rng before (due to 7bag guaranteeing number o fpieces) now becomes massively rng dependent, basically killing a lot of possible stacking methods
omg vertical 2L pc 🥰
would work in 2 wide mode!!!
I think objectively, 7+x allows for midgame setups as openers just because midgame setups are designed to be flexible (even if it can be a bit scuffed sometimes)
But we can do the same in 7 bag too and have fixed openers
probably better/cleaner in 7 bag as well
^
You have more options in 7 bag just because the fact that 7-bag is still relatively predictable means that consistent openers can be created
That's why you don't see openers in other games with random queue
new air-tsd openers
air tsd is the meta for zz/ss queue
true
Cont pls
Did I win? I genuinely don't remember
:)
that's cool
you arent even playing in that game 😭
I am magic
Again how would those "openers" last more than like 10 pieces
insane
first t is on average the 3.71427th piece (if first piece is the 0th piece), so first t is later on average by like a whole piece 
me cant decide what to do, meanwhile Nuru:
Mild issue of tsd vision
What does this question refer to?
The floating t spins, you might get a cool t spin but then it's just midgame
eh idk if I could gain the skill to saw this
Me neither
when I get home from grocery shopping I'll check if I won that game. If it won then it was worth building
Same if I didn't lose tho because then it guarded
idk i didn't check
Even tho if your opponent could just send a quad and end you
like at this point this guy has to be trolling right lol
i saw this
I'm literally holding T how would a quad kill me
double quad:
If they were faster lol
I'm screenwatching I know they don't have that available
queue rng:
tss bruh
That's not how that works, you spent 20 pieces building up 2 tspins. A Tetris or double Tetris would kill you there if they sent it while you were still stacking. Doing this in higher level play is not viable, so there isn't really as much variety as you claim
fill with L piece
I dunno, these strats take me to fairly high U rank
(into stsd)
well, you obviously aren't doing this every single round
What would be the fun if I did the same thing every round
Honestly with good macro and a few more pieces of stacking this could probably be a 40 spike
idk you have fun after??? once your stack is established
I can't speak for X meta because I'm not in X nor have I ever been X
But I already have a stack 🤔
It's not just X meta if your opponent lets you get away with over stacking 3 bags (22 pieces that it took to set that up) of no attack at that rank then they deserve to lose
It's everything I threw on the left lol
Question, how much tr did you go up/down by during 7+x?
I went up +75 total by the end of it
That’s 3 games which is normal variation
24401 -> 24506 -> 24476
That’s fully normal variation lol
vsapm skull
I think the stack situation was okay, but after cancelling it would leave you at a disadvantage as you would have to skim and your opponent could just B2B spam more
Not that you can really stack that much in X rank, but you can certainly still create a stack like this lol
Ah neat, congrats then
I get like 12 and lose 17 or something lol
Yeah I was playing it up a bit I admit, but that's still a heavy disadvantage for what it's worth and not viable. You have no b2b and two tspins isn't going to kill
If taking out opener maining only got you ~3 games’ worth of tr though, I wonder what midgame would get you
if you keep upstacking thenthe screenshot kind of becomes 3w vs 9-0 lol
Nah same u rank inflation is actually so bad lmao
yea like what are you going to do after the 2 tspins? you mega stacked over garbage so now you kind of have to just skim until you can reach the bottom
lol a 3 wide into tetris is actually pretty good if you do happen to get it off
or you could use it to cheese your opponent with proper timing
yea i know 3w can be powerful, i just thought it was funny because it goes back to the lack of variation thing (widing and quad stacking meta)
depends on a lot of factors though
I got 61 spiked by 4w on like my first 7+x tl game 💀
The "variety" that 7+x promotes is hollow
it was not meant to promote variety to begin with
No but that is one of Zhun's major points
yea
I actually liked 7+x because I didn't have to deal with 4-5 pps openers anymore but at the same time I think there's a better solution out there
That's the same sentiment I share, removing kill openers is definitely a priority but at the same time not all openers are bad and have the merit of variety and flow
I liked 7+x because I matched someone with 1 mil blitz and no longer felt instantly threatened
time to move on to the next method https://discord.com/channels/673303546107658242/1234909644003213392 
Oh you mean random MINO mode. I misunderstood
just initial spawn state
(ok you're actually talking about initial garbage pattern, nvm that works too tbh)
im on mobile but can anyone test out the viability of this opener
where i try to use the "stacking" principle earlier
https://knewjade.github.io/fumen-for-mobile/#?d=v115@pgh0CeE8g0DeE8g0AeywE8glBewwF8glAeBtF8hlAe?BtE8JeAgHHgTpFeTpAeR4AeVpR4BeVphlBeQpEeglCeQpEe?glwwSpEeg0xwQpFeg0wwBtFeh0AeBtOeAgHVgwhIewhBeBt?AezwwhCeBtzwyhAe1wxhBe1wDewwFezwGewwQeAgH
Tetris fumen tool for mobile
this is just a basic test opener that makes a td into some trinity thing
not a real viable opener but it's to demonstrate a concept
i believe other people could have already made openers for 7+x
but ppl here havent mentioned it and dont think openers are possible iirc
so this "opener" is just a proof of concept
one that could possibly be expanded on but i dont have much hope for it
Again this is just freestyle stacking
It could be useful when it’s buildable but I wouldn’t call it an opener in the traditional sense
btw i did win that round, i just got home from grocery shopping and checked
I would probably compare it to the freestyle stsd thing earlier
just posted another suggestion #1234939916098736249
not a traditional opener but i would consider it one
or i would consider the problems still there with the low ranks memorizing it
i could try to teach a low rank this to see if the proof of concept works
there's a bit too many variations for your everyday low-rank to memorize it piece-by-piece i think (hence why 7+X was designed in the first place)
no like u just need to know the placements of specific pieces and then how to freestyle the right side of the board
so technically lots of variations but in practice it's stacking
stacking is a limiting factor for opener mains though so the hypothesis might not work
trinity test opener 
yeah pretty much, but I think that's better than being told exactly where to place each piece and it works every single time, it's why I supported 7+X since the experiment
I know I'm evidently in the minority but I actually like starting queues that include double S or Z. Hell even T. I think the complete randomness is part of what makes freestyling fun for me.
I get that isn't for everyone but I can only explain my POV.
#1225191549881810965 message lol
im 90% sure that it's without consideration of other ways to neuter kill openers
it is true that neutering kill openers is itself satisfying
these don't really constitute openers though
they're just midgame setups with the rest of the stack filled in based on queue (this is exactly what you do in midgame)
true
but i think the point of 7x is to make the game more skill dependent and to use the knowledge of how to actually find the setup
if low ranks know how to do these setups without skill then what is the point
exactly
i mean this makes the td trinity onoy use stacking skill rather than tspin skill
7+x isnt perfect but its a step in the right direction (opinion alert)
i can guarantee you these are not easy to do
and if they are easy to do in the opener they're comparably easy to do in midgame
not necessarily
when i was doing dt cannon as an opener i had zero idea how to do it in midgame
just spent an hour or so learning the setup and it worked
i mean obviously
but it's not the same in 7+x because you actually have to build the entire stack up
"building the setup then filling in the stack" is basically just playing midgame
ehh i see your point but i wouldnt really consider it midgame if you can only do it from a fully empty board at the very start
you can have empty or near-empty boards in midgame too, and some setups in fact rely on it
for instance STSD using a J or L piece on a flat surface
but i would hardly classify this as an opener
oh shit i have cab blocked from announcement pings 
fair point
so this "opener" is analogous to learning one specific way to build a setup
yea pretty much
the stack is going to be different basically every time ull do it, its still free style
still quite powerful i must say though
normally in midgame u dont really have the chance to
definitely can be useful yeah, you're basically just learning a use case for certain setups
it's like finding a random boardstate, drawing out a few stacks
at the top level you would basically never see this being employed because these are all just freestyled
ah like that
but yeah i think that if a low level learns this they will still have a better chance of winning
or any midgame setup that's reframed as an opener tbh
yea cant really argue with that but you need a level of understanding to find those freestyle setups
the grey blocks are the hardest part of these things
you wont see that skill until some U ranks and more X ranks
it is still much difficult to do than a dt cannon in 7 bag
true
i mean but it's just one type of hole though
if u were to generalize it to any overhang that needs filling then yeah u need to be u rank
but anyways all of this is just theoretical and i need to test it
Depends on if that use case is worth learning. Typically most openers people learn right now have a very high use case.
If a specific bag or piece layout is too rare it generally isn't worth the time dedicated to learning.
definitely you can still benefit from strategizing to build certain setups early, but i would make a strong argument that:
- none of these are truly kill openers
- if you can't follow them up with opener continuations (which don't really exist because of the bag) you're forced to midgame anyway
- even if we assume that these are strong they're still a vast improvement over current meta
With the unpredictability of 7+X the chances of finding a specific bag layout is far lower than standard 7 bag.
try to learn a kill opener for 7+x is going to be so inconvenient that no one is going to
would it even be possible to lab one out considering the brutal unpredictability
Which is a net positive.
?
I was actually thinking on making 7+x mech openers
i mean
It would require a lot of reading queue and pieces placed, but def not impossible
that sounds like everything but kill opener
please do it fr 🙏
make sure it's as predictable as possible
still not kill unless opponent is doing bad (like everything else)
it would be just counted 4-5 with mech on top
if we are talking about High U and X, yeah ig
mech works if u speed abuse a lot unless ur very low rank, if i do dt at 4 pps into 9-0 and kill a SS its still not a kill opener
I mean, the entire point of mech is bc speed abuse is literally passive
also mech is a kill opener to the opponent and to the user 
🧠
anyways, to return to the topic of the thread, I have the feeling that the continuations are going to be so many that even if you manage to learn them all its still not going to be practical to use it, but i dont really know
I think there is gonna be far too many continuations to learn either way.
to the point where you're learning freestyle
e
Remember that this thread now has Slowmode enabled!
ppl actually tried to make openers for 7+x?? that's lame
4w might become a bigger issue once people start adjusting to the 7+x, after a few tests it does feel like 4w / 7-2 stacking is indirectly buffed
It is fun
I honestly thought that it was longer than 15 seconds, I'm gonna be completely real with you here
Did you expect anything less?
Once an opener main. Always an opener main.
It wasn't heard of frequently that 4w problem will rise from this and there's only a day to conclude that's the case. But just in case, I think one way to kind of mitigate it if it becomes a problem esp for lower ranks is to modify the cleanliness of the garbage based on x amount of lines sent. Very clean garbage similar to phase 1 of TE:C would do it, and I think around 30-40 lines sent from either (but not both) to return to the regular garbage cleanliness state. The widers cannot choose to stall that way, at the beginning at least
they can just slow down their 4w downstack to make it still kinda messy garbage
my excuse would be that i like no midgame
and like short game


Well I like no opener. And looong games.
wait but clean garbage fuels combo multipliers
people dont like dealing with cheese but are ok with clean (if they can process it)
it's a very subjective thing
It's so depressing when you get several wins in a row followed by several losses in a row. So demotivating.
how's it going 7+x thread
They're getting very close.
I actually unreacted to the post, kinda very neutral about 7+X now
what do chopsticks mean 
debate around the topic has mostly been said, people are awaiting osks decision 👍
yeah I think more conversation (other than mentioning alternatives for 7+X) are already said before, until more experiments are done
has anyone collected the main problems with openers? from low to high rank?
I mean, I can do a summary for you, but its probably biased and better for you to scroll down 11k messages(or use the search option to only find messages that includes 'ranks'&'openers')
Maybe someone could collate all the arguments nicely tho
the problem is that it scales from warping lower ranks to far less a problem in higher ranks
where "higher ranks" is high U and onwards
If i make a poll with these reasons, is there anything you would add/change?
you should reorder the problems from "i cant play against this" to "it's annoying to play against this" as a loose sorting
"execution vs stacking" is not clear at all what you are saying, that's already broken down by the other ticks
I'm thinking in a situation where both players do a (kill) opener the first one to md loses rather than being disadvantaged going into midgame
you arent really picking apart "repetitiveness" as a problem with all these definitions
good shout
or rather, i would add that
its not too strong of an argument bc the same goes with downstacking, its just less apparent
hence the execution, but i agree stacking is not well defined
downstacking is not repeated
inf downstacking
whether you agree or not, in a poll i think it's a valid arguement someone would choose
that is not repeated
fair
outside of the scope of this
repeating singleyou is exactly the same outcome every O, downstacking has ebb and flow
We'd be stretching the definition repetition a lot more than comfortable by calling infdsing "repeated"
what about when u get sent lines and change route, or no early o so u adapt
Potential new openers 
Downstacking still takes skill, doing sdpc/whatever-else-opener takes memorization, two different things
ye thats fair
I like this sentiment, but I would say the game doesn't incentivise branching your openers that much, and when you do it's often not because your opponent interacted with you
depends on the players you look at
single you is the most warping opener against adapting
I'm just saying 7+x would introduce a 1-bag opener meta /j
an ideal change for me would be something that makes the opening phase more interactive without killing them off entirely
That's a very interesting idea, I have no idea how you'd execute it but very interesting nonetheless
yeah i want to make a separate thread dedicated to 7+x alternatives. but i want to start by identifying what the problems 7+x is trying to address in the first place, hence the poll
i frown upon combination requests, can these all just be separate 
what do you mean by combination requests?
what requests are you talking about
i mean you know, when can this thread actually be closed
zap means collecting all alternatives into one
at some point people are just going to make "tiny request" threads that just have disorganized random ass messages in there
it's not trackable
so you want combined requests in this channel or what?
you can make them separate threads, but don't throw out five very different solutions in one thread
ah, good thing I linked my threads 
yeah that's the goal
how to check my threads, i feel like i didn't make any
someone might agree with #1234909644003213392 but not #1233972737576276040
all you can do is search your own message history 
the whole point of my lobby thread was to distill general recommendations into specific feature requests 💪 I am so smart
oh gotcha i didn't think about the
's
me when i inf ds:
but yeah true
should i have kept my opener nerf request or do you think its better as a thread?
yeah it's better as a thread
gotcha, thanks
that's not fair to opener main players
- game gets stale after a while, so sone changes time to time is nice maybe
But without the opener phase midgame is stale and it kinda just sucks..
theres still an opener phase even with 7+x
just not memorised (for now) and more room to use creativity and vision, tho lower ranks would maybe just play sprint
It feels stale and dead tho..
it's far less vision in high X, just sprinting and far less reward for being efficient
im a lower rank 😢
who was it earlier, Anber and winterfrost? who also vouched sprint meta
honestly just lacking vision imo, tested with bots, it's still easily 1app and tspin spammable, at most maybe one t waste at the start
i realized that not playing against openers makes it not fun cause u don't have to panic at the start to survive so I just go slower than I could be and its bassically just tetris(prob bad opinion but idk how to explain)
with only quads and tspins and like no weird setups(at least when I played in u)
isn't that normal
it'd just be b2b bassically decides most things every single round in 7x
to me just feels kinda plain how its just like u wait for your opponent to send and u counterspike or you get more b2b and kill them so you lose another option to kill on top of that(but i do understand that ppl that cant live openers would be mad cause they'd just automatically lose)
This is what i mean i like the extra excitement of having to find ways to counter this so that i can feel energized at the start of a round
Midgame stakes just dont feel as high even if theyre the same it just feels different and deflated
Also i dont think all openers sound be gone like tki and mko should stay and stuff but the lowerranks r abusing stuff like sdpc and stickspin ik this is a problem but by using 7+x as the solution it just doesnt feel right and it creates many more problems on it own
I was playing during 7+x and honestly it was just cheese infds 4w repeat or 9-0/6-3 b2b
It was very repetitive and boring as well as rather tasking for me to actually tl. I also got tired of it much quicker then i usually would as i dont have that little pump at the start
I understand 7bag isnt for everyone but nor is 7+x and i would like for 7bag to stay so that midgame feels higher risk
I also feel that 7bag has been a staple in the game and this change might hurt the overall community with a bunch of people quitting
quitting is not a consideration
Just like cheese or infds or stride or plonk openers like lst and stuff are still a playstyle
the concerns should be solely based on effects on gameplay
Yea this makes sense
so from what i see the problem is that u dont receive enough attack at the start? is that the problem of the game or the player
But taking away openers is taking away part of the game and it just doesn’t feel complete even after winning the matches i dont feel accomplished or happy that i won its just kinda like yea ok whatever for me. I feel like that openers should be nerfed but completely removing them is a stretch for me.
what if the first bag remained 7bag, but then +x for a couple bags then return back
7+7+x uh what
may as well be #1233972737576276040
you mentioned bot vision as a testimony to being efficient in 7+x but
that rly rly doesnt work when the X meta becamesprinting
I need to sleep now gn
not really, people can still play efficient
it's cuz lack of vision + this system is new and not much tech developed yet
7+x was supposed to kill openers across ranks, not freestyle
and accounting bot vision when X ranks are sprinting, and the problem audience is U ranks and lower is a signficantly smaller factor
please make point in gameplay, not random sweeping opinion
smh bro deleting their own comment
well it's fine
wait to clarify. do we want to kill the buildability of openers, or do we want to make them worse
remove kill openers, potentially* preserve opener transitions into midgame
to me previous system didnt have a problem, but current system also dont have a problem. the thing was the previous system got stale for me cuz i played thousand of games so i like changes
ok not "current" but 7+x
The bag was made to kill opener we dont know what ppl want for now
honestly between the two i think it'd be more impactful to kill the buildability
i don't think it matters what gets nerfed, having a guaranteed guide that authoratively brings you 35 pieces of high octane line clears will never be irrelevant
I think ive hashed this idea a few times, it's repetitiveness that's the problem
theres a big lack of variety with pure 7+x as it is now
I think you can kill buildability just don’t overkill it making it so they’re entirely not possible
6+O, o piece always come last in bag /s
i've liked how in te:c you technically can make any opener you want while they're just not practical typically
unfortunately idt this translates into tetrio very well
zone mechanics allows strong survivability, tetr.io is just extremely volatile with multiplier and b2b
TEC loses a lot by not having any way to influence cheese *apart from timing with phases
TEC at the top is literally 6-3 until you control the phases
what if 7+x but give 1.5 multiplier for the first 3 bags to encourage playing efficiently
that's acknowledging that it's doing more than killing opener
i dont like reverse margin time as well
make I piece not appear in the first 3 bags 
thats promoting inf ds gameplay even further 
only get
pieces
wtf so troll
i just dont like things that also impact freestyling
people crutch 7 bag too much ngl
https://discord.com/channels/673303546107658242/1234909644003213392 the most this option does is "impact the freestyling off of an empty board"
I think you're mislabelling "crutching" in modern tetris
u can stack bad because u are guarenteed the other pieces, with weirder bags like 14 bag u are forced to look at queue more
you say that, but I see everyone through U rank unable to even queueread 7 bag
7 bag doesnt grant magic crutches
even at high ranks, people build way too many t spin setups than they have T pieces, or overstack so much that their stack just dies
i think stuff like 14 bag only amplify theses stacking mistakes
so you are saying "you can play bad because pieces are guaranteed" but no players are even playing to 7 bag's limits
i can imagine this in opener, but it has no credibility in midgame
in 7 bag u get bailed a lot more easily tho, but regardless, i dont think it's too relevant to 7+x discussion
It's detailing whether the problems lie in bags or atks, should be fine
honestly there isnt much i would call a problem from the game stand point, it's mainly just skill issue from human players
only to a point, but does distill alot
people complaining about openers are just skill issue, people complaining about no openers/risk or whatever is also just opponent skill issue
the only valid argument ngl is one or the other is more boring but that's all just subjective opinions
that's the least credible of changes to gameplay
Seems like opener mains would be happy if they could still use their openers
Non-opener mains would be happy if the opener didn't kill, but not necessarily if the openers didn't exist 🤔
One common mistake the past few days is mislabelling who is an opener main
i.e "everyone who disagrees is a opener main" and so on
I suppose it's more like 7 bag vs 7+X fans
What happens if we happen to reduce the damage for the first 20-30 seconds? Or change that time period based on rank?
Somewhat relevant so here -
https://docs.google.com/forms/d/e/1FAIpQLSft4hC7yyQAjsnpH9l81_uDOH91u1hbgHqzPj6Id2KXbJaOuw/viewform
a poll asking opinions on openers
extended sdpc
is the point of 7+x to make opener less predictable?
almost impossible under 7+x bag
but the point is to break the opener strength across lower ranks
I like the idea of making openers easier to disrupt, but less punishing when you don't/can't
i liked 7+x tbh, it makes tss and freestyle players more viable
I suppose that even if they did extended sdpc, it's not like you can't just upstack a ton
If they are waiting for the 20-30 seconds to end, then that's plenty of time to build something that either cancels or pressures or cheeses or 4 wides, right?
And if they send within the time period, then it doesn't do much?
who's they? hm?
Opponent
what about the time period not feeling like anything because nothing will do anything to anyone?
it sounds like theres gonna be some inconsistencies across, etc, not sure how you can determine time limits for opener
this current situation is premising "people can repeat their openers" right, i still dont like that it's possible
7+x bags affected freestyling is why i dislike it
I suppose based on the average speed of the ranks maybe
7+x is too inconsistent in my experience
but that it kills all openers isnt the worst
But I guess that becomes an issue eventually with higher ranks
https://discord.com/channels/673303546107658242/1234909644003213392 this can be made consistent across all ranks
Maybe attacks are reduced for the first [x] line sends/no. of line clears and this nullifies after [10] secs
The line clears/sends are shared between both players
spike openers after x line clears would be op
basing it on a high enough line clear that sdpcspin will fail means that it will benefit sprinting quite signficantly
lol is the urge to nerf opener partially due to sdpc
it's almost entirely singleyou
yea i haven't really seen much complaint even close to the level sdpc/stickspin complaint is reaching
While (time < 30)
{
If (opener would kill opponent) { negate damage; }
}
💀
Actually that would be kinda funny for a few rounds but then people would start 4 widing
Although it seems a bit unreasonable
well it's just a bad idea
I mean, it would technically solve the problem
it exacerbates speed and upping b2b lvl
if they can just stall until full damage is unlocked then like wouldn't the regular attack power of "kill openers" just cancel the ½ upstack damage lol
cancel it and still have devasting attacks coming up i mean
time based atk reduction is bad for that and other reasons yes
rather than by time, by piece is probably better idea (not that i like nerfing attacks)
If it's by piece, share the piece limit between players
So the opener blitzer doesnt kill the opp while they have reduced defence
Why should I, the faster player, fulfill requirements for my opponent 
yeah that's some magical tetris challenge bullcrap lol
in any case i haven't seen a solution where reducing damage at the start doesn't just directly buff extended sdpc
I prefer line clear based
it's the same exact scenario
yup idk
2 problems. 1) first person to reach x lines wins. 2) low line limit = extended op, high line limit = literal sprint in TL
1 - not if the line clear limit is shared between players, but i agree with 2
The random minos thing is so far the most reasonable approach
I mean, openers will naturally do various amount of damage and we can't really decide who will choose a more damaging opener over another. Unless we want to nerf one player over another which is not fair
Like, how do we even distinguish a kill opener from a non-kill one? Do we have something that can objectively define that? Like if it requires improvisation after the first bag?
i think it's fairly easy to distinguish kill opener from non-kill opener
I agree, I think any kind of *hardcoded opening phase affects game flow and identity too much and is charsys territory
killing within planned bags yes?
most of the time you can just use the eye test, and if that's not rigorous enough then just look at the intent of the opener. So if the opener contains a mega spike at the end then it's a kill-opener, as it's designed to kill the opponent
i.e. character A is good in early game but gets worse as game goes on etc
"kill openers" to me also have the trait of "trying to avoid interaction with the opponent"
it's why stickspin goes from a kill opener to stickplonk as the ranks go up
I mean, is ms2 (or any td opener) a kill opener? what stops king crimson from being a kill opener, or regular dt cannon?
MS2 PC is a very high counterplay kill opener, to that extent
ms2 is a kill opener because it is designed to mega spike the opponent and kill them
regular dt cannon isn't very good in tetr.io because I think there is no real purpose for it, but it's definitely not a kill opener
If I do these fast, then they would kill
Perhaps it's the amount of speed advantage that you need for it to kill?
no clue about king crimson because i don't think i've seen it used as opener in my life
how often is even 6pps DT going to kill in X rank
Unlikely as it is only 10 damage (unless you powerstack or get garbage)
The main thing is the large spike and low setup cost in either speed and/or risk imo
when i hear dt cannon, i assume perfect dt or cspin cont 
And if it goes into dpc looping reliably then that probably also qualifies
i would characterise a kill opener as having a mega spike intended to kill the opponent there and then, which is contrasted with b2b openers (tki, mko) which are intended to allow you to get into familiar midgame board states
Hmm, let's consider that
Anything with multiple PCs, TDs, basically most things that allow for 15+ damage (as a starting number) can be considered a killing opener?
if you say 15+ damage as in 15 spike then sure, but i don't like quantifying it this way
Non sequitir idea, but how about instead of attack reduction, board height starts at 24+ and then reduces gradually after time/pieces/line clears?
Hmmm, most viable openers already have killing potential anyways. It's basically just how much raw pressure there is that makes something more OP than another
And as basically all (decent) openers fall under that logic, it's hard to simply pinpoint on nerfing certain openers when pressure basically applies with everything
look at my distinction between openers like tki/mko with kill openers
sure tki has killing pressure but that's not really what it's made for, the intent is to get into midgame with a familiar board you can midgame with
and you don't really see much complain around tki/mko and whatever
it's really unfun to lose in 10 seconds to a 15 spike you don't know how to stop, but dying to tsd chain just feels like dying to midgame anyway (the threat of dying in opener to tki is drastically lower, especially in lwoer ranks)
This doesn't really solve the problem at lower ranks
https://discord.com/channels/673303546107658242/1234943910430773289 Zap asked earlier to bring other types of suggestions outside 7+X to an exterior thread
I feel like we're moving onto the topic of openers instead of #1225191549881810965
mb ill resend it there
I mean we all are, ill link all
7+x would be implented to solve openers, so idk how you would be able to discuss changes without talking about openers
Fair
Oh yeah cad thoughts on my latest comment in #1233972737576276040 ?
It's probably not as simple as that but I think it's interesting to discuss
I think nerfing PC atk is a boon in any system
maybe in that thread though not here
After some thinking, I think that it would be very infeasible to implement something that would nerf kill openers while leaving non-kill openers intact
Can you elaborate?
Well, humans can determine what a kill opener is and what is, but a computer is stupid and would need a formula or machine learning to determine that. How would we determine whether something is a kill opener or not? Well, maybe we can look at the attack pattern of an opener, like sdpc-spin. TSS -> TSD -> TD. And we'll assume that it could nerf the damage of the TD because the computer recognizes it as an opener
But if I made that same setup but improvised, then it would also get nerfed because the attack pattern is the same even though we made it with our brain
So maybe we could determine things by the pieces that are used, and see if it matches the piece structure of an already existing opener. That could work, but if I happen to get into midgame PC, end up on 1st bag, and then do the opener then, will it get nerfed (probably shouldn't because it's technically midgame, but with our formula the system would nerf it because it's the same piece placements)
To be able to determine whether something is an opener or not, we can either input what is a kill opener or use machine learning. I think if we just had the system know the exact setup of what a certain opener looks like, then it would be okay at keeping lower ranks nerfed. But people will always make variations of an opener or a new opener to adapt, and there would have to be constant updates to the system to make sure that we would have no more kill openers, which would be tedious and would not fix things completely
And let's say that we used machine learning to determine what is a kill opener or not. The system is unlikely to ever be 100% correct, so if you ever happen to improvise a setup that should kill but gets nerfed, it would be frustrating and make things unintentionally rng based
I feel like the hassle of implementing this feature would sorta outweigh the benefits, unless there is a more optimal way.
We shouldn't assume that it's impossible, but we need to think of a better approach
Basically if we have the formula/code for determining what is a kill opener and not, then we can solve the issue
I think you're thinking and going about this the wrong way
It's not the kill "openers" themselves if you will but the lethal spike part
For setup openers like tki, all we need is a reliable way to reach a good board state and b2b like the ones they provide, not necessarily their attack or the specific openers themselves, as long as new ones can be made that fill their gaps
This is for a smoother transition to midgame and extra variety than 7+x would offer, while also solving the main issue implementing it is trying to do
I mean, if we focus on the lethal spike part, then how should we distinguish in the code the lethal spike of stickspin with the lethal spike of an improvised 6-3 powerstack?
What I'm proposing is if there's a way to keep openers and 7 bag keeping the game basically the same while still nerfing the killing blow
Why do we need to distinguish at all? It's the opener phase of the game, it should be used for setting up the midgame
People's main issue is that games end too quickly, if you're able to consistently make a kill spike in the opening against a similarly skilled opponent, that's an issue
Well I guess too quickly and effortlessly
Ah but you see, people have different beliefs about the opener phase. It's intended to go into midgame, but some people don't really care about that. Some people play just because they think midgame is too hard, or opener is just more fun than anything, or the ego boost that comes from going fast and feeling efficient. A lot of reasons. And because of that people have a lot of argument in this thread.
I suppose that yeah, technically it is a skill issue in some regards.
The games end too quickly because the kill openers provide a way to kill without needing to think. And the kill comes from the spike. And to solve that, we could either remove most openers entirely or we can nerf the opener (or maybe another solution too)
And how do we nerf the opener? By reducing damage on the lethal blow. But how do we do that?
The problem is that as it is now they're too oppressive to other playstyles, essentially having no counterplay in lower ranks besides fighting fire with fire or rolling over and dying
By making it a non-lethal blow (nerfing damage), preventing the lethal blow (not allowing one to be set up through memorization), or making it easier to defend against the lethal blow (buffing defense)
plot twist 7+x thread was specifically designed to be controversial to farm engagement
lmao
doesn't really contribute to the conversation
everyone is yapping the same thing over and over again, in the end it's really just personal opinion
u can never keep everyone happy, i propose just do seasons and try everything
That's what a debate and discussion is
It's a complicated topic so there's lots of discussion, it can't be solved so simply like you propose
maybe to attack sdpc specifically nerf tss?
The problem isn't the TSS it's the spike
If you're talking about extended sdpc spin
oh to attack sdpc, mm idk tbh
Wanna continue in #1234943910430773289 ?
I think we should move this to https://discord.com/channels/673303546107658242/1234943910430773289
Which is true. That's basically what the meta is. Or more specifically, the optimization of openers.
I'd say let's think of it like this:
- Some people are just choosing suboptimal openers over the meta openers for one reason or another (maybe because meta feels cheap)
- The main issue is the lack of counterplay, as you mentioned. And that tends to come from the fact that combined with speed, meta openers have incredible damage potential and burst pressure and literally require less effort compared to most other openers like TKI
If a character in a fighting game is too OP, we just nerf their stats and call it a day. If kill openers were a bug or unintended, then it would be fixed.
But meta openers are literally an example of how the current tetrio combo system is being maximize to its limits. It's like in osu where farm maps abuse the pp system while feeling easier than most maps. There's technically nothing wrong with how much damage these openers do. And unless we do some board rework then it's not like we can change the formation of the opener. If anything, it's the damage system that even allows this, and now it delves into a larger issue.
Nerfing and preventing the lethal blow would require tetrio to know that it came from an opener. We know that some stuff is memorized and some stuff is improvised just by looking at it, but what should the tetrio code look for to detect that?
openers are like pre-optimised for meta just follow these instructions ✅
Making it easier to defend against the lethal blow would be an interesting thought to investigate
That's why there's some merit in these options, which the other threads delve into
Nerfing damage neutralizes kill openers' main intention while normal openers aren't affected in the same way
Preventing them (for example by having a reliable 1st bag and less reliable following bags) prevents them from being effortlessly abused by those without the skill to play like that normally
And increasing defense allows easier counterplay
It doesn't need to be so specific, we know all openers happen within a certain portion of the game so applying these to that portion would work, you just need to identify the best way to quantify that portion
we either make the instructions near useless through a mino spawn or bag modification or change the meta via b2b rework, kill spike change, or other change
i have an idea for this but it doesn't belong in this thread so i will put it in https://discord.com/channels/673303546107658242/1234943910430773289
please do
The identification part is the important part lol
Although I wonder if this conversation should continue in Opener Nerfs
Surely osk will figure it out 
Perhaps? The main thing we're discussing stems from your initial assertation that it's infeasible to nerf only kill openers and not setup openers
if you think we should move we can
Hmm, good point. I suppose that it's still related to 7/7+X bag so we can continue here. I do wonder what other people have to say about it too
Yeah I'm just saying nerfing both kill openers and setup openers is a win because it removes the main function of the kill openers but not the main function of the setup openers
I guess the how is what the other threads are for
Doesn't mean it's infeasible just difficult, it doesn't need to be as advanced as you were saying
Yeah, that's one approach. If the entirety of openers is being nerfed then that is a lot easier than trying to nerf only a small portion of openers
Also the reason I think this isn't a great solution is that it seems like there'd just be long periods where only one group is happy and can play what they want, essentially making people want to only come on when their mode is on, and the long waits would probably make them disinterested and go elsewhere
Doesn't really promote the growth of the game either, rather than finding ways to improve it and shape it into the best game possible it's a bandaid fix that leaves all the problems there
All in all probably too much of a hassle for the everyday player even if the interval periods are small imo
I would happily fill out this form
in TE:C your two options are either a very fast c-spin pc or 6-3, the others aren't really worth because of SDF losing time compared to zone gauge fill
SDPC/DPC mains will just loop the opener until it actually kills. Nerfing the opener alone isn't going to remove blitz strats from vs
Form is pinned in #1234943910430773289 message
I was having a think today about the 'potential' nerfing of openers with the changes to the bag system and it brought me to overwatch.
This situation we're in with tetrio isn't really that much different from something like a gun or ability being op.
This is simply a balance patch.
It's just a question now of how osk proceeds with that 'patch'.
After losing 6-7 (6 of their win was with pc loop 4+ pps) to someone that pc loop, I- I think I might like this now 😭
you're claiming that the fix to openers involves changing the bag system, which is false
your rewrite makes sense, agree
however there's no problem with a rework if it improves the general gameplay at all levels + even makes the game more accessible for newcomers (the arguments for "7-bag is guideline" doesn't really hold for that as PPT, TE:C and jstris aren't nearly as popular as any classic variants were, and T99 is also switch-bound)
this is correct, but 7+x bag is not that rework
Why not? I encountered no problems
Reliance on 7-bag assumes knowledge of modern guideline, which a lot of people coming to the game don't even have
the whole discussion yesterday and before
what and if people dont even know quads have special score do you think we should remove them?
knowledge isnt the baseline behind affecting 7bag
There's a significant difference to getting 4 damage, vs getting 23 damage from memorizing 28 placements and you know the two aren't even remotely comparable
that's cos 7bag, isolated from openers, provides the player control over their stack
That's why you get 7-bag back after 35 pieces in 7+X
Openers are a consequence of perfect control over the initial boardstate (for which i suggest the other thread)
I mean I would be able to play even with randomized initial garbage, just make sure it can't allow for stickspinning over the initial state
the problem with openers is not "5 bags" but just a onetime starting state
c
just waiting on Osk, he already implemented this once for an Iris tournament
7+X makes it more reliably ensured that you can't do memorized openers easily
yes but it's not the only way
if 7+x is good because it counters openers, why would it be any different from putting pairs or total mayhem in TL? we need to justify 7+x for reasons other than countering openers, because there are other systems that counter openers
tytytyty
I mean, I also play total mayhem sometimes, technically it's kinda fun but it's better to have at least some systematic approach if you want to be able to plan ahead, otherwise it devolves a lot into waiting over 1 spike when opponent gets 4 Z pieces
that's exactly the reasoning behind disliking 7+x bag for 5 bags
that's what i'm trying to express, the first 35 bags are pretty rng dependent
35 bags 
Pieces
But it's only slightly pseudorandom. You get every piece over 35 pieces.
Ok here's a bag idea: remove 1 O from the first bag, remove another O from the 3rd bag
i dont like targetted nerfs, should be systematic
Technically that's why osk created 7+X it is very systematic
It was definitely an attempt, but it can go further in affecting only all openers and not freestyle
... You Literally start with midgame freestyle with 7+X
i hope you understand that not everyone has the same experience as you
and back to where we began 
I see you saying that, but I still think most people will just stride out of 7+x
4history bags but it's chat messages
but that's also not really a difference compared to what is happening, stickspin into 9-0 is extremely common at 24.5k
snap back in time 
stickspin into 9-0??? at 24.5???? nah
The fact that people "sprint pieces away" just means they got to midgame phase beyond the opener. They're already doing that
we're not denying that it doesnt start with freestyle, but the fact that the bags are different from true midgame is what i am concerned about
2.8 pps 9-0 yes
yea ngl i don't think i've ever seen stickspin into 9-0 lol
aren't the bags regular 7-bag in 7+X after 35 pieces?
that's pretty low rank U to skim a stickspin into 9-0
hello? the first 35 pieces?
That's honestly not a lot of pieces if the game doesn't end in 10 seconds lmao
but it is pieces that are part of the game
With 2 pps you get to the regular 7-bag in 18 seconds
Stickspin is non existetnt at low U TBH, it's always been sdpc-spin into either 5-4 or 6-3 stacking
Lower ranks don't get demolished by openers in 10 seconds, high ranks just stack like they normally would anyway, win win
let's say 90s for an "average" "midgame" round. that is still 20% of the game
I dunno, enter21 does it at every opportunity and so does.. Uh, lady_yukihana or whatever the name was, but there were others. It's honestly common in 24.2k
bro i reviewed like 3 of enter21's sets and i did not see it once 😭
lamy does normal plonking after stick 
I've fought enter21 a few times, and that's a lie
i think it has to do with the part where zhun gets speedgapped easily
Maybe you fought them in a friend match
In TL 3+ times
i've played lamy like thrice in TL
Also reviewed Enter21's #921928025929576468 2+ times . . . it's not stickspin
The iterated issue with 7+x bag is overimpact, and zhun alrdy said he could accept a different option like the garbage mino mode
it's just bad look at this point
What do you mean middle of a bag? I dont get it
removing X pieces from first bag is just a PC number
ok but is pc spam really a problem? i haven't really seen people complain about it and it's pretty rare/high-skill
not really, it was just +1 i think
I don't think removing "x" amount of pieces from first bag would solve anything at all.
if you force start the game at 4th pc every game (remove 2 pieces) then it's like immensely harder to pc spam and you have to do 4 freestyle pcs to get bcak to 1st, and most other openers would be dead with 2 pieces missing from first bag
the number of players who can 4th pc reliably is already very low so i don't really see this being an issue, especially at lower ranks
do you mind elaborating? i dont see how it wouldnt
but yeah zhun alrdy said "i could do something else" this is a bit lingering on 7+x bag
I have an idea, what if we add the 3x3 O block from the SSL into the first 2 bags
Or add 2 of them to the first bag
suddenly no 7-bag openers
This will not remove openers and make free styling harder
jumpsquare in TL???? I hate this idea
of course you would hate it 😅
if we're doing alternate suggestions, can we use #1234943910430773289
Like all these gimmick things just aren’t fun in a competitive environment
not only is the jumpsquare impossible to work with, it's hard to tell whether you've got the jumpsquare or a normal O when it's just in your queue
that's an issue with the color scheme, it could easily be made white (there is no white colored piece) but yes that belongs in the other thread
Plz give us some news osk! 🙏
The reduced damage should help a good amount with downstacking in general though... or maybe a little bit
Reducing damage just turns openers like SDPC into Cheese chucking openers.
If the spike were reduced, then it wouldn't send cheese unless the spike sent less than 4 lines
and also if it were just a cheese chucking opener, then there would be so little damage that it would be useless
Regardless, if you bind the damage nerf to time, people would just stall extended-sdpc to f.ex 30 seconds, while if you bind it to piece count, people would complain that the opener doesn't kill and the matches are artificially too long.
hm? time, pieces placed, lines cleared all dont hit extended sdpcspin enough
if it's very high lines cleared so that sdpcspin fails, then that's becoming a sprinting meta
If you stall it that long wouldn't you probably have to cancel some of what the opponent sends in the meantime and reduce the attack output?
lowering dmg lets extended sdpcspin complete their cspin whenever they want
the killspike happens at cspin, not its TSSes
Cancel with what exactly, extended-sdpc? The defense I presume would also be nerfed unless we're doing that "garbage bonus: defensive" from custom rooms, BUT that still wouldn't help with lower ranks being demolished by the opener as they have nothing to defend with really if they're just 2-widing or something
if anything, higher dmg kills extended sdpcspin faster
and buffs every other opener
that opener doesnt follow the usual trends, so things hitting openers need to hit all of them
https://discord.com/channels/673303546107658242/1234909644003213392 that's why I'd hit TL with this to neuter all opener coverage
Imagine absolute garbage cap being capped to 10 at 25 seconds so openers cannot kill, but then people would complain the game's make them waste 25 seconds by the time the get to "play the game"
I dont think dmg adjustments cover this problem
Stalling meta until 25 and then counterspike etc. Anyway it's either the random garbage or the bag revision
As long as the game rewards 28 piece sequences that can be built each time, people will build it
pretty much
people will make new sequences no matter what bag system you use as long as there is a decent amount of predictability imo
There is a lot more sequences in 7+X than standard 7 bag. To the point where I doubt they're consistent enough to learn.
i really do wonder if there's any other solid way to fix opener-maining without having to disrupt either the bags or the pieces
disrupt the initial boardstate
Ideally only kill openers would be nerfed, but unfortunately its hard to automatically detect whats a kill opener and whats not
I think nerfing LST off opener is also quite healthy for the game
Maybe you could try full tec mode and make garbage cleanliness 100% for the first couple of bags but but i think that would just cause problems too
it's not particularly weak or strong, but it's memorized for like 4-5 bags
the problem is that Tetrio has multiplier and uncapped speed, TEC does not
it depends how you enter it
the idea of having a couple minos at the start of the game has kinda grown on me
plus even in well labbed sequences like flat top tki, there's usually still some variance that you have to respond to from queue being random
that's almost the same as sdpc minimals lol
without the looping power of sdpc though
sometimes you cant do opener, and sometimes you can (and it looks cooler) pcs would be really hard to do, but it wouldnt affect the game as much as 7+x does
i would really like to see this become an option in custom games and try it out
that's why it's neither weak or strong, but the memorization should be caught in the same targetting imo
Yeah but i want 1app average 
if lst were a more significant threat then I might agree but given that a player with decent defence can survive against and strongly punish it I don't see why it has to be made weaker
cos I dislike cherrypicking LST apart from singleyou and others
it's very creator bias rather than a balance patch
how so?
in the first place, I dont know what mechanics can target singleyou without hitting TKI
what is this theory
First bag is 7bag second bag is weird
delayed 7+x? sounds gross
U can still singleu but like no stick or sdpc, but idk its kinda a weird sol
Yeah it does sound gross lol
well, 7+x appended would work to an extent, tki followups would be fucked a little but sdpc followups would be turbo-fucked
alternatively nerf pcs, tki into lst doesn't pc so it doesn't care
sdpcspin:
sure, that's a good point
extended sdpcspin doesnt rely on PC
frankly opener lst is not that hard to memorize and if u can lst well then going into it midgame should not be that hard with 7bag
Lst is a stacking method not an opener, its not gonna get murdered
lst is not a huge problem, not if we are trying to destroy openers at least
it will finally stop SS 3 TSD into skim 
I think nerfing LST off opener is also quite healthy for the game
[..]it's memorized for like 4-5 bags
i'm happy to see someone say this
well i mean that's just #1233972737576276040
I believe henlo was referring to first bag 7, then 7+3 afterwards nonappend
or well it's basically the same effect
pretty much the same in practice
i think that just makes the initial sprint 42 pieces instead of 35
I dont get about 7+x appended
if theyre just worse, why does the concept exist
i think 7+X appended wants a complete 7-bag to make tki?
that's some people pet theory but that does nothing for me
thats like, "destroy all opener and let mine stay"
yeah but like its kinda a mid solution
well yes, "destroy all opener" is 7+X 
its like destroy all opener but tki
I would prefer destroy all opener than giving advantage to some and letting most in disadvantage
idk spell but you got it
tbh I still dont see why 7+x is a thing
it had potential
felt worse in testing, time to test other solves
i still think sdpc was the biggest shareholder of complaints. or something
singleyou
putting it on tl was kinda 💀 on sunday
any route on singleyou, people complain
Makes sense
people keep trying to compare this to overwatch or league of legends characters but that's just not how it works lol
of course the CSGO players would think it's a little dumb if the AWP was literally free, you just had to find it hidden in a bush somewhere (as described in various wiki)
I comparated most with pokemon tho
it's still not how it works
7+X exists so people stop doing SDPC or SDPC-spin every 9/10th game i'm guessing
why stop it
in lower ranks a single execution of extended-sdpc-spin is generally an instant win
honestly extended is the only opener i actually dislike/feel is really unfairly hard to beat
because it sucks for new players, kind of a chore to counter in general, and honestly it gets stale to look at once you've seen that this is "the meta" that everyone is doing at every rank at all the times for an early O
everyone at every rank is not doing that, its some people
SDPC-spin is at every rank from C+ to X
and?
it makes the game bad
🤓
games good for me idk
funny you mentioned the awp https://www.youtube.com/watch?v=lOebGm_jMLY
I would argue the opener problem is similar to the sniper problem in fps
The Unbalanced Problems with Snipers in Video Games.
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people start leaving because they are bored of being opener main'd etc
oh yeaah i remember that video
niya is a troll in this regard, dont mind it
lol
Kek
nice pfp
?
Thx
Anyways it’s just about the highs and lows. Like it can feel pretty good to kill someone with an opener but being on the other side isn’t very fun.
tbf Niya is kind of a troll even in the game per say, 4 pps mech?? lol
Playstyle:
➤Opener: 1.1768
➤Plonk: -0.1059
➤Stride: 0.9688
➤Inf DS: -0.2512
Homie about to get hard nerfed
idk whats so hard to understand that it hits harder with midgame
i'm not sure i get the context of what you mean
ok suppose you match against someone
your only option is to midgame
you just can't beat his midgame because of level difference
now what? pray? you will just have 7 terryfying games praying for luck garbage or their missdrops
with opener you atleast have the chance to win the game
no? they climb and you lose temporarily
🤔
you just can't beat his midgame because of level difference
with opener you atleast have the chance to win the game
that's a nice argument for 7+X
if they skillgap you, then they have a higher winrate than you
what? make the game more monotone?
winrate is 100 or zero 
...you mech until you die (aka you place every piece in the same column in every bag), so that's such a strange complaint from you lol
im not shilling 7+x lol but better midgamer will just win
avg Niya day
Pray they get some sucky pattern and think longer
in the first place, "their midgame is better than yours" is a bold claim, there's alot of different skills in play
you're the worse player and it's time to lose
if its to have only midgame game, change ft to 2 lol
if they're literally better at upstack, downstack, and macro, then they will likely win
i think that game is called te:c zone battle
but most players do not have an even spread of these skills, but you're wanting to claim "yeah they'll win"
amazing
Ft 15 and see who’s hand gives up first
nah I know when my opponent is just better at midgamming than me
Maybe then you can just beat them in stamina which would be funny
unironically my hope against opener-main tends to be that maybe their fingers get tired so i can win with midgame after
slight amt of trolling
avg trolling
fr
The plottwist is it isn’t long enough
hope they get arthritis mid game 😭
idk, I have no idea why do you guys says opener makes less begineers friendly while are those beginners that use them to win
arthritis-cannon opener
Because the effort you put into learning it has higher value than learning mid game at that level. So you just win games without interacting with your opponent.
off topic but actually I think openers are great way for a beginner to give/lose interest in tetrio
you mean advertisement?
yeah
lol my friends (that have now stopped playing the game) were interested in the openers instead of the actual stacking
we have tetriocup for that, aint no way people are starting with guides
Openers can look cool yeah
i know too many people who get tilted away from tetrio after trying to main stickspin 
I just call them my little nerd setups before they get confused
Well maybe, but tetriocups are usually done by higher ranks with solid midgame skills
newbs don't have that and the only way for them to achieve high number is via opener
opener interest is real, but that is "the youtube content that was popular" for tetrio
rather, if we espouse Kez, then we can have them achieve "these better numbers"
idk if this will mean anything haha, cause they were trying to learn lst after seeing a kezdabez video
They didnt learn 9-0 yet
i mean if they ask what someone else was using in #lobby, then they're gonna be starting out with guides
Openers are this shortterm dopamine that you're talking about, and keep talking about pulling in players for it
if they see opener then they're gonna copy the opener? yeah, that's different from what sauce was saying
what if they see Flare and they say "how tf do I copy flare"
interesting
openers did draw in interest, but it isnt the healthiest or only way to do so
it would be good to see newer players asking for how to get better at stacking instead of asking 'what's the best opener'
What’s the best opener?
playing the game
Playing the game with sdpc you say?
hardly desagree
Wait hardly or hard
Hard.
oh I used it wrong all my life
funny how english works, hardly is adv of hard but means opposite
working hard or hardly working 
