#7+X-Bag in TL

1 messages · Page 12 of 1

cyan forge
#

grr i hate tki

chilly robin
#

One of the major results of 7+x was seeing how much people loved tki / meme openers, but couldn’t do them anymore

wanton mulch
#

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

chilly robin
rare sequoia
#

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

tidal magnet
#

first bag should be normal 7-bag and the bags after that should be offputting

cyan forge
wanton mulch
#

hes x

rare sequoia
#

wyvr is x

sharp condor
cyan forge
#

💀

tidal magnet
wanton mulch
tidal magnet
#

then i guess i will say that both high and low opinions matter because it affects all ranks

cyan forge
sharp condor
#

i support changes that reduce the strength of kill openers

severe spindle
#

what if its only 7+x for the lowerranks

tidal magnet
#

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

serene bramble
chilly robin
#

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

rare sequoia
severe spindle
#

like s+ and below

tidal magnet
sharp condor
cyan forge
tidal magnet
#

rankSS is a good one because there are lots of rankss opener mains

severe spindle
#

s+ and below maybe in ss they need to deal with openers to actually climb tho

charred walrus
chilly robin
sage plume
#

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

sharp condor
#

You are thinking of shareholder

cyan forge
#

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

rare sequoia
chilly robin
tidal magnet
#

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)

cyan forge
#

repeating my idea from yesterday, what about larger cancelling power at the start of rounds?

charred walrus
#

Like enjoy ur 1.9pps clean fin tspin double, im 1/3 of the way through a sub 30 sprint already

sage plume
#

I mean, even in top 10, 4 pps people still get opener mained at 6 pps 😭

serene bramble
#

just give it time. ppl are not dumb and will figure something out

cyan forge
tidal magnet
rare sequoia
sharp condor
#

wait also it might make dpc loop free also st stacking 💀

tidal magnet
#

i think maybe 30 seconds because most openers would be done

cyan forge
#

what if we took like the minomuncher thing for opener detecting and used that

cyan forge
#

wait no it would be abused by a new kill opener with a skim

chilly robin
charred walrus
#

if your profile vsapm drops below 2 instant ban

sharp condor
#

rip diao

tidal magnet
cyan forge
#

hence my previous message

sage plume
#

opener phase is basically the initial setup and the clean garbage spam after that

cyan forge
#

idk. what if we just removed all tetrominoes and replace them with monominoes

sharp condor
cyan forge
tidal magnet
grand topaz
charred walrus
rare sequoia
sage plume
#

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)

cyan forge
sharp condor
#

makes sense

wanton mulch
pseudo heron
cyan forge
#

also applies the other way—if an ss opener main dropped to s+ they would drop REALLY far (which probably shouldnt happen)

chilly robin
tidal magnet
#

what about 7+x getting less powerful the higher rank it is

cyan forge
#

ftx doesnt actually change any game elements themselves, thats why it works

chilly robin
mystic yoke
cyan forge
sharp condor
#

x rank games are 1-piece

charred walrus
#

i is the 1 piece

cyan forge
#

also i just dont like anything with set cutoffs cause it causes those meaningless milestones of like "yay i am 1492 glicko"

chilly robin
#

d ranks spawn with 18L cheese in order to save them time and just cut to the chase

tidal magnet
cyan forge
#

stall challenge (level; impossible)

tidal magnet
#

idk just a thought

sage plume
#

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

cyan forge
#

all garbage sent by kill opener should start by sending 3-4-3 garbage for instant c4w

lament elm
pseudo heron
wanton mulch
cyan forge
#

like: how do we balance the boat with people already on it?

chilly robin
cyan forge
#

indeed

sage plume
#

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

tidal magnet
#

what about in SS rank it makes half the games 7+2 7+1 7 7 7... and the other half regular 7 bag

grand topaz
chilly robin
#

You still assume fun is the same definition for everyone

tidal magnet
grand topaz
cyan forge
#

we should ban you fromt his thread

pseudo heron
#

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

cyan forge
#

you serve zero purpose and give zero new information or opinions

chilly robin
tidal magnet
cyan forge
#

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

tidal magnet
#

for low ranks they might need it bc they dont know how to counter openers but for u and above it is a necessity

grand topaz
# cyan forge do not just come here to complain

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

tidal magnet
tidal magnet
# grand topaz Likewise

no like we gave a good dozens of reasons
and suggestions to fix it without ruining the game

cyan forge
#

??? 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

pseudo heron
chilly robin
# cyan forge we know you hate openers, but why not give actual evidence and reason instead of...

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

grand topaz
tidal magnet
#

there are better options opposed to 7x

grand topaz
tidal magnet
chilly robin
grand topaz
#

But you can open in 7+X,stop pretending you can't

tidal magnet
#

such as the 14 7 idea or the 7 3 7 2 7 idea

chilly robin
sharp condor
charred walrus
grand topaz
tidal magnet
charred walrus
#

Im pretty sure my vision is good for an X rank and i still trolled hard on some of those bags

cyan forge
#

we should ban you from this thread part 2

wanton mulch
cyan forge
#

you are lowkey walking on the thin line between complaining and trolling

tidal magnet
chilly robin
sharp condor
grand topaz
chilly robin
#

When I played you in TL during 7+x, I didn’t notice any openers from you zhun

tidal magnet
sharp condor
chilly robin
cyan forge
#

that is not the nature of this discourse. everyone else is giving real reasons and you are practically spamming "opener is bad"

tidal magnet
#

i hate opener mains but it doesnt mean they should be disallowed from the game

chilly robin
rugged spear
#

i want to assert my opinion that openers should be nerfed in some way, but this isn't the way to do it

sharp condor
#

yea idk why we're still playing brick wall simulator

cyan forge
pseudo heron
# chilly robin one argument I haven’t heard in this channel (probably been mentioned while I wa...

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

tidal magnet
#

honestly i think i have better things to do than talking to nothing

chilly robin
charred walrus
#

how are they to be nerfed?

#

its can be hard to distinguish a kill opener from an opener opener

cyan forge
#

well that's what we are discussing

tidal magnet
pseudo heron
cyan forge
#

yea but im sure theres some elegant option that we havent thought about besides literally just hard coding opener detection into the game

charred walrus
#

typically

chilly robin
tidal magnet
cyan forge
#

mko weird version

sharp condor
#

pco and jigsaw 😎

scenic slate
#

DT

charred walrus
chilly robin
tidal magnet
scenic slate
cyan forge
#

what if spikes themselves were reduced vm

charred walrus
#

so i cant spike early on, whats to stop me from doing extended eztended sdpc

sharp condor
tidal magnet
cyan forge
#

nm yea

charred walrus
sharp condor
#

ye

chilly robin
#

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

atomic echo
#

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)

charred walrus
#

but thats a spike no? so i get protected from spikes early on

rare sequoia
cyan forge
#

doing extended extended is already a risk

rugged spear
sage plume
#

maybe pcs could do less damage in the first 20 seconds?

cyan forge
#

no quad and quad means + 9 garbage to your already 14 (?) height board

chilly robin
sharp condor
tidal magnet
rugged spear
cyan forge
#

waitinf for the day when 12-height tst tower becomes meta

sharp condor
grand topaz
rare sequoia
chilly robin
#

I think it is a fundamentally bad idea to target specific openers; by doing so you will only make other openers meta

grand topaz
cyan forge
#

old tr vs new tr 😭

charred walrus
#

hire referees to call fouls when someone opens with a kill opener

sage plume
#

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?

sharp condor
rare sequoia
chilly robin
rugged spear
#

zzsstt queue (& similar):

chilly robin
#

zzztoj queue when 🥺

cyan forge
#

i love zz ss tt queue

grand topaz
scenic slate
#

Unclean

cyan forge
#

when evil queue???

grand topaz
#

as i said: you have more options than it is being let on

rare sequoia
#

You also have those options if openers are a thing as well

atomic echo
cyan forge
#

eh i think its not as % based as you may think

chilly robin
charred walrus
#

i can open with stsd in 7 bag too, why would i?

grand topaz
#

This makes them give significantly higher reward than difficulty of execution, as it is purely memorization.

cyan forge
#

im gonna leave cause im probably not going to play tetra league in a while

chilly robin
#

Small irrelevant caveat: sdpc spin has two paths so it is not exact

chilly robin
grand topaz
#

Stickspin can also swap up L and J, it's effectively the same each time

chilly robin
#

Congruencies are not included, sdpc spin’s paths are not congruent

grand topaz
#

Basically at any rank below S you effectively almost always win by placing the same 21 pieces in the exact same position

rugged spear
cyan forge
#
grand topaz
rare sequoia
grand topaz
rare sequoia
chilly robin
rugged spear
grand topaz
#

And you can build non-lethal openers in 7+X too

sage plume
#

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?

rare sequoia
sage plume
#

Although people improvising one would be more experienced people so it should be fine, right?

wanton mulch
chilly robin
#

Are we gonna ignore this?

scenic slate
#

stop pretending you can

grand topaz
#

I opened into STSD every few games

grand topaz
#

And beat a 4-wider quite reliably

charred walrus
#

Ur waste t bad parity stsds are not impressing us

sharp condor
chilly robin
#

Read: “I had the skill to freestyle a stsd (debatable if clean) but this is not a consistent opener”

sharp condor
#

like you give examples of when it works out, how about when it doesn't lol

rare sequoia
# grand topaz And you can build non-lethal openers in 7+X too

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?

cyan forge
rugged spear
chilly robin
sharp condor
#

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)

pseudo heron
#

even U!

rare sequoia
#

That's what I'm saying, there's no incentive to not 6-3

cyan forge
#

lowkey theres a clean 9-0 tsd donation there (besides the point)

rugged spear
#

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

chilly robin
cyan forge
#

would work in 2 wide mode!!!

sage plume
#

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

cyan forge
#

probably better/cleaner in 7 bag as well

chilly robin
#

^

sage plume
#

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

charred walrus
#

This is impossible in 7 bag tf

#

image load pls

cyan forge
#

new air-tsd openers

wanton mulch
#

air tsd is the meta for zz/ss queue

cyan forge
#

true

chilly robin
scenic slate
grand topaz
cyan forge
#

wait how did you find that so fast

chilly robin
#

:)

grand topaz
cyan forge
#

you arent even playing in that game 😭

chilly robin
scenic slate
#

Again how would those "openers" last more than like 10 pieces

cyan forge
#

insane

rugged spear
#

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 woomy

chilly robin
#

I read that as pi unironically

#

Also 0-indexing based

fast briar
chilly robin
#

Mild issue of tsd vision

rare sequoia
scenic slate
fast briar
chilly robin
#

Me neither

grand topaz
#

Same if I didn't lose tho because then it guarded

sharp condor
scenic slate
sharp condor
cyan forge
grand topaz
rugged spear
#

double quad:

scenic slate
#

If they were faster lol

grand topaz
cyan forge
#

queue rng:

scenic slate
rare sequoia
cyan forge
grand topaz
cyan forge
#

(into stsd)

rugged spear
#

well, you obviously aren't doing this every single round

grand topaz
#

What would be the fun if I did the same thing every round

sage plume
cyan forge
#

idk you have fun after??? once your stack is established

grand topaz
grand topaz
rare sequoia
grand topaz
#

It's everything I threw on the left lol

chilly robin
grand topaz
chilly robin
#

That’s 3 games which is normal variation

grand topaz
chilly robin
#

That’s fully normal variation lol

cyan forge
#

vsapm skull

sage plume
grand topaz
#

Yea I got there in 19 sets

#

I play too much so my RD is low

chilly robin
#

Ah neat, congrats then

grand topaz
#

I get like 12 and lose 17 or something lol

rare sequoia
chilly robin
#

If taking out opener maining only got you ~3 games’ worth of tr though, I wonder what midgame would get you

sharp condor
chilly robin
sharp condor
sage plume
sharp condor
#

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)

sage plume
#

depends on a lot of factors though

chilly robin
#

I got 61 spiked by 4w on like my first 7+x tl game 💀

rare sequoia
#

The "variety" that 7+x promotes is hollow

cyan forge
#

it was not meant to promote variety to begin with

rare sequoia
#

No but that is one of Zhun's major points

cyan forge
#

yea

sage plume
#

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

rare sequoia
#

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

chilly robin
#

I liked 7+x because I matched someone with 1 mil blitz and no longer felt instantly threatened

mystic yoke
grand topaz
#

Oh you mean random MINO mode. I misunderstood

mystic yoke
#

just initial spawn state

grand topaz
#

(ok you're actually talking about initial garbage pattern, nvm that works too tbh)

tidal magnet
#

im on mobile but can anyone test out the viability of this opener

#

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

sharp condor
#

Again this is just freestyle stacking

grand topaz
#

C-spin trinity pog

#

i like it

sharp condor
#

It could be useful when it’s buildable but I wouldn’t call it an opener in the traditional sense

grand topaz
tidal magnet
#

half half

sharp condor
rare sequoia
#

just posted another suggestion #1234939916098736249

tidal magnet
#

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

grand topaz
#

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)

tidal magnet
#

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

grand topaz
quick sapphire
#

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.

merry breach
#

#1225191549881810965 message lol

mystic yoke
#

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

atomic gorge
tidal magnet
#

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

tidal magnet
#

i mean this makes the td trinity onoy use stacking skill rather than tspin skill

merry breach
#

7+x isnt perfect but its a step in the right direction (opinion alert)

atomic gorge
#

and if they are easy to do in the opener they're comparably easy to do in midgame

merry breach
#

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

atomic gorge
#

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

merry breach
#

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

atomic gorge
#

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

mystic yoke
#

oh shit i have cab blocked from announcement pings woomy

tidal magnet
#

so this "opener" is analogous to learning one specific way to build a setup

atomic gorge
#

yea pretty much

autumn dune
tidal magnet
#

still quite powerful i must say though

#

normally in midgame u dont really have the chance to

atomic gorge
mystic yoke
#

it's like finding a random boardstate, drawing out a few stacks

atomic gorge
#

at the top level you would basically never see this being employed because these are all just freestyled

merry breach
tidal magnet
#

or any midgame setup that's reframed as an opener tbh

merry breach
#

yea cant really argue with that but you need a level of understanding to find those freestyle setups

mystic yoke
#

the grey blocks are the hardest part of these things

#

you wont see that skill until some U ranks and more X ranks

autumn dune
tidal magnet
#

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

quick sapphire
atomic gorge
#

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
quick sapphire
#

With the unpredictability of 7+X the chances of finding a specific bag layout is far lower than standard 7 bag.

autumn dune
#

try to learn a kill opener for 7+x is going to be so inconvenient that no one is going to

merry breach
#

would it even be possible to lab one out considering the brutal unpredictability

slender torrent
#

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

autumn dune
#

that sounds like everything but kill opener

slender torrent
#

I mean

#

tsd tsd ||tsd with rng|| quad

tidal magnet
#

make sure it's as predictable as possible

autumn dune
slender torrent
slender torrent
autumn dune
slender torrent
#

also mech is a kill opener to the opponent and to the user ThonkingButCool

autumn dune
#

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

quick sapphire
#

I think there is gonna be far too many continuations to learn either way.

mystic yoke
#

to the point where you're learning freestyle

arctic bane
#

e

boreal drift
#

Remember that this thread now has Slowmode enabled!

runic coral
#

ppl actually tried to make openers for 7+x?? that's lame

golden drum
#

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

lethal bloom
#

It is fun

boreal drift
quick sapphire
#

Once an opener main. Always an opener main.

red blaze
# golden drum 4w might become a bigger issue once people start adjusting to the 7+x, after a f...

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

golden drum
#

they can just slow down their 4w downstack to make it still kinda messy garbage

red blaze
open lion
#

and like short game

boreal drift
quick sapphire
quick sapphire
hybrid depot
mystic yoke
quick sapphire
#

It's so depressing when you get several wins in a row followed by several losses in a row. So demotivating.

dusky rose
#

how's it going 7+x thread

quick sapphire
#

They're getting very close.

long palm
#

I actually unreacted to the post, kinda very neutral about 7+X now

dusky rose
winged tartan
spring minnow
wanton mulch
#

yeah I think more conversation (other than mentioning alternatives for 7+X) are already said before, until more experiments are done

dire osprey
#

has anyone collected the main problems with openers? from low to high rank?

wanton mulch
dreamy talon
#

Maybe someone could collate all the arguments nicely tho

dire osprey
#

Thoughts on these?

#

Anything else anyone would add

mystic yoke
dire osprey
mystic yoke
#

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

dire osprey
mystic yoke
#

you arent really picking apart "repetitiveness" as a problem with all these definitions

mystic yoke
#

or rather, i would add that

dreamy talon
#

its not too strong of an argument bc the same goes with downstacking, its just less apparent

dire osprey
dreamy talon
#

inf downstacking

dire osprey
mystic yoke
#

that is not repeated

dire osprey
mystic yoke
#

repeating singleyou is exactly the same outcome every O, downstacking has ebb and flow

boreal drift
#

We'd be stretching the definition repetition a lot more than comfortable by calling infdsing "repeated"

dreamy talon
#

what about when u get sent lines and change route, or no early o so u adapt

wanton arrow
#

Potential new openers ohyeah

boreal drift
#

Downstacking still takes skill, doing sdpc/whatever-else-opener takes memorization, two different things

dreamy talon
#

ye thats fair

dire osprey
mystic yoke
boreal drift
#

I'm just saying 7+x would introduce a 1-bag opener meta /j

dire osprey
#

an ideal change for me would be something that makes the opening phase more interactive without killing them off entirely

boreal drift
#

That's a very interesting idea, I have no idea how you'd execute it but very interesting nonetheless

dire osprey
#

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

winged tartan
#

i frown upon combination requests, can these all just be separate random

mystic yoke
winged tartan
#

i mean you know, when can this thread actually be closed

dire osprey
#

zap means collecting all alternatives into one

winged tartan
#

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

mystic yoke
#

so you want combined requests in this channel or what?

winged tartan
#

you can make them separate threads, but don't throw out five very different solutions in one thread

mystic yoke
#

ah, good thing I linked my threads woomy

winged tartan
#

yeah that's the goal

wet vine
#

how to check my threads, i feel like i didn't make any

winged tartan
#

someone might agree with #1234909644003213392 but not #1233972737576276040

winged tartan
mystic yoke
#

the whole point of my lobby thread was to distill general recommendations into specific feature requests 💪 I am so smart

dire osprey
rare sequoia
winged tartan
#

yeah it's better as a thread

rare sequoia
#

gotcha, thanks

fathom walrus
#

that's not fair to opener main players

tough wagon
severe spindle
#

But without the opener phase midgame is stale and it kinda just sucks..

tough wagon
#

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

severe spindle
#

It feels stale and dead tho..

mystic yoke
mystic yoke
#

who was it earlier, Anber and winterfrost? who also vouched sprint meta

tough wagon
#

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

open lion
#

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)

open lion
#

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)

severe spindle
#

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

mystic yoke
#

quitting is not a consideration

severe spindle
#

Just like cheese or infds or stride or plonk openers like lst and stuff are still a playstyle

mystic yoke
#

the concerns should be solely based on effects on gameplay

severe spindle
tough wagon
#

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

severe spindle
#

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.

tough wagon
#

what if the first bag remained 7bag, but then +x for a couple bags then return back

#

7+7+x uh what

winged tartan
#

may as well be #1233972737576276040

mystic yoke
#

that rly rly doesnt work when the X meta becamesprinting

severe spindle
#

I need to sleep now gn

tough wagon
hybrid depot
#

can

#

people didnt like it and tried to escape it as fast as possible

tough wagon
#

it's cuz lack of vision + this system is new and not much tech developed yet

mystic yoke
#

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

tough wagon
#

smh bro deleting their own comment

mystic yoke
#

well it's fine

hybrid depot
#

wait to clarify. do we want to kill the buildability of openers, or do we want to make them worse

mystic yoke
#

remove kill openers, potentially* preserve opener transitions into midgame

tough wagon
#

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

open lion
#

The bag was made to kill opener we dont know what ppl want for now

winged tartan
#

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

mystic yoke
rare sequoia
#

theres a big lack of variety with pure 7+x as it is now

open lion
#

I think you can kill buildability just don’t overkill it making it so they’re entirely not possible

tough wagon
#

6+O, o piece always come last in bag /s

hybrid depot
#

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

signal crypt
dire osprey
#

TEC loses a lot by not having any way to influence cheese *apart from timing with phases

mystic yoke
#

TEC at the top is literally 6-3 until you control the phases

tough wagon
#

what if 7+x but give 1.5 multiplier for the first 3 bags to encourage playing efficiently

mystic yoke
#

that's acknowledging that it's doing more than killing opener

#

i dont like reverse margin time as well

tough wagon
#

make I piece not appear in the first 3 bags serikabwah

signal crypt
#

thats promoting inf ds gameplay even further stare

tough wagon
#

only get oyes pieces

signal crypt
#

wtf so troll

mystic yoke
#

i just dont like things that also impact freestyling

tough wagon
#

people crutch 7 bag too much ngl

mystic yoke
#

I think you're mislabelling "crutching" in modern tetris

tough wagon
mystic yoke
#

you say that, but I see everyone through U rank unable to even queueread 7 bag

#

7 bag doesnt grant magic crutches

tough wagon
#

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

mystic yoke
#

so you are saying "you can play bad because pieces are guaranteed" but no players are even playing to 7 bag's limits

mystic yoke
tough wagon
#

in 7 bag u get bailed a lot more easily tho, but regardless, i dont think it's too relevant to 7+x discussion

mystic yoke
#

It's detailing whether the problems lie in bags or atks, should be fine

tough wagon
#

honestly there isnt much i would call a problem from the game stand point, it's mainly just skill issue from human players

mystic yoke
#

only to a point, but does distill alot

tough wagon
#

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

mystic yoke
#

that's the least credible of changes to gameplay

sage plume
#

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 🤔

mystic yoke
sage plume
#

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?

dire osprey
daring hill
#

is the point of 7+x to make opener less predictable?

mystic yoke
#

almost impossible under 7+x bag
but the point is to break the opener strength across lower ranks

dire osprey
lethal bloom
#

i liked 7+x tbh, it makes tss and freestyle players more viable

sage plume
#

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?

sage plume
#

Opponent

rare sequoia
#

what about the time period not feeling like anything because nothing will do anything to anyone?

daring hill
mystic yoke
#

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

sage plume
daring hill
#

7+x is too inconsistent in my experience

mystic yoke
#

but that it kills all openers isnt the worst

sage plume
#

But I guess that becomes an issue eventually with higher ranks

mystic yoke
dire osprey
#

Maybe attacks are reduced for the first [x] line sends/no. of line clears and this nullifies after [10] secs

mystic yoke
#

again, it's free sdpcspin

#

that opener avoids all the shorterm opener nerfs

dire osprey
#

The line clears/sends are shared between both players

daring hill
mystic yoke
daring hill
#

lol is the urge to nerf opener partially due to sdpc

mystic yoke
#

it's almost entirely singleyou

sharp condor
#

yea i haven't really seen much complaint even close to the level sdpc/stickspin complaint is reaching

sage plume
#

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

mystic yoke
#

well it's just a bad idea

sage plume
#

I mean, it would technically solve the problem

mystic yoke
#

it exacerbates speed and upping b2b lvl

winged tartan
#

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

mystic yoke
#

time based atk reduction is bad for that and other reasons yes

tough wagon
#

rather than by time, by piece is probably better idea (not that i like nerfing attacks)

dire osprey
#

If it's by piece, share the piece limit between players

#

So the opener blitzer doesnt kill the opp while they have reduced defence

mystic yoke
#

Why should I, the faster player, fulfill requirements for my opponent thonk

winged tartan
#

yeah that's some magical tetris challenge bullcrap lol

sharp condor
#

in any case i haven't seen a solution where reducing damage at the start doesn't just directly buff extended sdpc

dire osprey
mystic yoke
#

it's the same exact scenario

dire osprey
#

yup idk

sharp condor
dire osprey
sage plume
#

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?

sharp condor
#

i think it's fairly easy to distinguish kill opener from non-kill opener

dire osprey
mystic yoke
#

killing within planned bags yes?

sharp condor
#

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

dire osprey
#

i.e. character A is good in early game but gets worse as game goes on etc

mystic yoke
#

"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

sage plume
#

I mean, is ms2 (or any td opener) a kill opener? what stops king crimson from being a kill opener, or regular dt cannon?

mystic yoke
#

MS2 PC is a very high counterplay kill opener, to that extent

sharp condor
#

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

sage plume
#

If I do these fast, then they would kill

Perhaps it's the amount of speed advantage that you need for it to kill?

sharp condor
#

no clue about king crimson because i don't think i've seen it used as opener in my life

sharp condor
sage plume
rare sequoia
#

The main thing is the large spike and low setup cost in either speed and/or risk imo

mystic yoke
rare sequoia
#

And if it goes into dpc looping reliably then that probably also qualifies

sharp condor
#

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

sage plume
#

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?

sharp condor
#

if you say 15+ damage as in 15 spike then sure, but i don't like quantifying it this way

dire osprey
#

Non sequitir idea, but how about instead of attack reduction, board height starts at 24+ and then reduces gradually after time/pieces/line clears?

sage plume
#

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

sharp condor
#

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)

rare sequoia
mystic yoke
boreal drift
#

I feel like we're moving onto the topic of openers instead of #1225191549881810965

mystic yoke
#

I mean we all are, ill link all

sharp condor
boreal drift
#

Fair

rare sequoia
#

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

mystic yoke
#

I think nerfing PC atk is a boon in any system

rare sequoia
#

maybe in that thread though not here

sage plume
#

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

rare sequoia
#

Can you elaborate?

sage plume
#

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

rare sequoia
# sage plume Well, humans can determine what a kill opener is and what is, but a computer is ...

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

sage plume
#

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

rare sequoia
#

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

sage plume
#

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?

rare sequoia
rare sequoia
tough wagon
#

plot twist 7+x thread was specifically designed to be controversial to farm engagement

wet vine
#

lmao

rare sequoia
tough wagon
#

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

rare sequoia
dire osprey
#

maybe to attack sdpc specifically nerf tss?

rare sequoia
dire osprey
#

a b2b rework seems like overdoing it

#

Yeah i meant extended

rare sequoia
#

oh to attack sdpc, mm idk tbh

Wanna continue in #1234943910430773289 ?

dire osprey
sage plume
# rare sequoia The problem is that as it is now they're too oppressive to other playstyles, ess...

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.

sage plume
dire osprey
#

openers are like pre-optimised for meta just follow these instructions ✅

sage plume
#

Making it easier to defend against the lethal blow would be an interesting thought to investigate

rare sequoia
# rare sequoia By making it a non-lethal blow (nerfing damage), preventing the lethal blow (not...

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

rare sequoia
dire osprey
#

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

dire osprey
rare sequoia
#

please do

sage plume
#

Surely osk will figure it out tf

rare sequoia
#

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

sage plume
#

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

rare sequoia
#

Doesn't mean it's infeasible just difficult, it doesn't need to be as advanced as you were saying

sage plume
#

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

rare sequoia
# tough wagon u can never keep everyone happy, i propose just do seasons and try everything

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

grand topaz
grand topaz
grand topaz
dire osprey
quick sapphire
#

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'.

wet vine
#

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 😭

mystic yoke
#

you're claiming that the fix to openers involves changing the bag system, which is false

#

your rewrite makes sense, agree

grand topaz
#

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)

mystic yoke
#

this is correct, but 7+x bag is not that rework

grand topaz
#

Reliance on 7-bag assumes knowledge of modern guideline, which a lot of people coming to the game don't even have

mystic yoke
#

the whole discussion yesterday and before

mystic yoke
#

knowledge isnt the baseline behind affecting 7bag

grand topaz
mystic yoke
#

that's cos 7bag, isolated from openers, provides the player control over their stack

grand topaz
#

That's why you get 7-bag back after 35 pieces in 7+X

mystic yoke
#

Openers are a consequence of perfect control over the initial boardstate (for which i suggest the other thread)

grand topaz
#

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

mystic yoke
#

the problem with openers is not "5 bags" but just a onetime starting state

rugged spear
#

c

mystic yoke
grand topaz
#

7+X makes it more reliably ensured that you can't do memorized openers easily

rugged spear
#

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

mystic yoke
#

tytytyty

grand topaz
#

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

mystic yoke
#

that's exactly the reasoning behind disliking 7+x bag for 5 bags

rugged spear
#

that's what i'm trying to express, the first 35 bags are pretty rng dependent

grand topaz
#

Pieces

grand topaz
#

Ok here's a bag idea: remove 1 O from the first bag, remove another O from the 3rd bag

mystic yoke
#

i dont like targetted nerfs, should be systematic

grand topaz
#

Technically that's why osk created 7+X it is very systematic

mystic yoke
#

It was definitely an attempt, but it can go further in affecting only all openers and not freestyle

grand topaz
#

... You Literally start with midgame freestyle with 7+X

sharp condor
rugged spear
#

and back to where we began kogori

tired flame
mystic yoke
grand topaz
mystic yoke
#

snap back in time kogori

primal gale
grand topaz
#

The fact that people "sprint pieces away" just means they got to midgame phase beyond the opener. They're already doing that

rugged spear
grand topaz
sharp condor
#

yea ngl i don't think i've ever seen stickspin into 9-0 lol

grand topaz
mystic yoke
#

that's pretty low rank U to skim a stickspin into 9-0

rugged spear
grand topaz
rugged spear
#

but it is pieces that are part of the game

grand topaz
#

With 2 pps you get to the regular 7-bag in 18 seconds

tired flame
grand topaz
#

Lower ranks don't get demolished by openers in 10 seconds, high ranks just stack like they normally would anyway, win win

rugged spear
#

let's say 90s for an "average" "midgame" round. that is still 20% of the game

grand topaz
sharp condor
#

bro i reviewed like 3 of enter21's sets and i did not see it once 😭

mystic yoke
#

lamy does normal plonking after stick thonk

tired flame
rugged spear
#

i think it has to do with the part where zhun gets speedgapped easily

grand topaz
#

Maybe you fought them in a friend match

tired flame
#

In TL 3+ times

mystic yoke
#

i've played lamy like thrice in TL

tired flame
#

Also reviewed Enter21's #921928025929576468 2+ times . . . it's not stickspin

mystic yoke
#

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

tired flame
#

What do you mean middle of a bag? I dont get it

mystic yoke
#

removing X pieces from first bag is just a PC number

sharp condor
#

ok but is pc spam really a problem? i haven't really seen people complain about it and it's pretty rare/high-skill

mystic yoke
quick sapphire
#

I don't think removing "x" amount of pieces from first bag would solve anything at all.

sharp condor
#

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

rugged spear
mystic yoke
grand topaz
#

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

sharp condor
#

This will not remove openers and make free styling harder

primal gale
grand topaz
#

of course you would hate it 😅

mystic yoke
#

if we're doing alternate suggestions, can we use #1234943910430773289

sharp condor
#

Like all these gimmick things just aren’t fun in a competitive environment

primal gale
#

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

grand topaz
quick sapphire
#

Plz give us some news osk! 🙏

sage plume
quick sapphire
sage plume
#

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

grand topaz
#

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.

mystic yoke
#

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

grand topaz
#

Yup

#

And extended-sdpc goes all the way down to even S-, with no real follow-up

neat pagoda
mystic yoke
#

lowering dmg lets extended sdpcspin complete their cspin whenever they want

#

the killspike happens at cspin, not its TSSes

grand topaz
#

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

mystic yoke
#

if anything, higher dmg kills extended sdpcspin faster

onyx reef
#

and buffs every other opener

mystic yoke
#

that opener doesnt follow the usual trends, so things hitting openers need to hit all of them

mystic yoke
grand topaz
#

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"

mystic yoke
#

I dont think dmg adjustments cover this problem

grand topaz
#

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

mystic yoke
#

pretty much

onyx reef
#

people will make new sequences no matter what bag system you use as long as there is a decent amount of predictability imo

quick sapphire
grand topaz
#

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

mystic yoke
#

disrupt the initial boardstate

charred walrus
#

Ideally only kill openers would be nerfed, but unfortunately its hard to automatically detect whats a kill opener and whats not

mystic yoke
#

I think nerfing LST off opener is also quite healthy for the game

charred walrus
#

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

mystic yoke
#

it's not particularly weak or strong, but it's memorized for like 4-5 bags

mystic yoke
lucid basin
spiral vessel
#

the idea of having a couple minos at the start of the game has kinda grown on me

lucid basin
#

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

mystic yoke
#

that's almost the same as sdpc minimals lol

lucid basin
#

without the looping power of sdpc though

spiral vessel
mystic yoke
#

that's why it's neither weak or strong, but the memorization should be caught in the same targetting imo

charred walrus
lucid basin
#

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

mystic yoke
#

cos I dislike cherrypicking LST apart from singleyou and others
it's very creator bias rather than a balance patch

lucid basin
#

how so?

mystic yoke
mystic yoke
# lucid basin how so?

in the first place, I dont know what mechanics can target singleyou without hitting TKI

#

what is this theory

charred walrus
#

First bag is 7bag second bag is weird

mystic yoke
#

delayed 7+x? sounds gross

charred walrus
#

U can still singleu but like no stick or sdpc, but idk its kinda a weird sol

#

Yeah it does sound gross lol

lucid basin
#

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

lucid basin
#

sure, that's a good point

mystic yoke
#

extended sdpcspin doesnt rely on PC

charred walrus
#

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

hybrid depot
#

lst is not a huge problem, not if we are trying to destroy openers at least

mystic yoke
grand topaz
winged tartan
mystic yoke
#

I believe henlo was referring to first bag 7, then 7+3 afterwards nonappend

#

or well it's basically the same effect

charred walrus
#

pretty much the same in practice

hybrid depot
#

i think that just makes the initial sprint 42 pieces instead of 35

slender torrent
#

if theyre just worse, why does the concept exist

grand topaz
#

i think 7+X appended wants a complete 7-bag to make tki?

mystic yoke
#

that's some people pet theory but that does nothing for me

slender torrent
#

thats like, "destroy all opener and let mine stay"

charred walrus
#

yeah but like its kinda a mid solution

grand topaz
#

well yes, "destroy all opener" is 7+X woke

charred walrus
#

its like destroy all opener but tki

slender torrent
#

I would prefer destroy all opener than giving advantage to some and letting most in disadvantage

#

idk spell but you got it

slender torrent
#

tbh I still dont see why 7+x is a thing

mystic yoke
#

it had potential
felt worse in testing, time to test other solves

slender torrent
#

its like having a whole thread to remove awp from cs

#

but i like 7+x for customs

daring hill
#

i still think sdpc was the biggest shareholder of complaints. or something

mystic yoke
#

singleyou

slender torrent
#

putting it on tl was kinda 💀 on sunday

mystic yoke
#

any route on singleyou, people complain

winged tartan
#

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)

slender torrent
winged tartan
#

it's still not how it works

grand topaz
slender torrent
#

why stop it

grand topaz
#

in lower ranks a single execution of extended-sdpc-spin is generally an instant win

spiral vessel
#

honestly extended is the only opener i actually dislike/feel is really unfairly hard to beat

grand topaz
# slender torrent why stop it

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

spiral vessel
#

everyone at every rank is not doing that, its some people

grand topaz
#

SDPC-spin is at every rank from C+ to X

slender torrent
#

and?

grand topaz
#

it makes the game bad

spiral vessel
#

🤓

daring hill
#

games good for me idk

tired flame
# slender torrent its like having a whole thread to remove awp from cs

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.
☆ Support me on Patreon: https://www.patreon.com/user?u=87093422
☆ Discord: https://discord.gg/wZ34xy2d2v
☆ Twitter: https://twitter.com/Archmeton
☆ My Other Channel: @Archmeton

⍜ Musicians Featured in Video:
Chris Doerksen: https://twitter.com/chrisdgnq
HOME: https://www.youtube.com/wat...

▶ Play video
grand topaz
#

people start leaving because they are bored of being opener main'd etc

winged tartan
#

oh yeaah i remember that video

mystic yoke
spiral vessel
#

lol

fallow copper
#

Kek

spiral vessel
#

nice pfp

slender torrent
fallow copper
#

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.

grand topaz
grand topaz
fallow copper
#

Homie about to get hard nerfed

slender torrent
grand topaz
slender torrent
# grand topaz 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

mystic yoke
#

no? they climb and you lose temporarily

daring hill
#

🤔

grand topaz
mystic yoke
#

if they skillgap you, then they have a higher winrate than you

slender torrent
#

what? make the game more monotone?

mystic yoke
#

winrate is 100 or zero WeirdChamp

grand topaz
daring hill
mystic yoke
#

avg Niya day

fallow copper
#

Pray they get some sucky pattern and think longer

mystic yoke
#

in the first place, "their midgame is better than yours" is a bold claim, there's alot of different skills in play

mortal scroll
#

you're the worse player and it's time to lose

slender torrent
mystic yoke
#

if they're literally better at upstack, downstack, and macro, then they will likely win

grand topaz
mystic yoke
#

but most players do not have an even spread of these skills, but you're wanting to claim "yeah they'll win"

fallow copper
slender torrent
#

nah I know when my opponent is just better at midgamming than me

fallow copper
#

Maybe then you can just beat them in stamina which would be funny

grand topaz
#

unironically my hope against opener-main tends to be that maybe their fingers get tired so i can win with midgame after

mortal scroll
#

slight amt of trolling

mystic yoke
#

avg trolling

daring hill
fallow copper
mortal scroll
slender torrent
#

idk, I have no idea why do you guys says opener makes less begineers friendly while are those beginners that use them to win

grand topaz
fallow copper
#

Someone make the most complicated arthritis opener

#

It would be so funny

fallow copper
wanton mulch
mystic yoke
#

you mean advertisement?

wanton mulch
daring hill
#

lol my friends (that have now stopped playing the game) were interested in the openers instead of the actual stacking

mystic yoke
#

we have tetriocup for that, aint no way people are starting with guides

fallow copper
#

Openers can look cool yeah

grand topaz
#

i know too many people who get tilted away from tetrio after trying to main stickspin konacry

fallow copper
#

I just call them my little nerd setups before they get confused

wanton mulch
#

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

mystic yoke
#

opener interest is real, but that is "the youtube content that was popular" for tetrio

mystic yoke
daring hill
winged tartan
mystic yoke
#

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"

daring hill
#

interesting

mystic yoke
#

openers did draw in interest, but it isnt the healthiest or only way to do so

wanton mulch
#

it would be good to see newer players asking for how to get better at stacking instead of asking 'what's the best opener'

wanton mulch
#

playing the game

fallow copper
fallow copper
#

Wait hardly or hard

slender torrent
#

idk I mean very disagree

#

which one should be used

empty pike
#

Hard.

slender torrent
#

oh I used it wrong all my life

mystic yoke
#

funny how english works, hardly is adv of hard but means opposite

winged tartan
#

working hard or hardly working trelele

slender torrent
#

btw, my point is, to counter most of basic opener mains, just have to learn sending a line