#The Cancelling Sickness Thread
1591 messages · Page 2 of 2 (latest)
yea but 2 doesnt specifically mention not changing fundementals
in that case, still vote 2
I am collecting evidence of false positives
I think it would be more useful to track what leads to false positives rather than the frequency of them
mostly for that purpose
damn 1000+messages
the 2 main benefits of mech heart are:
- it's mechanical, loop-able
- it makes good use of the season(qp2)'s rules
currently garbo is trying to nerf mech heart by modifying the 7-bag after a certain criteria, which works, but to me, the criterias feel "abstract", the i5 just honestly makes no sense (bro the game is literally called 4.io), and the nerf to mechanical heart feels too forced.
as many has previously stated, tetr.io season 1's changes to the infamous 4 wide combos was much simpler. 4w was insanely overpowered in other games, and the multiplier system was an insanely clever way to keep combos exciting while nerfing the "braindead", "overpowered" 4w combo strategy. 4w never ceased to be usable, it's just that there are other more effective openers to use. this is an example of saying: "hey, this strategy doesn't work too well, you should try something else more creative" instead of: "hey, this strategy is too easy, you can't use it anymore cuz you gotta be creative". i think a game should let the players do what they want to do, albeit under influence of the rules of the designer.
if we want to balance the viability we should see what the game wants us to do so far.
currently, s2 (as opposed to s1) rewards:
- b2b preserving (which mech heart does very well)
- comboing into power clears like t-spins and quads (which mech heart also does pretty well)
- cancelling garbage (you don't have to downstack to stay safe if you don't accept it in the first place, right? [sorry forgot to mention i don't get cancelling sickness either]) (we've never been so cooked)
- consistent pressure after spiking (to take advantage of high csp) (boom break surge boom continue farming altitude boom pb)
- high b2b chaining stats (like b2b/s, b2b/bag, etc) (speed comes with experience, and it doesn't get much better than 2 b2b in 3 lines)
- all-spinning into garbage lines (the only thing on this list that mech heart can't do)
(if i miss anything please reply and i'll try to edit this list lol)
as you can see, mech heart works extremely well in the season, as it is awarded from literally everywhere like wtf was s2 made for this thing instead of the other way round-
it's time for my proposal.
incentivise garbage clearing (in qp2, as garbage +1 in tl is already enough), perhaps by adding bonuses to combos that clear multiple lines of garbage seperately in different clears, or adding csp gain while clearing garbage. if unfortunately this is too drastic a change for qp2, i would really love to see this in qp3.
tetr.io has always been a game of quick thinking, but pre-game preperation has also always played a big part in directing the results of a match. there are currently a ton of well developed openers and loops, some of which are infinite loops that also require no PCs, and can easily be used into the midgame, just like mechanical heart. i don't think there are any fundemental differences between them - mechanical heart just happens to match the needs of the s2 meta, while the others don't.
whoops, wall of text
this is a great depiction of why Mechanical Hearts seems to be so effective in QP2. I never considered which specific aspects of S2 reward Mechanical Hearts, but this list shows that garbage accepting/cancelling is a gameplay aspect like any other, just shared between most of modern Tetris
I don’t think mech heart is bad in the game sense. In fact, I think it is a great development and merely a new strategy for playing the game. Albeit broken, I would not go as far as this to counter this strategy. Sure, RTXILE abused this strategy to get a wr, but I believe that this strategy is not too broken without the All Spin mod. Disabling All Spin for Zenith speedrun is enough as mech heart is not too broken outside tetra league.
Cancelling sickness is a good idea, but I think it should only apply to All Spin or no mod runs. Because of this players are forced to receive negative effects in other areas of the game. Take Reverse Volatile for example. The only way to climb, or survive, is to keep cancelling garbage as your board is very low and a moderate-sized spike could ruin your board. Why are players punished in this mode, which is entirely focused on cancelling, to cancel?
I do not understand how the I5 piece in queue “nerfs” mech heart. Knowing how adaptive the playerbase is, they have found multiple ways to bypass the restriction of the I5 and the use of a pentamino completely ruins the game name being tetr.io,as we saw on fools day.
exactly
why would a game ban strategies because it matches the meta in an easy way
garbo created mech heart by launching s2 and he's blaming the players for it ig
well at least we know theres no way next seasons gonna be all-spin or handheld
cuz else that would be another mech heart buff
All-spin is good for the game, it has opened room for more playstyles and directions for games to go. It's also less researched so there is more room to innovate. Mech heart has only been an issue in the tower, that's why that's where the only countermeasures are. Because of this, I don't think it requires a "seasonal" change. Cancelling sickness was introduced exclusively to deal with mech heart, so why not just use something more suited for it specifically?
canceling sickness was also introduced to finish off pc looping as well
pc attack was nerfed soon after qp2 was released, so I just think they don't want looping/mech to be the ideal way to go about getting records.
still though not being able to speedrun with volatile or allspin is so sad
it's like swamp water lite but you are not allowed to disable anything other than allspin
oh i got i5 in con artist
so confused
considering the point of con artist is to cancel
Wait, what??
i in hold to i5 i queue 🔥
what about multiplying garbage delay by 0.95 or something for every line canceled over 10 concecutive lines
Do I5 spin 🗣️
would ruin con artist
Con artist was most badly affected before the first cancelling sickness rework
made the gif for fun
sickness helped me get 6 PCs
Perform an I5 PC if possible
were the exact specifics of multiplier combo table disclosed?
combo acts as a multiplier on the base attack
(x1.00, x1.25, x1.50, x1.75, x2.00, x2.25, x2.50, x2.75, ...),
and singles follow a logarithmic function
(ln(1+1.25x), so 0, 0, 1.25, 1.56, 1.79, 1.98, 2.14, ...
(3/line at combo 16, 4/line at combo 43))
game name?
it's at the first frame of that gif
i5 should not happen if you clear garbage at least once in a while
which will inevitably happen with 

and should REALLY happen because
= clean garbage which you can counterspike off of
then how did i get one???
there's exact values available
you can probably do the math from there, I'm not really qualified to do so
notice the "triple" and "quad" columns and how they scale
this goes for all rows except single and mtss (the clears that have 0 base send)
those operate on ln(1+1.25*combo)
i mean like yeah ok but i'm fairly sure osk didn't make it?
i would at least expect to see T-Spin correctly identified as a T-Spin only lol
this should really be more well known
All-Spins send the same amount as T-Spins for the All-Spin rulesets in QP and custom rooms
fiiiine
i wouldn't count custom rooms though, that's a bad excuse
you absolutely aren't and cannot account for what custom rooms are capable of without having twenty tables, and it's stupid to pretend otherwise
i mean all clear already has the elaboration "this is how it works in QP and it works differently in other modes"
I mean it's reasonable to write Spin instead of T-Spin
i don't think so, especially if you're new to this game and can't wrap your head around what spins even are
there's too much nuance and this is by and large how it works an overwhelming amount of the time
there aren't even 10,000 unique
entries (there's 468,127 entries in
)
iirc these used to say t-spin
i wouldn't be surprised if they would if redesign was out but as-is i'm pretty sure the stats are relatively devoid of care and effectively unmaintained since 2020 when it comes to labeling spins
trust me, it's noticeable to me that so many people say this is broken, not to be expected
i'm not the only one upset about that
(i made it)
so the way it works usually is "2-corner T-spins are full spins which send more lines, immobile spins with any piece are mini spins which do not, every spin counts as B2B"
which you can see as either "enabling all-spin makes mini spins send the same as T-spins, except for T itself"
or "enabling all-spin upgrades mini spins to full spins, except for T"
i see it as the latter, which would make saying "T-Spins" less accurate
ok so you're seeing it as something plainly irrelevant to 98.1% of the individual quick play audience
i still think (T-)Spin is an improvement 
Why is the i piece 5
you reminded me there's no spin penta here, which is technically possible now
yeah indeed it's broken
in my opinion a combo table diagram doesn't have to be relevant to majority of the playerbase since it's likely included for comprehension (it seems to be made for the unofficial TETR.IO wiki where details matter)
whether it should say "T-Spin" or "Spin" is subjective, but "Spin" was probably chosen for generality, and neither is an incorrect identification under the context of TETR.IO
(I won't comment further since this is off topic)
top of thread because scroll is hell
lmao looking back i was so bad at the game back then
btw
why do i feel like thats new
Mobile gets the short end of every stick
can mobile still not search by thread too
Generally on iOS, by tapping above orange line I've drawn, it'll take you to top of a screen.
i heard of some heartmech phase that makes 4 spins in different columns and lowers sickness
what is it?
and is it rAS compatible? 
where is it again
https://discord.com/channels/673303546107658242/1371645402171834379
800m/f8
between f6 and f7*
life saver <3
800m
can
Since there aren't many participants in this discussion, which description matches your opinion on the Cancelling Sickness system the closest?
5
23
8
None of the above (please describe) or no stance
#1369490660561916094 message #quick·play message
I think a good analogy for Cancelling Sickness is that it's like Jstris's 4-wide detection system except without the message that appears, making it confusing for the majority of people unaware of it. But instead of needing to show what triggers and effects there are with an alert, it would be better to rework it so as not to cause the confusion in the first place; and in my opinion, to do so the systems shouldn't activate only for a narrow amount of cases, nor should they be obvious
damn wow they did indeed really ban 4w
attack sent at combo n = ln(1+n*1.25) (i think i recalled that right)
ln(x) = real number y, such that x = e^y
(e is a transcendental number and is basically the constant of exponentiation like pi is the constant of circles)
(+ add basic definition of expontentiation for integers and expand it to rational and real numbers with formulas of exponent manipulation like x^(a-b) = x^a / x^b)
that simple
funny
,
thats not simple my head hurts…
is what i would say if i had a head
Screw I5
extra pieces are fun
x^a/x^b=x^(a-b)


F
right, fixed
(This message marks 1111th in this thread)
The S/Z spin sickness increase triggers when you perform an S/Z spin, and for the previous 6 S/Z spins at least 5 use the same S/Z piece as the current spin
slight inaccuracy
What if block colors are to be randomized at 70+ sickness?
swap the colors of O and S
"Climb with your own skill"
That was a funny line. Even if you don't use any loops, openers or whatever, you still get a lot of false positives especially with
or 
Which I must say is actually much more prone to false positives!!!!!
It triggers a lot in 5han style freestyle hearts, which does switch between S and Z's but getting 5/6 is still very likely
although it is false positive it has minimum impact to your gameplay because you are capable of handling them anyways so i think its good enough
currently i think it should be distictive enough to tell it is piece injected by cancelling sickness to prevent bag reading error and nothing rly else
Thinking that false positives dont impact gameplay is pretty naive in my opinion.
The amount of times a triple O piece ruined a run for me is mind boggling, yeah an i5 is manageable but if 3 o pieces hit your stack when its somewhat uneven, it can be devastating. Especially for me playing with
As the game forces me to downstack which mostly results in a lot of wound lines for me as I suck as downstacking so I get double punished.
It just punishes the player playing normally, when you not play the game the game intends you to play.
so far ive only encountered one noticable triple
and while it did kill me but it was pretty much because of the bad boardstate rather of the triple o piece itself so i didnt really consider cancelling sickness being. problematic
while it has to get less false positives so fair players play fair but i dont think current cancelling sickness is at unplayable state
Yeah but this confirms it, the triple o, killed you because of your unfortunate board state. Would you died with only one O? So it had an impact or made it even worse
I agree I wouldn't say unplayable, but it got to a point where it is annoying enough to make me stop playing QP
it is the same level as you getting
in f3 to me, bad bags happen without cancelling sickness anyways, i dont get how people get sickness triggered that often to be honest
Im just bad at downstacking with
which makes me cancel a lot of garbage or take my time to get down to it. And the game punishes me for being shit 
why is the z piece green in the above
S*
-# O and S piece have for some reason swapped colors
wait no both of them are correct i'm dumb
Ohh wait wrong image in the rply lol
@sullen kraken@compact meadow@restive sierra have you gues tried tanking 1 garbage line and clearing it yet

i actually do that when playing doublehole mod (i usually fullcancel with 9-0)
Its not as easy when you get garbage on your 10 row height stack
its not a Z
have you tried keeping your stack flat yet 
what is the point you want to tell
What if instead of adding i5, sickness messing with board/piece colors?
At 45+ sickness, all non-garbage blocks becomes white/light gray
to me it's kind of concerningly possible to forget that Cancelling Sickness can be caused by cancelling. I really think that it should either be more directed at cancelling or renamed to give more weight to its anti-loop effects
Looping sickness
in my opinion this would worsen false positives and still does not help the player realise what to do
I think some visual cues could be added with the "cancelling" number
the "cancelled" attack is currently displayed in cyan
So, it could be progressively changed to yellow/red hues as the sickness racks up
Hell, or even making the block flashes red when that placement causes the sickness to rise
indicating placements that increase cancelstreak could help with giving the player an idea on what causes it but I think the less noticeable the better; this message contains my opinion of how it could potentially work
as for changing the color of the number representing the amount of garbage cancelled it probably wouldn't help the player figure out what to do
minimals does NOT have that.
i stand with my original idea of a "REGRET!" text flashing when you pass 20/40/60 cancelstreak and "COOL!" when it drops back below 20 (or just drops significantly)
(i didnt have specific numbers up until this message, only the REGRET/COOL idea)
How original with Regret and Cool. Wont happen chief.
ALRIGHT smart guy! let's see YOU take a crack at it!
suggest something better :droidwide:
there are enough words the devs could choose.
The reason why it wont be refgret or cool is because of one simple reason: TGM3
they did it in 5m blast?
Oh they did? 5M Blast was ages ago 
then give an option
:doidoidsmile:
and was also a short one-time event
Change from "REGRET!" to "Bro STOP!"
I dont have to give you one.
I just said/thought that they wont use those two, because of TGM3. Of course if they used it for 5M back then (never played it) then what I said makes little to no sense.
The devs said multiple times that they want to stay original. You could also make the board look more and more sick as an effect instead of text
The best clips from KuruHS on one channel, everything from funny moments, fails, lucky moments, etc. will be stored here.
Main Channel: https://www.youtube.com/KuruHS
Livestream: https://www.twitch.tv/kuruhs
Cheap Game Keys: https://www.instant-gaming.com/?igr=KuruHS
#shorts #clips #twitch #kuruhs #youtubeshorts
Edited By: @UnaRkW
this makes it being intentional clearer but doesn't teach the player how to avoid it. I would say that to prevent unintended methods from being more effective than intended play, instead of providing no explanation for inconsistencies or directly indicating the player what should be done, either gameplay rulesets should be reworked to decrease their effectiveness, or they should be made more difficult in a logical and unobtrusive way.
how i'd rebuild cancelling sickness from scratch:
- the more you fullcancel, the more garbage phase dips down
- tank/clear garbage and garbage phase will go significantly back up to normal
- no bag shenanigans
- adjust for modes like messy and doublehole (e.g. make tanking/clearing garbage lower cancelstreak even more or make cancelling raise cs slower)
what a normal player sees when they fullcancel:
>"REGRET" text / other indicator flashes after some gameplay
>garbage slowly becomes too quick to cancel, forced to tank it
>player deals with the garabge
>"COOL" text / other indicator flashes
>phase is back to normal
player has some understanding of the cancelstreak system and can easily ask others around for specifics
what a heartmech spammer experiences:
>garbage phase goes down
> multiple "REGRET" flashes occur over the course of a minute or two
>garbage mult goes up after one point
>5+7+3 garbage smashes in with 0.3s phase (on f4-f6 mind you)
they have been warned numerous times about this. 😁
what a fullcancel pro experiences:
>garbage phase goes down
>player knows how cancelstreak works
>player tanks some garbage and downstacks to it to reset cancelstreak
player can continue to fullcancel until later floors where you can't anymore
_ _
sry for wall of text 
is my rough idea something that can be worked with
it should be a very small indicator, something that doesn't affect the look of the game
flashing stuff that screams "ooohh, you interacted with this extremely obscure game mechanic that is unlikely to affect your game experience!" doesn't sound too great
Me: did mech heart
Also me: reaches f5
Garbage: think fast chucklenuts!
x4
I agree with basing it mostly on garbage interaction, but in my opinion adding text indication is unnecessary and there shouldn't be a distinction with loops since it's already difficult to clear or accept garbage without breaking memorised stacking. Instead of only decreasing garbage phase time, received garbage could probably increase and have lower messiness (like with Targeting Grace) to encourage downstacking, since the messy and unpredictable nature of garbage is why it gets avoided, though in my opinion the main focus should still be on garbage phase. (For example, there was a past update that revolved around increasing received attack, leading to significantly more garbage on lower floors)
Targetting memorised gameplay rather than cancelling is a reasonable idea, but in my opinion it would be better to do so in a way that applies to all forms of gameplay, just impacting aspects that loops heavily rely on and are thus inflexible to (e.g. randomizer, cancelling garbage); or directly changing gameplay rules from the start to achieve a similar effect
Cancelling Sickness is confusing not just due to effects like changing the randomizer mid-game, but also due to its effects having a loose correlation with its causes (e.g., non-memorised full-cancel gameplay can still receive similar results to loops if not following specific criteria such as clearing Quads)
I'm repeating arguments now so I'll stop until necessary or until thinking of new points
Probably also throw in few subtle particle effects for rising sickness
Or you know, sickness making colour block clears less and less powerful, but making garbage clears more powerful something
imo cancelling sickness should NEVER increase garbage mult or increase targetting factor or anything that increases the garbage you receive
because it has a positive feedback loop effect
received garbage could probably increase and have lower messiness
oooooo yesyesyes
?why
that's what i was thinking
maybe visible cracks/corruption in the garbage queue on the left too
I didn't think much of that since I thought it may be partially amended by lowered garbage phase, but that is a good consideration. In that regard, despite being a benefit, I think lower messiness with no garbage increase could also work by applying it after larger streaks of cancelling (nonlinearly), since that provides an additional reward for overcoming the difficulty of lower cancelling timeframes
increasing received garbage could also increase the potential/necessity of cancelling, and if escalated too fast may lead to a snowball effect, accumulating to unsurvivable spikes
Would there be any merit to detecting the amount of single line clear B2Bs used for canceling garbage?
that's more oriented toward loop detection, but I disagree with this idea since it doesn't seem to be a common feature between loops and only loops. what effects could be logically applied as the result of this detection also seems to be a problem, e.g., the current Cancelling Sickness system adds new pieces between each regular bag if features of Mechanical Hearts are detected, but due to the indirect correlation between its trigger and effect, false positive edge cases are possible albeit rare, leading to minor inconsistencies. (this is solely an example; the main issues with Cancelling Sickness in my opinion are listed in previous messages)
so a negative feedback loop may happen?
ok so if the game tactically smites the player with one non-windup low-phase 12 spike the player will be pretty much forced to tank and incentivized to deal with the garbage
but if garbage mult slowly ramps up like a frying pan and the player keeps up then it will just start snowballing into last stand
Would it be the same thing as reducing the attack power instead of multiplying the garbage?
My idea is to reduce the colored attack and increase the garbage clear attack instead
This turns cancelling from mostly a benefit to a tradeoff with attack power, but I still find lowering garbage phase better in my opinion, since cancelling being beneficial is a long-standing gameplay design, there isn't a sufficient amount of cases of attack amounts being variable in other modes, and without indication the player has to consciously realise the cause of the effects being cancelling to overcome the effects. I think this could work if there was indication and repeated cancelling reduced overall CSP gain instead, but I still prefer the approach of decreasing garbage phase.
paraphrased from another thread since I haven't elaborated on why changing the randomizer mid-game may be confusing in my opinion:
7-bag is a prevalent game mechanic that even new players get familiar with in a few hours.
With less indication, significant changes to 7-bag (such as doubling the rate of O pieces) can be caught easily, diverging expectations when the player has an insufficient understanding of its cause; subtle changes (such as swapping piece positions) may still be caught by experienced players or players using memorised setups as well, resulting in similar effect.
With more indication, players may be able to understand the cause of the alterations; but the relation regarding altering the randomizer due to cancelling garbage may not be apparent, and the design of altering the randomizer due to use of memorisation may also be unintuitive.
for an informal explanation of why changing the randomizer upon using loops is unintuitive in my opinion: 7-bag implicitly allows memorisation (such as loops) to be possible, but having a hidden mechanic that players are unaware of retract the possibility mid-game upon being used can lead to confusion, as just using the altered randomizer from the start can also prevent memorisation (i.e., 7-bag shows that memorisation is possible; if it's disallowed, this should be communicated clearly from the start.) I believe the reason for this approach is because 7-bag is a fundamental game mechanic where changing it would also impact non-memorised gameplay, but instead of directly changing 7-bag to decrease the effectiveness of memorisation, other non-fundamental game mechanics (e.g. garbage phase) can also be adjusted to do so, since memorisation methods are incapable of interacting with garbage. certain other flaws (e.g. predictability) might not be possible to fix without changing 7-bag, since they derive solely off of 7-bag itself, but for memorisation I believe other approaches can act as better alternatives from the perspective of game design.
#tetra·league message
on an unrelated note, it's been more than three months since this message, so it's more likely that either major game mechanics are being reworked or Cancelling Sickness is considered decent enough at its objectives. I hope the reason is the former, but either way it's unlikely the garbage phase approach is still being considered so I'll bring it up less
edit: #lobby message
Another thing to play with is to progressively shutting down the piece previews
But the question would be whether Mech Heart could still survive 1-2 piece previews
Don't you think previews are much more important for freestyling than for looping lol
That's what I'm going to ask
#1416868310028652654 (5 messages) was moved here.
Yeah don't think so, I think mech heart is actually better at it than normal stacking
i dont understand why garbo dislikes loops so much cuz if we are using 7-bag, and the pieces are all basic shapes, logically loops would be a natural part of the game. if they really want to nerf loops nerf everything like how 4w got nerfed instead of this weird system
loops are just generally low-skill and undermines the actual challenge of climbing the tower
not to mention they are repetitive and take away from the replayability of qp2 especially if they are applicable to many modsets
if this is meant as a refutation, it doesn't disprove their point
nerf everything like how 4w got nerfed
so plain shifting values?
ok i will once again remind of had0j's pure garbage phase solution
...
💡
hold on, didn't they study repetitive tiling in ancient greece 
lore idea for devs frfr
there is no skill to loops
end of the story
there is "skill" in memorization and being fast, just not really any game skill
most PC loops require skill
ok, let's see a C rank try to heartmech their way to f2
mech heart definitely isnt one of them
ok, let's see a C rank try to heartmech their way to f2

you are setting up a predictable, repeatable pattern by placing the exact same pieces at the exact same spots
throughout the entire run
I fail to see how this is skillful
memorization isn't easy 
I know I have memory problems but c'mon
I did mech tspin for the 20TSD badge and I don't think that was skillful
yeah same
With this context, would going full TGM by having QP games use 14bag a viable counter? This would be painful for most players but it tends to effectively kill most loops, I wonder if it does the same to mech hearts.
Doesn't 14bag hurt everyone else too, some even more than mech heart
I'm guessing that the mech heart loop itself has only a small chance of breaking from looking at it
in my opinion changing garbage-related mechanics could be easier than changing the randomizer
same
also did anyone actually try doing mechanical heart in historyroll and/or TGM piecegen
how hard is it
never played on this kinda rng
H4R6 is considered solved, though the solution may not be stable
it's impossible to guarantee setups with H4R6
well tbf they only need 1 good run
Rule B2.5
This is an english server.
xD
guys how much damage does a spin quad in allspin do
can someone test xD
im too trash at the game to do it
im guessing its like 8 base damage or smt
I don't think spin quad is possible
with i5 piece
right
or did they cap it at spin triple downgraded
wouldn't surprise me
10
I would have expected it to be 8 tbh
I had a similar idea when doing mech heart. Just like, wait a little for the garbage hole to spawn 5 high in the middle and place it down there
counter to that is to detect where the I pieces are being thrown away and lock the garbage under that
Hold my beer
https://tetr.io/#R:693067b33443
This for larger surge
it expired :{
Oh look, ReddoBluboCube's found a way! SDPC extended mech heart gives a Tetris at the bottom that can be cleared with an I5
No garbage required for this, but will become more chaos
there is also this thing from the cn wiki
What if queue says no then throws you unwanted pieces 
all 100%
I'm talking about extra pieces
well there's no real good way to deal with them
starts with o only so you could probably just dump them to the right
At this point, the only way to counter mech heart is to lower the board height somehow.
making it more difficult to cancel can achieve similar effect through garbage rows and be less obtrusive
squishing the board slowly would look more amusing though 
yo can u send me cn wiki im chinese but cant find it
thanks!!
tysm!
damn i never knew china had this big community
do they have stuff like qq
oh bilibili
This is crazy 🗣️
THIS ONE HAS I SPIN APPLIED
👀
someone is going to do this at like 5 pps and beat the zenith speedrun world record again
wait i cant find the i5 in the replay
Because this has I spin, and no vertical I pieces in 2 columns
Greatly avoid increasing cancelstreak
i did notice some extra o pieces but i guess they didnt let cancelstreak hit 40 for the i5
you can tell from the garbage meter that their cancelstreak was under 25 for most of the run
I think Garbo might actually crash out with this one
Did anyone ping rtx yet?
mech heart targeted stuff for cancelstreak dont work because people are going to make more versions of it like this one
Ok mech heart V2 is in Garbo react but idk about rtx
rtxile has known this since August
So he chose to not abuse it?
he's been inactive
Inb4 placing same pieces on the same column adds sickness
but wouldnt this ruin lst stacking
It ruins everyone but cz's stacking lmao
just trying to lst
showing a pic of 1-8 stacking
can you show us the replay?
i messed up like 2 seconds before
ok i need to mentally download your lst because wtf that was so smooth
btw yeah cancelling all the garbage until i5 is nuts
it seems to happen mostly with full-cancel gameplay that involves minimal Quads
That wasn't even perfect lst, so it had more quads
nah that's mech heart because I got i5 (real)
Zenith speedrun is still cooked
Have to get enough kos (rng) and also deal with a LOT of O pieces
Tbh mechheart does take some skill bc it took me days to learn the patterns and not to mess up under pressure
I think I have a method that quickly leads to mech heart and is quick to set up but it is not guaranteed for the first 3 bags
hm?
1st bag (2/3 needed):
T or J after Z
O after I
S after L
2nd bag:
I after O
If not for 2nd bag
3rd bag:
L and ‘S or T’, after I
image shows the first 3 bags with the T, S, and L piece not placed
There are slight variations but it’s mainly this
^
whats the point in that
wait does that like mean i can mechheart mid game
i just hate that cancelling sickness punishes LST stacking so much
it punishes freestyling too so quickplay is just generally a lot less fun than it used to be
hate to be that guy but I freestyle all the time and I never had the chance to encounter cancelling sickness
Many and I mean MANY people who freestyle cancels garbage to avoid doing things they don’t want to do but since sickness is caused by canceling garbage, it goes to show that it nerfs basically everyone who wants a clean stack and not be pressured
At the same time, I don't see why it would affect freestyle so much. If you're using a rigid loop, you're going to have a bad time with extra pieces. But if you're freestyling, wouldn't you be able to use them like any other piece and just roll with it?
once i got a i5 while freestyling with volatile+invisible
5 o pieces coming your way 😄
Also doesn’t mech heart have valid counters?
adding an extra O to each bag doubles the amount of O pieces, making 25% of received pieces the O piece
Hmmmm...what if instead of extra O, it was a different piece? Since then it might be easier to roll with it in freestyle.
85% more bag per bag
I think other pieces are currently added too once sickness goes past i5 level.
its 7+6 right? yeah 85% more bag per bag
I wish Cancelling Sickness actually cancels my sickness
extra I pieces are probably more beneficial for freestyle, but in my opinion a garbage-based approach would still be better than changing the randomizer
guys we are 1 away
Hell yeah cube number
holy shit minecraft stack number
okay well dont go too low either we must stay in [62, 66]
i feel like cancelling sickness produced by cancelling should be halved when the volatile mod is active
not a big change and usually when i get i5 it's because im using volatile
cancelstreakcannot go negative, thresholds except for I5 are doubled with the Volatile mod on, and extra pieces are randomized separately from the main bag
- had0j
probably they are asking about I5 threshold
give me every i5
I would like to point out that with this specific case, algebruh has pretty much 0 canceling sickness because he cleared a garbage line like 2 clears ago
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oh god
i just got cancel sickness in deadlock
this is kinda a problem because the extra pieces make it harder to downstack
if you have cancelling sickness then you probably weren't downstacking already 
this forms negative feedback that makes it more difficult to downstack instead of positive feedback to encourage it
Pointing out that deadlock is kind of a case where you need to cancel a lot
Terrifying
5wide
LOL
i wonder what will happen if you try to somehow get i5 on a 4x4 board
and if this is even doable in the first place
you would just die instantly if that happened
is that programmed into game code
well that's always been what happens if a piece too wide to fit the board spawns
the animation shows what is pretty clear visually: the i5 is colliding with OOB which counts as a block-out
Where would it clutch to?
atleast provide time to make it vertical like loaded
True; it could spawn vertical
thatd be inconsistent ARE
and spawning it vertically would be inconsistent spawning
and this is an ultra-edge case
so you are saying canceling sickness costing an entire game is ok?
you MUST be playing with Snowball Board (see: temporary) and you MUST have not cleared 20 lines and you MUST have accrued enough cancel sickness to get i5
so.. yes
the video is obviously trying to get i5 so its not like it was a real run anyway
maybe make that snowball I5 cannot trigger before 5x5
you have to make a conscious effort to throw your run just so you can even reach the i5
and even still, its pretty intuitive that a piece will block out if it has no room to spawn, thats what a block out is after all
I mean
you can just make I5 not spawn before 5x5
no reason to make block out just for I5
it doesnt block out "just for i5", it would block out if any piece spawned out of bounds
what youre suggesting IS an unnecessary code change "just for i5"
and/or "just for snowball board"
wow everyone hates me
ive got nothing against you dw
ok
cancel sickness should be disabled in snowball because theres really no way to loop when your board size changes
the extra o pieces are kinda annoying
Should not have greeded for screenshot
should've placed O on bottomright before screenshot
No I5 5wide PC sad
the rule of thumb in snowball: expansion occurs at worst time you can get it
(unless you try to get expansion, if then it occurs normally)
Honestly I think I know why I'm getting I5 so often
It's literally because I'm kind of good at PCs
idt I've ever got it before 6x6 board
I can continue PC into like 6x6 or 7x7 a decent amount of the time before I start struggling due to garbage and the increased number of pieces needed per PC
And each PC is +5 canceling sickness so...
Hmmmmmmmmm
The queue ZTSJILO;ILOZTSJ;ZTSJI can hit 8 PCs in 4x4 in 19 lines, after which a lucky 4th bag that starts with L or O gives us PC #9 in 21 lines. At that point we get to 5x5.
You can then do five 5x4 boxes to get to 6x6 for 14 PCs. Though I will admit that canceling sickness will screw up my 4x4 theorycrafting in practice, though I cannot be sure where in the queue it would start to kick in.
I know that 6x6 can 2L so that makes the theorycrafting more complicated
We will enter 6x6 at 41 lines and 46 pieces.
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death
fortunately it's basically impossible to kill yourself with the i5 this way unless you are trying to intentionally trigger it 
true
Wait I misremembered wrong; PC is only +3
Ok yeah it's an extremely close call here since 14 PCs is 42 canceling sickness
You get a bit more from canceling garbage but you get less from the fact that you're likely not going to hit perfect PCs in 4x4
Ideally you want to get I5 during 5x5 so you can get an extra PC with it, but often it tends to show up in 6x6 instead and ruin your PC "loop" that isn't actually a loop.
The other effects of canceling sickness are genuinely not that hard to deal with since the relevant PC fundamentals don't care about 7-bag.
In particular, the extra O pieces can pair up in 4x4, and you can often stacc O in larger boxes when you have two of them.
Meanwhile extra J/L can often make box solves nicer.
On the other hand, garbage phase being cut in half is extremely annoying.
And also I don't know if you still get more garbage if you have canceling sickness.
yes but the effect is reduced
Goddamnit
I can roll with extra pieces in my PC spam but garbage increase and garbage phase is genuinely far more devastating.
LOL
i always try to tank a single line in 6x6 so i dont have to deal with half garbage phase and extra pieces
But then you have an odd number of cells on your board so you can't PC anymore
I know that I will likely accumulate a lot of canceling sickness from PC spam, so instead of trying to delay the inevitable, I try to get I5 early so that I can hopefully get a free PC in 5x5.
nice
nah cuz ts ruins everything 😭
I can roll with extra O/J/L/whatever if I'm PCing; I can't just do the same with I5 on an even-width board
can cancelling sickness like
just increase the gravity of your pieces a shit ton instead of what it does now
that would probably be much more disruptive to normal gameplay
and would cause gravity to jump around seemingly randomly
@brittle dew
we love cancelling sickness
check dms lil bro
why does cancelstreak even exist in invis/exile
let people do memory in the memory mode
like, for exile completely remove cancelstreak and starting cheese. and for invis either nerf or remove it
i like the double-edged sword mods (
,
)
and making invis/exile one would also be the perfect rework to make it less annoying
should i make an #1020054329782186065 thread of this
yes
first i'll hear some opinions tho
from the other 95% of the playerbase, don't dare to call me a skill issue
if you admit that a mode (even if a reversed one) isn't playable for 95% of players you pretty much admit that it's terrible
I was under the impression that the 3 lines of cheese were there to show the player how garbage visibility worked
no?
i mean it doubles as that and a fuck you to stalling for garbage
thats probably one of the reasons
it doubles for deincentivizing downstack
and then the game devs when the exile players dont wanna downstack:
aren't the garbage lines there mostly just to prevent pc looping
pcs might be nerfed but something like sdpc loop would be incredibly easy to visualize
the garbage lines aren't punishing if you just downstack them immediately
sure you can't really do mech consistently if you do that but that's fine with me 
i mean it still is to an extent
the main issue i have is that i would much rather the garbage just start on the board rather than having to accept it after placing a piece, that's the main annoyance since i can't plan around it from the beginning 
same issue with warlock
injected lines just feel... so much worse than like, loaded dice or damnation
ya
it's the kind of change that wouldnt affect leaderboards much either so easy qol change 

there is no way they don't have the technology
weird idea, disable cs if a garbage line is cleared with a spin
wdym that's the main purpose
it should not be a buff in any way
but bc it sometimes still become a buff
this is still a problem that has a point
ik it is a 1/10 or 1/5 chance generally, but placing your piece over the garbage hole just feels bad
but i think intention is making player feel bad
it feels bad regardless of what strat you use
slight issue but that could be worked upon 🤔
it's already reset to 0 upon clearing garbage
and they want to make it never rise again after that
which, visibly, has an issue but could work
Warlock is already arguably the easiest reversed mod, and the wr is even higher than normal no hold
So I think that warlock should not be further buffed
not even last stand
?
no
i'd say theyre the same
i mean obv those two are the easiest rev mods since theyre based on the only two double edged sword mods
-# actually loaded dice is the easiest reverse mod
(it has the most f10s)
some of the reverses like warlock require very niche skillsets though so some players will find it a lot easier or harder
but back to the original point changing the garbage so that you start with it on the board is such a small change, to the point where it shouldn't affect leaderboards pretty much at all
as it is right now you are just gambling with your first piece
i think this kind of thing is in the same vein as the starting well column change(i.e. they changed the starting column so that it would never start in columns 1, 2, 9, or 10, since these were usually not favorable to the player)
Imagine being able to visualize
What comes after i5 if you don't cancel garbage?
#quick·play message
Every bag has extra O, L/J and S/Z
Proposal:
Don't like people meching?
Make them start with a short random center-well stack.
IT"S SO SIMPLE.
more rng in zenith 
This, but for TL. 😈
"dont like mech? buff c4w"
this buffs combo quad setups
so:
c4w rampant
lower floor econ is a gamble now
you actually might buff mechanical heart as they can just abate sickness with the new clean
i would actually want this too
by short i mean like 2 blocks tall
just some random, slightly bumpy terrain that you can't build a mech or a c4w on top of. THAT"S IT.
simplicity isn't the only factor; being intuitive also matters
what if we inject one line of garbage per floor for warlock instead of stopping climb speed if you dont clear enough garbage
peak!!!
QP2 idea: Add QP1 Margin time modifiers
that's #1272352916606550118
but this also wouldn't work because margin times already have their role filled in qp2
remove fucking sickness warning that appears it literally closes part of box and blinds you and u just die THATS ANNOYING

that would be fatigue not sickness
it's only an issue in minimal graphics where its fully opaque so try setting low instead
Osk needs to fix his game because canceling sickness is secretly a buff
canceling sickness is secretly a buff
yes it does help i spin mech
searching for specific message that isn't this one
In my opinion, SDPC is very hard to visualize.
expanding on how this can help
the i spin mech is primarily separated into two stages, the downstack loop and the 6-bag upstack
- it is fairly easy to cancel and send attack in the downstack loop. it's less consistent in the 6-bag upstack. if i could, i prefer to loop more than downstack
- below i will refer to the height of the right two columns of the ds phase as RTC
- usually, ds loop is 8 bags because the RTC decreases by 1 block every bag due to volume. however if you time right and get o piece sickness WITHOUT l/j sickness, you get to do more loop. this is more beneficial at higher floors if you can go fast enough, as every added O piece increases RTC by one and therefore lets you loop more
- the usual technique is that, with a medium height of right two columns during ds loop, stall and wait to cancel garbage. after you feel like the O pieces are starting to pile up, spam loop faster to get the i pieces. if you feel like you are receiving too much garbage with a dangerously high or low RTC, tank some garbage to reduce the sickness.
- i say "dangerously low" as well because if you go into the upstack phase with an extra o piece, that might mess it up with a larger probability
i can get t25 with purely mech
not t10 tho, that required actual freestyle at the end
the garbage pressure was too much
i bet rtxile could do it tho
I got f3 by mech TSDing before canceling sickness was a thing at all 💀
Isn't tanking garbage extremely punishing with loops though?
garbage phase lowering should happen after O sickness
The issue is that you can only ever tank so much garbage
Impressive
MS2 and DPC require actual effort to solve unlike mech TSD
Exile is genuinely terrifying
yes, but its rather rare until you get to like f8 or f9
if you can go fast enough
in my exile run, i got to f9 with purely mech, then launched into f10, and then freestyled for 500m to get 2.2km
that was a really lucky econ run where i ended up with 140b2b tho
Blitz players and opener mains be like
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i can literally, LITERALLY enter hyperspeed thru f4 with i-spin mech without breaking b2b.
If stars align and i also get col4 garbage to reset cancelstreak in time, I might just mech a good diamond Zenith Speedrun.
I really don't see the issue
Mechs are part of the game and like everything else, they have their upsides and downsides
Like yes they're kind of easy, but there is a huge cost in terms of how accepting any lines at all is extremely punishing.
And you can't keep up forever.
this is what I mean by garbage being a flexible and established mechanic that can be worked upon
inb4 after cancelstreak gets too high garbage gets injected into the board and bypasses the queue

evil timeline where we really do just start treadmill work singling out every single mech build by hand and deliberately killing only those runs 
how bad could it be
surely it wouldn't spiral out of control and take up untold months of thinking and development time


then we'll see runs that are not entirely mech and challenge the boundary between mech and non mech
originality is rewarded 
bring back 5m blast!!!!!!!
why here
in response to originality is rewarded
oh ok
so, since extra O will be extremely easy to get
a 4x4 pure square should be awarded
garbo seriously thinks he can stop me
worst sandwich
today i got an enormous amount of O pieces, even 3 in a row while i had already plenty placed and early in next queue (next bag)
but all this without getting the I5
sickness threshold or anything hasnt changed, right? because it feels like it
cancelstreak <40
extra O threshold is 20
I5 is 40
thresholds are doubled when using volatile except for I5 for unknown reasons
best sandwich 😋
cancelling sickness got a bit too literal
hmmm ok i wasn't cancelling much but surely this is a bit too harsh
The numbers refer to your cancelstreak
It gets increased by cancelling garbage, perfect clears,
placement, and certain spin patterns
"cancelstreak"! oh kinda got it
...where bag system gets irregular in those cases?
however, an i5 doesn't accept penta clears, it counts as quad
never seen i5 tho 😭
- For every garbage cancelled: +1
- Perform a perfect clear: +3
placement: Neighboring leftmost or rightmost of all 4 blocks are cyan and don't clear any lines: +3- Clear
/
spin with another
/
6 times: +2 - Every 30s/75 pieces without decreasing cancelstreak: +5
ohh so great lol
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oh very cool
#quick·play message
Arrived after 2 bags
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can we rename this thread with I5 in it? its really commonly merged due to people not knowing it is called "cancelling sickness"
do those people even describe it as "i5 piece"
like not to stifle the suggestion but they clearly aren't using CTRL+F in the first place
.
and dont forget the halved garbage entry delay
The only thing that really makes people notice their queue being affected by garbage sickness is really just something new, because things appearing randomly feels natural enough that most of us just over look it thinking it's normal and I 5 piece is something nobody really expects to see
so I canceled a lot