DNA3000 wrote: » CoatHang3r wrote: » DNA3000 wrote: » CoatHang3r wrote: » People out there think the world is flat, the moon is fake, and Elvis lives of course people agree with any statement made. rwhack wrote: » CoatHang3r wrote: » Apocalypse189 wrote: » They have proved time and time again that they can amend the timers for special occasions, why not permanently? If they change the maps then they can possibly amend the timers to 30 minutes AQ was designed to be played by people with varying schedules over a 24 hour period. It’s counter intuitive for many people but 1 hour timers, with the way AQ is designed, are inclusionary while 30 minute timers are exclusionary. Your last sentence is so cunning in it's structure and content that it is not easily understood even by the well educated. Can you explain what seems inexplicable for the unwashed masses including myself that see no way for your statement to be true? I’d say your counter was cunning but it's simply an argument from ignorance. Here’s a simple explanation I can type out on my phone. The map is designed to require x moves by x people to complete/explore. Map 4/5 is 8(?)ppl and map6 is 10ppl. Maps 1/2/3 require much less and are likely the most played maps BTW. Map5 could be cleared by 8 people over about 10 hours if the timers were halved. The lesser maps could likely be done much quicker. The energy timer limits the amount of moves players can make over a period of time giving others the opprtiuntiy to participate. Map5 and lower (with 30m) could be cleared while somone slept, worked, etc; they are excluded. With 1 hour timers you are gauranteed an oppritunity to take part in the quest because others will not be clearing it while you are otherwise occupied. This seems unlikely to me because it presupposes that there's something special about Map 5. The timers do not exclude anyone in Map 6 because that map is engineered to require all ten players and the lower maps can be completed with fewer players even with the one hour timer. So its only with Map 5 that coincidentally one hour timers and half hour timers significantly shift this around (by my calculations Map 4 can be done by eight players in about ten hours with one hour timers, the same problem you claim for half hour timers in Map 5). For that matter I don't see anything special about the ten hour timeframe. If the goal was to ensure the map couldn't be completed in eight hours, that would be consistent with trying to make sure the entire map couldn't be done during one person's sleep interval. But ten seems more arbitrary. It’s part of the difficulty of map 5 that presupposes nothing. Im also working with loose number because i dont care to map out the optimal route, just counted long paths and assumed 1 player took a less than optimal route. Here’s what i know from personal experience with map 6 twice a week. Our paths are horribly set up based on avengers x’s maps or whatever; we have 4 people on the left for section 1 and 2 despite there being the same number of tiles on each side. On top of that 3 of the 4 people from left section 1 also run section 2 left and we still manage the map despite being set up to fail by requiring 4 people to use more energy than the other 6. There is lots of leeway built in sans 30 minute timers even with map 6. Map 5 the first map 5 alliance i was ever in was, for the most part, a free for all of a mix of England and US, we failed less than 1% of the time. Plenty of leeway. That doesn't respond to what I said. What I said was that your statement "Map5 and lower (with 30m) could be cleared while somone slept, worked, etc; they are excluded. With 1 hour timers you are gauranteed an oppritunity to take part in the quest because others will not be clearing it while you are otherwise occupied" is false on its face because maps lower than 5 can already be done with fewer than ten players in a short amount of time: in fact Map 4 can be done with eight players in 11 hours, which is essentially the problem you think half hour timers create for Map 5. The one hour timers do not prevent exclusion on lower maps, and they don't prevent exclusion on map 6. They only do so for map 5, assuming we accept your logic that being able to do the map in ten hours excludes other players. For the one hour timer to be significant according to your own logic, you have to presuppose that there's a special reason for making sure not to exclude two players from Map 5 that sleep for ten hours. Because that's not the case for any lower map.
CoatHang3r wrote: » DNA3000 wrote: » CoatHang3r wrote: » People out there think the world is flat, the moon is fake, and Elvis lives of course people agree with any statement made. rwhack wrote: » CoatHang3r wrote: » Apocalypse189 wrote: » They have proved time and time again that they can amend the timers for special occasions, why not permanently? If they change the maps then they can possibly amend the timers to 30 minutes AQ was designed to be played by people with varying schedules over a 24 hour period. It’s counter intuitive for many people but 1 hour timers, with the way AQ is designed, are inclusionary while 30 minute timers are exclusionary. Your last sentence is so cunning in it's structure and content that it is not easily understood even by the well educated. Can you explain what seems inexplicable for the unwashed masses including myself that see no way for your statement to be true? I’d say your counter was cunning but it's simply an argument from ignorance. Here’s a simple explanation I can type out on my phone. The map is designed to require x moves by x people to complete/explore. Map 4/5 is 8(?)ppl and map6 is 10ppl. Maps 1/2/3 require much less and are likely the most played maps BTW. Map5 could be cleared by 8 people over about 10 hours if the timers were halved. The lesser maps could likely be done much quicker. The energy timer limits the amount of moves players can make over a period of time giving others the opprtiuntiy to participate. Map5 and lower (with 30m) could be cleared while somone slept, worked, etc; they are excluded. With 1 hour timers you are gauranteed an oppritunity to take part in the quest because others will not be clearing it while you are otherwise occupied. This seems unlikely to me because it presupposes that there's something special about Map 5. The timers do not exclude anyone in Map 6 because that map is engineered to require all ten players and the lower maps can be completed with fewer players even with the one hour timer. So its only with Map 5 that coincidentally one hour timers and half hour timers significantly shift this around (by my calculations Map 4 can be done by eight players in about ten hours with one hour timers, the same problem you claim for half hour timers in Map 5). For that matter I don't see anything special about the ten hour timeframe. If the goal was to ensure the map couldn't be completed in eight hours, that would be consistent with trying to make sure the entire map couldn't be done during one person's sleep interval. But ten seems more arbitrary. It’s part of the difficulty of map 5 that presupposes nothing. Im also working with loose number because i dont care to map out the optimal route, just counted long paths and assumed 1 player took a less than optimal route. Here’s what i know from personal experience with map 6 twice a week. Our paths are horribly set up based on avengers x’s maps or whatever; we have 4 people on the left for section 1 and 2 despite there being the same number of tiles on each side. On top of that 3 of the 4 people from left section 1 also run section 2 left and we still manage the map despite being set up to fail by requiring 4 people to use more energy than the other 6. There is lots of leeway built in sans 30 minute timers even with map 6. Map 5 the first map 5 alliance i was ever in was, for the most part, a free for all of a mix of England and US, we failed less than 1% of the time. Plenty of leeway.
DNA3000 wrote: » CoatHang3r wrote: » People out there think the world is flat, the moon is fake, and Elvis lives of course people agree with any statement made. rwhack wrote: » CoatHang3r wrote: » Apocalypse189 wrote: » They have proved time and time again that they can amend the timers for special occasions, why not permanently? If they change the maps then they can possibly amend the timers to 30 minutes AQ was designed to be played by people with varying schedules over a 24 hour period. It’s counter intuitive for many people but 1 hour timers, with the way AQ is designed, are inclusionary while 30 minute timers are exclusionary. Your last sentence is so cunning in it's structure and content that it is not easily understood even by the well educated. Can you explain what seems inexplicable for the unwashed masses including myself that see no way for your statement to be true? I’d say your counter was cunning but it's simply an argument from ignorance. Here’s a simple explanation I can type out on my phone. The map is designed to require x moves by x people to complete/explore. Map 4/5 is 8(?)ppl and map6 is 10ppl. Maps 1/2/3 require much less and are likely the most played maps BTW. Map5 could be cleared by 8 people over about 10 hours if the timers were halved. The lesser maps could likely be done much quicker. The energy timer limits the amount of moves players can make over a period of time giving others the opprtiuntiy to participate. Map5 and lower (with 30m) could be cleared while somone slept, worked, etc; they are excluded. With 1 hour timers you are gauranteed an oppritunity to take part in the quest because others will not be clearing it while you are otherwise occupied. This seems unlikely to me because it presupposes that there's something special about Map 5. The timers do not exclude anyone in Map 6 because that map is engineered to require all ten players and the lower maps can be completed with fewer players even with the one hour timer. So its only with Map 5 that coincidentally one hour timers and half hour timers significantly shift this around (by my calculations Map 4 can be done by eight players in about ten hours with one hour timers, the same problem you claim for half hour timers in Map 5). For that matter I don't see anything special about the ten hour timeframe. If the goal was to ensure the map couldn't be completed in eight hours, that would be consistent with trying to make sure the entire map couldn't be done during one person's sleep interval. But ten seems more arbitrary.
CoatHang3r wrote: » People out there think the world is flat, the moon is fake, and Elvis lives of course people agree with any statement made. rwhack wrote: » CoatHang3r wrote: » Apocalypse189 wrote: » They have proved time and time again that they can amend the timers for special occasions, why not permanently? If they change the maps then they can possibly amend the timers to 30 minutes AQ was designed to be played by people with varying schedules over a 24 hour period. It’s counter intuitive for many people but 1 hour timers, with the way AQ is designed, are inclusionary while 30 minute timers are exclusionary. Your last sentence is so cunning in it's structure and content that it is not easily understood even by the well educated. Can you explain what seems inexplicable for the unwashed masses including myself that see no way for your statement to be true? I’d say your counter was cunning but it's simply an argument from ignorance. Here’s a simple explanation I can type out on my phone. The map is designed to require x moves by x people to complete/explore. Map 4/5 is 8(?)ppl and map6 is 10ppl. Maps 1/2/3 require much less and are likely the most played maps BTW. Map5 could be cleared by 8 people over about 10 hours if the timers were halved. The lesser maps could likely be done much quicker. The energy timer limits the amount of moves players can make over a period of time giving others the opprtiuntiy to participate. Map5 and lower (with 30m) could be cleared while somone slept, worked, etc; they are excluded. With 1 hour timers you are gauranteed an oppritunity to take part in the quest because others will not be clearing it while you are otherwise occupied.
rwhack wrote: » CoatHang3r wrote: » Apocalypse189 wrote: » They have proved time and time again that they can amend the timers for special occasions, why not permanently? If they change the maps then they can possibly amend the timers to 30 minutes AQ was designed to be played by people with varying schedules over a 24 hour period. It’s counter intuitive for many people but 1 hour timers, with the way AQ is designed, are inclusionary while 30 minute timers are exclusionary. Your last sentence is so cunning in it's structure and content that it is not easily understood even by the well educated. Can you explain what seems inexplicable for the unwashed masses including myself that see no way for your statement to be true?
CoatHang3r wrote: » Apocalypse189 wrote: » They have proved time and time again that they can amend the timers for special occasions, why not permanently? If they change the maps then they can possibly amend the timers to 30 minutes AQ was designed to be played by people with varying schedules over a 24 hour period. It’s counter intuitive for many people but 1 hour timers, with the way AQ is designed, are inclusionary while 30 minute timers are exclusionary.
Apocalypse189 wrote: » They have proved time and time again that they can amend the timers for special occasions, why not permanently? If they change the maps then they can possibly amend the timers to 30 minutes
DNA3000 wrote: » There is no legitimate way to take the *statements* as anything other than their face value.