Forum Discussion

Anonymous's avatar
Anonymous
8 years ago
Approved

Idea for new turn timer.

I'm sure we've all been annoyed at some point by another player who just drags their dumb * * * through every turn. They have no brains/sun, but they just sit there like morons trying to eat the grapes off the wallpaper, while you alternate between checking your watch and wishing death on them (or you).

I propose that each player starts with a modest amount of time for each turn that can get rolled over to their next turn if not used.

For example; The plant hero would only have 15-20 seconds on their first turn, and the zombie hero would just have 10 seconds for each phase.

Then on the second turn, each player would get the same again, plus what they didn't use on their previous turns.

In this way, if you have budgeted your time wisely, you will have plenty of time on the later turns, while the mongoloids who spend the entire match wiping their drool off the screen will be forced to play whatever stupid cards they have in their big stupid decks.

Of course there would have to be a limit on accrued time. Otherwise, said mongoloid would find a way to make it to turn 85 and then take a phone call from their dead grandmother while you're stuck waiting for their 3 allotted hours to pass.

Thoughts?

4 Replies

  • I would do the opposite, keep the time the same as it stands now, but the more time you use during a round, the less time you get (to a small degree) during the next round, so if you nearly time out each time you will lose 5sec each round until you time out quickly and the other player can get on with their life!

  • That's a lot of carrot... do you have any thoughts on sticks?  Perhaps the first 50% of the allotted time is in the green, the next 35 % is in the yellow, and the remaining 15% is in the red.  On the subsequent turn, the player's allotted time is the base minus the time spent in the red.  Additionally, your proposed time bonus could maybe only be granted if the player finishes their turn in the green zone.

  • BPRDHB's avatar
    BPRDHB
    Hero (Retired)
    8 years ago

    In Kungfu Panda:Battle For Destiny they would put a 5 second clock on a following round for a player to play a card/open chest if the previous round you let the clock run out.  Seemed to help keep people on their toes.  May not be helpful to ragequits per se, but for the people who let timers run out constantly.  I do think this could help somewhat in PVZH.

    BPRD

  • I agree that something should be done about those people. 

    However, I also think that this should be managed wisely. I don't know about other people, but at least I do like to take some time to think about my turn and what could happen on the next one.

    Even though, I rarely get into the red warning zone. (And I think that I ran out of time just twice.)

    I propose some "penalties" for the game.

    The first time a player enters the red warning zone, they will get 1 less second on their turn FOR THE REST OF THE GAME.

    The second time, - 2 seconds.

    Third, -4 seconds.

    Fourth, -8 seconds.

    Fifth, auto lose.

    This is to avoid affecting people that took so long unintentionally or because they had to think a little bit more about their turn. (Yes, they will lose 1 second for the rest of the game, but it is not that big of a deal.)

    But this would affect people exponentially those that do it on purpose.

    BONUS:

    How about the game increases the timer based on the turn?

    For example, on turn 1, both players have 10 seconds. (In zombies would be 5 and 5).

    On turn 2, both players have 12 seconds. (In zombies would be 6 and 6),

    On turn 3, 14 seconds that would be 7 and 7 for zombies.

    And so on.

    This is beacuse on low turns, there is not much to think about.

    You either have the resources to play the card you want, or you don't.

    I don't see why the timer should be the same on turn 1 and in turn 12.

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