Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Well somehow i feel it is even more tilting because the current spin direction negativly effects you with the nearest box and less to the far away boxes at the moment. But sure that maybe only hurts my feelings. Also i was not fast enough mentioning your aspect in my inital post before you replied.
You could be right that overall it would be balance wise almost irrelevant. But i think changing the spin direction would have great impact on the boxes near you and less impact on the far away boxes and therefor could be an improvement, since if the next player higher than you wants to take the same near box as you. it will no longer be spinning in his direction, making the movement spawn time advantage you have as the lower player nearly or completly irrelevant with the current spin direction.
But i understand it is partialy an edge case were the box you want is just spinning past you and you still can not get it with the current spin direction, because if the higher player on the left wants it too, he will have an advantage with getting it, even with being able to move later than you, because the box is spinning towards his position and away from your position.
And i did not do the math but as i try to lineout i imagine, regarding path length, the spin direction is more relevant for the near boxes than the far and mostly just for the box that just passed your position.
So now i imagine changing the spin direction would mostly change nothing less but improving the conditions of the in my eyes relevant edge case described. So changing the spin direction (or position the players in descending order) should be good?
Well maybe its just a small thing and movement spawn time increase between players could have a simular effect but games overall are already long. And since in other discussions people mentioned potential weak comeback mechanics and snowballing this could be a small spin in the right direction.