In a couple tournaments I've waited the 40+ seconds before the challenge request times out and it goes on to someone else - once over 6 times in a row! Then while in a match had players take almost the full time allotted for each move. Is this common? If so I can't understand how anyone scores as many points as the winners!
Don't get me wrong, I understand some moves take extra time and they're certainly within their right to use the allotted time so that's not the main question. But sometimes the timer for their move will have counted down halfway then suddenly shoot back up and start over. And after a few timeouts on the challenge requests over 5 minutes of play time has gone by.
I'm not compaining so much as I am curious about the logisitcs with these issues - I can win all of my matches taking my turns very quickly but being at the mercy of the challenge requests going 40 seconds and players taking a long time to make their moves I never do better than the top 25%.
Also I read how points scored is based upon beating higher level, having pills left over, and leveling characters - but I'm having a hard time seeing a pattern. Specifically (not exact but fairly accurate numbers here) I'll get 14 points defeating someone 2 levels lower than me and having 4 pills left over and 17 points for defeating someone 30 levels higher and no pills left over.
Anyhow just thought I'd ask - appreciate any advice/answers.
It is common that some players play slow
people who usually make it inside the top has good decks, plays them well, and plays fast
the levels in the point system are based on the levels of your cards in relation to the levels of the cards your opponent has and which card faces which and who wins in the round, not in the levels of the players..it's all in the game's rules..
Personally I'm not a fan of utilzing quick battle to challenge opponents in tournaments....if you happen to not select accept in time or get distracted by something....you lose -40 points right then and there. I prefered it when you can challenge your opponent's according because you didn't have to wait until it found another opponent to actually get a match started. You know need some patience and sometimes if you don't focus entirely on UR...you end up losing rank...believe me this week i'm in a 700 ELO hole cause of it...
Well if you beat hight level cards with low level you get more points. also in daily tourneys the rules are changed a bit so you only get 1 point for leveling up cards and only get points equal to 5 pills left over even if you have more then five . it has nothing to do with the players level.
Try reading: http://www.urban-rivals.com/game/rules.php?show=table that might help
@Force Majeure: I don't think that's a fair response to the problem that Blurred is discussing.
Some people play slowly, that's fine. The problem that's been raised here is one of configuration. Frankly, lots of people try to ruin tournaments for others by playing slowly. And QC wastes lots of time. As it stands, the person who wins is really just the guy who ran into the fastest playing opponents. Winning certainly takes skill and a good deck ... but getting stuck in a long game or in a QC death loop w/o any game vs. getting a hot streak w/ three fast, high point games is usually the difference between 1st and 8th.
These problems have been raised again and again and again. Fraggle said that fixing the behavior of the DT timers was a high priority. Since then, we've had Summer of Clint City rooms, new animations, a beta of an event system, and lots of other neat stuff. But pissed off players are still ruining tournaments by stalling for 2 minutes when they've got no pillz left, dragging games out for 8 minutes, and so on. And QC still spends 45 seconds waiting for answers from people ... sometimes several times in a row. Why can't the QC timeout be lowered to 20 seconds? Why can't the round timers be shortened?
It's been _months_ since Fraggle said timer fixes were in the works and nothing has changed.