Round time limit and win based on remaining health
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Your_Neighbor_Nat
Getting knocked out (full HP depleted/falling into a "kill-zone") could still be an immediate round end, but (in addition to that) perhaps there could be a secondary win condition connected to a round time limit and, if that time expires, the player with the most remaining HP would win that round.
(This may, theoretically, allow as a win condition the possibility of getting one disc hit against your opponent and then turtling/evading/flying/clipping out of the map and sitting there until the round timer is up, but at least the rounds would have a set end point and someone who is able to do that effectively may not have incentive to continue doing so for very long since it might not be sustainably fun and other people are probably less likely to continue playing with them much if they don't find that fun. However, adding a round loss timer if you're out of bounds for too long might be useful to alleviate that part.)
I personally think 5 minutes makes sense for a hard cut-off, but...
...what are your thoughts?
Edit:
Perhaps the timer could be up on the wall behind on each side of the fighting arena and be an analog styled "physical" object in the style of other mechanical objects in RUMBLE? Perhaps it could start audibly ticking as the round timer is almost out and then a "round over" sound could play when the round finishes this way.
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Y
Yuzuharu
i feel like fixing the root of the problem (pit and the pvp itself) would be better in the long run than a time limit.
for example: tweaking modifiers or structures (or introducing a new structure or stone) to help negate stalling without being powerful in every situation, only against hard defense. imagine a shitfstone or structure that was situationally great against stalling but fairly bad every where else (pillar rework??)
ig volatile is kinda that but maybe something that isnt the most powerful stone in the game (debatebly) 😭
it would definitely take more time and thought, experimentation too, to find a way to not have stalling or a time limit, but it would also be a much happier future for rumble (i believe)
-average charge/surge user
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Fjm12
I don't feel that matches last long enough in Rumble for need of a match timer. In a regular game that uses controller input, it is necessary as fingers don't get tired as easily-- but my longest RUMBLE matches have been around 10-15 mins and those are rare. They're usually around 4 mins or so.
In every match I've had, one side gets tired first before something of a stall tactic can take place. Stall isn't a viable strategy in RUMBLE anyway due to how fast the structures can fly around. I move a heavy amount in play style and with Flow stone and I still get hit often.
In addition, an abrupt match cut off in general would be a bit jarring for slower more defensive players who wait for those openings in a fast style to strike; I'm a faster player personally and even I would be paying more attention to the clock than to my own moves.
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zciwoklaw
i feel like at a tournament setting it makes sense, it would allow matches to flow more smoothly, also makes tiebreakers less grindy
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SDRAWKCABMIAY_YT
I don't think the rounds are long enough to need this.
I've also had some very good matches where someone I was fighting or myself have been very low health and was still able to pull off the win by playing defensive and slowly getting in hits.
This would fully remove that style of comeback from the game.
GRANTED, a speed match mode would be a really fun game mode where the goal was to deal the most damage in a short amount of time!
I just wouldn't want this to replace the default where I can spend like 10 minutes TEACHING a new player without having to worry about a silly timer ending the round
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Lux
I think not having that is jarring. It's a stable of any fighting game/sport to have an end point, it allows for more choices in how to win. It would also push players to not stall if they know they have are losing. Sure people could hit and run, but then again it's already the case sometimes and it makes for really long, boring and frustrating experiences.