Injury Roll 6+6 = KO? WTF!?!?

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CyberPope
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Injury Roll 6+6 = KO? WTF!?!?

Postby CyberPope » 16 March 2012, 18:17

OK this was during the Season 7 Finals match for the cup. A Werewolf tried a 2d uphill block which came up with an Attacker Down die which I quickly picked. Then this happened:

Code: Select all

| | GameLog(02): SOU (10) Skokurg Whitefur Block Result: [Pushed] - [Attacker Down] | | GameLog(08): SOU use a re-roll for #10 Skokurg Whitefur (Left : 0/7) | | Entering CStatePlayerTeamChooseOptionalSkills, Sour-Man Army! is WAITING FOR player decision | | Entering CStatePlayerTeamChooseOptionalSkills, Triple Sixers is WAITING FOR player decision | | GameLog(02): SOU (10) Skokurg Whitefur Block Result: [Attacker Down] - [Both Down] | | GameLog(02): SOU #10 Skokurg Whitefur chooses : Attacker Down | | GameLog(02): SOU #10 Skokurg Whitefur Armour Value (9+) : 6 + 6 = 12 -> Success | | GameLog(02): SOU #10 Skokurg Whitefur Injury : 6 + 6 = 12 -> KO'd | | GameLog(-1): SOU suffer a TURNOVER! : Knocked Down!
Last time I checked 6+6 was a F'ing Casualty.

This took place in overtime under sweltering heat, for reference. Replay/MatchReport and Logfile attached.

This by no means changed the outcome of this game but a nice casualty would have removed some of the sting from the defeat.
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ReplayFiles.zip
Matchreport, Replay and Log files
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Proxi Winther Rex
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby Proxi Winther Rex » 17 March 2012, 03:02

Yup... He should have been Dead... :shock:
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dode74
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby dode74 » 17 March 2012, 06:29

No, he should have made a casualty roll.
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Proxi Winther Rex
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby Proxi Winther Rex » 17 March 2012, 08:55

Skokurg Whitefur Injury : 6 + 6 = 12 -> KO'd
Isn't this the Cas roll..?
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dode74
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby dode74 » 17 March 2012, 09:18

It's the injury roll.
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CyberPope
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby CyberPope » 17 March 2012, 17:28

What Dode said...

We don't actually see the Casualty Table roll which follow the injury roll and consists of a d6 and d8.

Dreamy
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby Dreamy » 20 March 2012, 12:09

As I understand it it is an effect of some decision about overtime not causing SPP. This because Cyanide uses some home-brewed "endless overtime" system, so allowing SPP gain would lead to skill farming.

Would have been better to have a new coin toss and a third period (with or without golden goal), and then if it is still drawn just go with another coin toss for the win..

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dode74
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby dode74 » 20 March 2012, 12:28

Ah, I missed that this was in OT. In that case, what Dreamy said.
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CyberPope
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby CyberPope » 20 March 2012, 12:43

As I understand it it is an effect of some decision about overtime not causing SPP. This because Cyanide uses some home-brewed "endless overtime" system, so allowing SPP gain would lead to skill farming.

Would have been better to have a new coin toss and a third period (with or without golden goal), and then if it is still drawn just go with another coin toss for the win..

Man even if that's the case that its an OT mechanism to avoid SPP its still bull$#!+ as a casualty roll could put the guy out for the rest of OT which could go on for some time with multiple drives, while a KO could put him back next drive.

So .. at the very least it needs to be a Badly Hurt result with no SPP awarded... KO is crap.

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Darkson
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Re: Injury Roll 6+6 = KO? WTF!?!?

Postby Darkson » 21 March 2012, 00:44

I thought OT was to the first score, in which case a KO is fine.
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