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More time limit options and/or dynamic time limit based on rank

OpengoSciugoSciu97 messagesstarted May 26, 2026, 3:52 PM
gameplay
goSciugoSciuOP6 days ago(edited)
This is gonna be a sort of 1-up for other suggestions in here (like this or this).

General idea is that lower rank players, casuals are naturally slower at goals which makes the games longer.

In Ranked, time is unlimited which makes games incredibly long - 90, 120, or more seem to be standard if no one forfeits beforehand. Might be an issue for players with less time on their hands, stopping them from ever playing Ranked, or if they do, troubling them if the game lasts long and their opponent won't forfeit (which they have a right to do).
In Quickplay on the other hand, you're limited to 30 minutes, so there's no time to train anything within said time limit. I've been suggested singleplayer board to train, which is good, but it removes the element of having to deal with an opponent.

So, I have some potential solutions:

Suggestion 1 - as others asked, have extra time limit options for both modes
In my opinion, Quickplay should have an option for 30 and 90 minute matches. Ranked should have 60 and infinite time limit.

Suggestion 2 - introduce dynamic time limit to Ranked
In some comp games where the match length can be variable, there are dynamic win conditions. From my own experience: TETR.IO has a First-To-7 for players in ranks U or above, FT5 for S- and above and FT3 for everyone below - this is introduced because lower rank players tend to have longer individual rounds due to lack of their speed. Something similar could be introduced here. Have different ranks have different time limit for their games. For example, have unlimited for Diamond I and above (those games will naturally play shorter either way), 90 minutes for Gold I and above, and 60 minutes for anyone below. This might incentivize more causal players to try Ranked too.
241
goSciu
goSciuOP6 days ago(edited)
I was also thinking of maybe having a dynamic goal pool for different ranks but character limit got me. Lower ranked players are less likely to go for end-game goals which on their own already take much more time. Why not have lower ranks players have a different pool of goals to draft from, making it more likely to have Overworld goals which in turn would make game faster for them?
Should I put it in another suggestion thread or nah?
Peti
Peti6 days ago
Tetr.io player ♥️
Anyway question for time limit suggestion if its like end of 30 minutes score 7-7 who wins?
goSciu
goSciuOP6 days ago
Draw
goSciu
goSciuOP6 days ago(edited)
that's how it already work
Ciel
Ciel6 days ago
It's already been discussed regarding the time limit in Ranked. I think ranked should only have one way to play, and a 90min or 100min time limit is a good compromise. As for quick play, there is just not a big enough playerbase right now.
2
Peti
Peti6 days ago
Mabye instead of time limit, what I saw few suggestions, smaller board for lower ranks?
goSciu
goSciuOP6 days ago
ok, so that'd go for the other thing I suggested
goSciu
goSciuOP6 days ago
this one
goSciu
goSciuOP6 days ago
have different ranks have different goals
Ciel
Ciel6 days ago
lower ranks? are you insane? If it was a smaller board for quick play for example I get it, that's an option, but no way are you playing a smaller board in lower elo, we're not in kindergarten
Peti
Peti6 days ago
yea
goSciu
goSciuOP6 days ago
kind of thought about this with osu! ranked in mind - players get beatmaps that are within their skill level. Ther are some rare harder ones so that you can fool around every few rounds - Peppy (lead dev) said that it's basically 80% chance you get a card with normal beatmap and a 20% you get a "fun" difficult one
Peti
Peti6 days ago
Well then what else can be done for lower ranked players?
Peti
Peti6 days ago
its same in mcsr lower ranked players dont get specific seeds / get easier seeds
Ciel
Ciel6 days ago
overall, I disagree with having any changes between the elos. In MCSR Ranked it is fine to have seed types that are exclusive to higher ranks because it doesn't change how the seed types that are in lower elo are actually played. If we imagined more goals in higher elo, that would change the whole way of playing, since goals are all intertwined in the game
goSciu
goSciuOP6 days ago
so for Draftout, this would be like, for casuals, 80% Overworld, 20% Nether and higher ranks 80% Overworld + Nether, 20% End?
goSciu
goSciuOP6 days ago
or something similar
Peti
Peti6 days ago
or maybe just have diffrent goal pools for lower ranked players that doesnt take that long
goSciu
goSciuOP6 days ago
even within Overworld goals there's "easy" and "difficult" ones
Ciel
Ciel6 days ago
If you play a ruined portal seed in low elo it's the same as playing a ruined portal seed in high elo, but in draftout everything is linked, having even just one goal difference between ranks changes the whole dynamic
Ciel
Ciel6 days ago
seed types and goals are not the same thing
Ciel
Ciel6 days ago
quick play is here for those who don't want games taking that long
goSciu
goSciuOP6 days ago
well, there might be people who want to play full game and not take it a while
Ciel
Ciel6 days ago
You can have anything you want about changes in quick play, and I can understand, but for ranked, things should be the same for everyone
Ciel
Ciel6 days ago
then change quick play, not ranked.
goSciu
goSciuOP6 days ago
ok, so another note about Quickplay
goSciu
goSciuOP6 days ago
is there currently any SBMM in Quickplay?
Ciel
Ciel6 days ago
SBMM?
goSciu
goSciuOP6 days ago
skill-based matchmaking
Ciel
Ciel6 days ago
I don't know, I don't think so but I'm not sure, I have a lot of variance in my quick play games
Peti
Peti6 days ago
there is "internal" elo for qp but not a lot people care about qp
Peti
Peti6 days ago
Why not make the game a bit easier for lower ranks? It wont effect higher ranks
Ciel
Ciel6 days ago
really? I got an iron player and an amethyst player in succession, mayube they just didn't play a lot of quick plqy games idk
goSciu
goSciuOP6 days ago
I think I need to try QP again, because inital games were kind of terrible which pushed me to play Ranked as I expected matches to more balanced there
goSciu
goSciuOP6 days ago
and it kinda is like that
Ciel
Ciel6 days ago
because then if you get from lower elo to higher elo the game just completely changes? If I'm playing with one mode I don't want it to change when I get better or worse
goSciu
goSciuOP6 days ago
unironically Ranked is better Casual mode than actual casual mode, which is something a lot of games surprisingly deal with LUL
goSciu
goSciuOP6 days ago(edited)
it doesn't have to be a big, harsh step up
goSciu
goSciuOP6 days ago
slowly introduce harder goals as you climb the ranks
Peti
Peti6 days ago
Im not saying completly change like changing the goal pool a little (removing harder end-game goals wont changed it, especially when you can put them back at any rank)
goSciu
goSciuOP6 days ago(edited)
(I wish you could change the thread title, this is definitely now a goal-related thread rather than time)
Ciel
Ciel6 days ago
Any difference sucks. More goals don't just mean more difficulty, it changes things that already exist. Think about it, if suddenly at higher difficulty you get more amethyst goals, you need to change your prio and change things that you already learned. What was important for you to do previously becomes less important, and the opposite can be true as well.
Ciel
Ciel6 days ago
Imagine if suddenly in MCSR Ranked you had suddenly less string in bastions to make beds when you got to higher elo, that would completely change how you play the game
Peti
Peti6 days ago
but im not talking about higher elo
I use this scenario imagine giving lower ranked players more string so they can kill the dragon easily
Ciel
Ciel6 days ago
It's literally the same
Ciel
Ciel6 days ago
same problem
Ciel
Ciel6 days ago
you're playing a different game
Ciel
Ciel6 days ago
Imagine routes that work for one elo but not the other
Peti
Peti6 days ago
the more you play the better u get the less string u need
goSciu
goSciuOP6 days ago
Ok, so this also is based on fact that game should work mechanically the same regardless of skill level, which I could get behind, but I think youre approaching it in a wrong way
goSciu
goSciuOP6 days ago
like, this is much different
Peti
Peti6 days ago
So games should work same on the same level? Every level prioritizing the same stuff?
goSciu
goSciuOP6 days ago
MCSR is more more streamlined, Draftout is a game with much more creative control
1
goSciu
goSciuOP6 days ago
you said that priorities shouldn't change between ranks
well, in my opinion, they already do. Players with different skill approach things differently
goSciu
goSciuOP6 days ago
like, I currently do not care about any End goals and Nether are a maybe
goSciu
goSciuOP6 days ago
as you learn the game and get better those priorites naturally change
goSciu
goSciuOP6 days ago
this is not a case of "this is the only path you should take"
Ciel
Ciel6 days ago
Not necessarily, but if you get in an elo with more amethyst goals for example, that not only adds more things to learn, which is fine, but also just makes your already established playstyle just change
Ciel
Ciel6 days ago
I think my example is relevant
Peti
Peti6 days ago
But u suddenly wont get like 5 amethist goals in one board Think about it like in Iron u can get mining amethist Gold rank can also add a cahnce to draft from goal pool looking at x entities with spyglass and in amethist rank to pool can be added like look at enderdragon with spyglass
Peti
Peti6 days ago
the lower rank goals will be there in higher ranks but in higher ranks will also be added new goals
Ciel
Ciel6 days ago
If you have a new seed type to learn it just means you have to learn new things, and doesn't change what was already there, but if you have new goals, that can mean what you've learned is now wrong
Peti
Peti6 days ago
but u still going for the geode just doing something diffrent with it
Ciel
Ciel6 days ago
That's just like saying instead of making 5 dumb changes I'll just make them one by one it's gonna be less impactful trust, like yeah it sure is but it's still bad
Ciel
Ciel6 days ago
I'm not saying it's making the game completely different, but even a little difference can be felt a lot
goSciu
goSciuOP6 days ago(edited)
so the way i I see it is should go:
lower ranks player have low chance to get difficult goals -> it naturally makes them the tiebreaker -> it incentivizes you to learn basic strats to get an advantage -> ( eg. you get better at Nether -> more Nether tasks are now available ) -> player is more willing to take risks -> more difficult tasks available -> again, player is incentivized to learn harder things -> the loop goes on
goSciu
goSciuOP6 days ago
it doesn't really break anything, it makes the game feel natural for players
Ciel
Ciel6 days ago
Imagine if you have a specific routing, but then you get at a higher rank and now regularly have to route for a warden which are under mountain biomes. Suddenly the game is just different.
goSciu
goSciuOP6 days ago
and in turn, the game itself teaches the player how to get higher
Ciel
Ciel6 days ago
But then what happens if you get lower elo? You're acting like elo is something that constantly increases. I was hardstuck in valorant for 3 years and if I knew I wasn't good enough to be playing the game pros played I would just kill myself
Ciel
Ciel6 days ago
This should just be something kept to quick play
Ciel
Ciel6 days ago
or any kind of casual play
Ciel
Ciel6 days ago
If it was like you leveled up in casual to slowly learn the game, sure that's a good idea, but again, every change like that should be kept to casual
goSciu
goSciuOP6 days ago
there's definitely some kind of misunderstanding because I dont think that elo just keeps on rising on its own
goSciu
goSciuOP6 days ago
its a direct consequence of learning
goSciu
goSciuOP6 days ago
and by being provided new tasks you're incentivized to learn them, making you better and thus more likely to win and climb up
Ciel
Ciel6 days ago
except it's not. As I've made the argument, you can know 10 times more stuff but elo just has never been and will never be an accurate measurement of knowledge. It's a measurement of skill, which is just not the same thing
Ciel
Ciel6 days ago
So no, as I've said, elo doesn't necessarily rise over time
Ciel
Ciel6 days ago
And even if it does, it is way too inconsistent between players to be tracking their knowledge progression
Ciel
Ciel6 days ago
What if they manage to just pass through the section that requires learning nether by just never playing nether and just being mechanically better, or just luckier?
Ciel
Ciel6 days ago
Don't make elo track knowledge, that's just not how it works.
goSciu
goSciuOP6 days ago
but skill is tighly connected to knowledge
goSciu
goSciuOP6 days ago
I'd say skill is knowledge plus execution
goSciu
goSciuOP6 days ago
and the way you try to argue it seems like its only about execution
Ciel
Ciel6 days ago
You're the one arguing that it's only knowledge bro are you ragebaiting, listen to what you're saying for a second
Ciel
Ciel6 days ago
it's actually a comedy
goSciu
goSciuOP6 days ago
i said it because it is a part of what youre missing
Ciel
Ciel6 days ago
Go play with someone else, I don't have the time.
goSciu
goSciuOP6 days ago
like, should I have said "it makes you learn -> you learn -> you get better at doing it" rather than "it makes you learn -> it makes you better at doing it"?
goSciu
goSciuOP6 days ago
also, I started this thread because I have a suggestion, I think I have the right to defend my point
If you disagree but do not want to argue, you have the option not to answer
Ciel
Ciel6 days ago
So have you considered that most of the time it might just be either you learn -> you don't get better at doing it and also you don't learn -> you get better at doing it ? Because these happen very often as well.
I'll repeat it because you don't seem to understand, elo. doesn't. track. knowledge. It tracks skill.
goSciu
goSciuOP6 days ago
I said the same
Peti
Peti6 days ago
more u play the better u r
1
Ciel
Ciel6 days ago
no way
Benjobopper
Benjobopper6 days ago
I think a 90-100 minute time limit on matches makes sense, I think one of the biggest drawbacks of this game is that matches can be so long and it is hard to tell how time consuming a game will be until you finished drafting.
pinkpuff
pinkpuff6 days ago
I don't hate a time limit idea. I wouldn't want the board to change or completions required based on rank though, unless its just a quickplay/private room setting. I like the 5x5 in gold i, feels so good to get to 13 even if it takes an hour