Time limit in exploding kittens

6 сообщений, 1 страниц:  1 ↖ Вернуться к списку тем

счёт: +1

1. HeadphoneJack,

Hello, I suggest to introduce a thinking time limit, separate from the reaction time, which is the longest time a player's turn can take. If tey don't play a card or otherwise act within the time limit they automatically draw a card.

счёт: +0

2. Mohammedradwan2003,

Sure. Why not.

счёт: +0

3. riffy36_wii,

If it will be like this i will never play exploding kittens anymore in my life.
One of the good things of the playroom is that there is no time limit in games...

счёт: +0

4. Nikola,

Hello,
I've thought about this during the beta, but finally I didn't end up suggesting it, mainly because the time limit would have to stop in certain cases, for example when you have to give a card to your opponent as a result of a favor card, when manipulation/super manipulation is played and while you are rearranging the deck, and finally I also didn't like the fact the time limit could possibly expire in the middle of you making a combo wasting the entire selection away.

It's too bad, this isn't such a bad game for a time limit, but overall I don't think it would be as smooth as in some other games.

@riffy36_wii If you do not like this, you just don't configure a time limit. The Playroom offers a time limit option in many games already.

счёт: +0

5. HeadphoneJack,

For favor cards and similar, the time limit could just not apply, like picking a wild's color in uno. Perhaps making combos could do the same?

счёт: +0

6. Nikola,

Yeah, thinking about it some more, maybe I was just overcomplicating it.

Favors should indeed act like wilds, and for combos, I am leaning more and more towards no change at all, keep the timer going as usual.
I say that for two reasons:

  1. If the timer stopped while you were making a combo, it makes the timer a little pointless. You can just have an easy overview of your hand for as long as you want by just trying to make a combo. We can in addition cancel the combo too (just like the dilemma in 99 with tens and aces), so once you are done you could just cancel and play normally.
  2. There is an optional timer in Rummy with no discard, and it doesn't stop when you are making a combination, which seems to work out just fine in practice. There is a warning sound a little before the time expires which helps to know if you can finish that combination in time or not.

Cards are in addition sorted much better now than they were in the first betas of the game, so making a combo doesn't take as long since similar cards are grouped, so my thoughts from the first betas were also influenced by that.

счёт: +0

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