flaw 4 player team system. fail in principles of chess.

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Avatar of diduseethatcomeing

so when i more dig into problem of koth i realised its common problem not just for koth but for others also .  lets being. i  m trying to keep these for both world 2 player and 4player   and simply   who play less 4pc or lazy people  can even understand problem and concept of chess. feel free comment down anything.

1.

so how you decided the win or lose? . by checkmate of course but what if both did checkmate which is legal move but still  answer of its the player who did the first checkmate !!!!.  he will win same goes for all rules of variants . 

principles of chess that decided win or lose  is the player who make the first move to win(checkmate)  he must  win it. first come first serve these principles follow on all the world of chess all variants basically

 

 

 

2nd most misconception  is   result end on enemy's turn nope its always end on player turn and should end on player. these why the player say to enemy your checkmate not enemy say i m checkmated! and these might not matter on  2player but thing change around with 3 4player 8 player 

 

example with 2 player so what current going its declare win to last player played so in these case yellow also check red and it his last move he got win. instead it need to go back again to red to complete the full turn . 

[GameNr "9797568"]
[TimeControl "3+5"]
[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant CaptureTheKing Play-4-Mate Prom=11"]
[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/X,X,X,7,yK,X,X,X/X,X,X,5,yP,yP,yP,X,X,X/X,X,X,8,X,X,X/X,X,X,3,rR,4,X,X,X/X,X,X,yR,7,X,X,X/X,X,X,8,X,X,X/X,X,X,5,rP,rP,rP,X,X,X/X,X,X,7,rK,X,X,X/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/14"]
[CurrentMove "1"]
 
1. Rg8-g11+ .. S .. Rd7-d4+ .. S
2. R

example with 4 player team  

[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/14/14/8,rR,5/6,bR,7/14/14/14/1,X,10,X,1/1,X,bK,9,X,gK/yK,X,10,X,1/3,rK,10/14/14"]
[Variant "Teams"]
[RuleVariants "EnPassant CaptureTheKing"]
[CurrentMove "3"]
 
1. Ri11-n11+ .. Rg10-a10+ .. #

2.

 

as you can see the result end on enemy turn but it need to end on player turn which is blue and red since red did first mate the result will end there

 

case 2 in koth

[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/14/14/14/gR,5,rK,7/14/14/11,gK,2/14/11,bK,1,yK/14/14/14/14"]
[Variant "Teams"]
[RuleVariants "EnPassant KotH"]
[CurrentMove "4"]
 
1. Kg10-g9 .. Kl5-l4 .. Kn5-n6 .. Ra10-n10+
2. Kg9-g8
 
same mistake again happening  green already mate but result declared on enemy it need to declared on next turn of red or green move which is already checkmate so he win it . and same thing continue to the cap the king story 
 
3. case koth the cap the king
 
2player

[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant KotH CaptureTheKing Play-4-Mate Prom=11"]
[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/X,X,X,7,yK,X,X,X/X,X,X,8,X,X,X/X,X,X,yQ,yQ,yQ,yQ,yQ,yQ,yQ,yQ,X,X,X/X,X,X,8,X,X,X/X,X,X,8,X,X,X/X,X,X,4,rK,3,X,X,X/X,X,X,8,X,X,X/X,X,X,8,X,X,X/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/14"]
[CurrentMove "1"]

1. Kh6-g7###

4 player

[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/14/14/14/bR,5,rK,7/14/14/11,gK,2/14/11,bK,1,yK/14/14/14/14"]
[Variant "Teams"]
[RuleVariants "EnPassant KotH CaptureTheKing"]
[CurrentMove "2"]
 
1. Kg10-g9 .. Ra10-n10+ .. Kn5-n6 .. Kl7-l8
2. Kg9-g8
 
same again its blue start need to end on blue turn or red turn  it declare result before completing the turn 
 
i do not study for others variants like 3 check , 3check with cap the king etc , but seem like the flaw of incomplete turn affect on all    
 
 
so its easy fix position  will hold as it is in checkmate and willl  complete the turn to see  if there was checkmate before if not then result declare on next player turn.  in cap the king the players will be allowed to move instead just.
 
and so these way also the cap the king and the checkmate will now have same result of win. with same number of moves. 
Avatar of MayimChayim

I think the rules are just fine if u don’t want to play a certain variant don’t play it

Avatar of diduseethatcomeing
MayimChayim wrote:

I think the rules are just fine if u don’t want to play a certain variant don’t play it

u do not read nor see png4  these is fine to u ??

[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant CaptureTheKing Play-4-Mate Prom=11"]
[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/X,X,X,7,yK,X,X,X/X,X,X,5,yP,yP,yP,X,X,X/X,X,X,8,X,X,X/X,X,X,3,rR,4,X,X,X/X,X,X,yR,7,X,X,X/X,X,X,8,X,X,X/X,X,X,5,rP,rP,rP,X,X,X/X,X,X,7,rK,X,X,X/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/14"]
[CurrentMove "1"]
 
1. Rg8-g11+ .. S .. Rd7-d4+ .. S
2. R
Avatar of diduseethatcomeing

do i need give  example for all variant to prove its wrong in all ? do not say its fine. thats other thing if want  keep system as it  is wrong.but accept it is wrong  u understand the player who make first checkmate he suppose to win not last player!!!! rules are same for all and error flaw is same in all no doubt in that 

Avatar of MayimChayim

I don't really understand what you are saying...

Avatar of diduseethatcomeing
MayimChayim wrote:

I don't really understand what you are saying...

the player who make first checkmate he suppose to win not last player!!  

in other words result of checkmate or any  rule ,3check, koth need to end on player turn not on enemy turn. if u understand these just see all pgn  else you can carry on  

2 player

[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant CaptureTheKing Play-4-Mate Prom=11"]
[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/X,X,X,7,yK,X,X,X/X,X,X,5,yP,yP,yP,X,X,X/X,X,X,8,X,X,X/X,X,X,3,rR,4,X,X,X/X,X,X,yR,7,X,X,X/X,X,X,8,X,X,X/X,X,X,5,rP,rP,rP,X,X,X/X,X,X,7,rK,X,X,X/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/14"]
[CurrentMove "4"]
 
1. Rg8-g11+ .. S .. Rd7-d4+ .. S
2. R

 

 there multiplies way to end the result.

2 player exmaple  1. red(white) checkmated yellow(black) and game end right there .

2nd way played  one more round  so red checkmate yellow . then lets assumed yellow as well checkmate red.   to complete full cycles  game need to end red moves not yellow(black) so game end in incomplete cycle so yellow(black) win the game that what happing currently in 4pc   

3 way game continue one more round so now red capture yellow king. get back to yellow also capture the red  king and game carry on. 

3rd way is not need in 4 player but might be possibly need on  8 player  

 

 4 player 

[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/14/14/8,rR,5/6,bR,7/14/14/14/1,X,10,X,1/1,X,bK,9,X,gK/yK,X,10,X,1/3,rK,10/14/14"]
[Variant "Teams"]
[RuleVariants "EnPassant CaptureTheKing"]
[CurrentMove "3"]
 
1. Ri11-n11+ .. Rg10-a10+ .. #

2.

 

4 player as you  can see we appiled 2nd way  for more flexibility but game is not completing fully cycle as result  player who do last checkmate game or koth or any rule end he win it. it should end on player who did first checkmate not last player. now these might not look bad or wrong becuase we are use to it but imaging  in place of 2 player which i explain above with pgn or if can then on 8 player.  

Avatar of ForgottenIsle

I understand the thinking, but it isn't a flaw since your partner could capture the piece that checks you, block the check, or even deliver mate (which you were talking about). See, 4pc Teams has that because you need to put some deeper thinking and calculating, and mainly because the fact that there are more than 2 sides, making it a matter of timing.

Avatar of diduseethatcomeing
Troodon2011 wrote:

I understand the thinking, but it isn't a flaw since your partner could capture the piece that checks you, block the check, or even deliver mate (which you were talking about). See, 4pc Teams has that because you need to put some deeper thinking and calculating, and mainly because the fact that there are more than 2 sides, making it a matter of timing.

does these rule should not apply for yellow as well? how red can save yellow from blue mating him happy.png since after blue next yellow so like u said partner could capture the piece check or block the check or even deliver when his turn will come?? take as these red deliver mate to green to save yellow but these is flaw that his chances never came never will came  its incomplete rotation. we already have cap the king which allow all that stuff but alteast we can do is fix these flaw where  player who deliver first mate complete the hold position  rotation.   and rather then the player who deliver later mate he get advantages and win.  these rule apply on variant as well 

 

Avatar of Schaeffler11

i´m chat-banned. Can I see the chat that i is being banned for?

Avatar of TankStars6

IDK

Avatar of EnterGame

Off topic

Avatar of MayimChayim
EnterGame wrote:

Off topic

thats also off topic

Avatar of MayimChayim
MayimChayim wrote:
EnterGame wrote:

Off topic

thats also off topic

which is also off topic, etc, etc

Avatar of diduseethatcomeing

anyone geting my point? or i talking to myself meh.png 

Avatar of EnterGame

I understood less than 1% of your article.

Avatar of bsrti
diduseethatcomeing wrote:

anyone geting my point? or i talking to myself  

I fully understand your point, and from the technical point of view, it should be full-cycle or first-to-mate. The thing is, though, having a flawed checkmate detection may even be a good thing as it raises the level of complicatedness and excitement. We already kind of have a full-cycle with CTK, and we don't really have a first-to-mate mechanic (but probably will when we move on to variant server). 

What makes you think that full-cycle or first-to-mate mechanics are in any way practically better than the current standard team's checkmate mechanic? In the case of a practical point of view, I do not consider friendliness or ease of understanding as factors as little do they matter due to the fact people get used to altered rules pretty quickly.

Avatar of diduseethatcomeing
bsrti wrote:
diduseethatcomeing wrote:

anyone geting my point? or i talking to myself  

I fully understand your point, and from the technical point of view, it should be full-cycle or first-to-mate. The thing is, though, having a flawed checkmate detection may even be a good thing as it raises the level of complicatedness and excitement. We already kind of have a full-cycle with CTK, and we don't really have a first-to-mate mechanic (but probably will when we move on to variant server). 

What makes you think that full-cycle or first-to-mate mechanics are in any way practically better than the current standard team's checkmate mechanic? In the case of a practical point of view, I do not consider friendliness or ease of understanding as factors as little do they matter due to the fact people get used to altered rules pretty quickly.

finally someone understand. ok so i know it is in CTK. CTK how 4 player actually suppose to be but that fine checkmate but why to keep these incomplete cycle flaw even in checkmate also when we can fix. and these is will be rare one case one player checkmating before so i do not think these will affect any gameplay   . 1. so it will be now ctk and checkmate both will have same number of moves means if there is mate in 5 it will mate in 5 for both ctk and checkmate . 2.will be easy to understand for both ctk and checkmate. rotation factor no need to change mind set now.

 

 

now these is not  big problem  , big problem is we playing ffa rule variants in team its end immediate in team .there also need give fully cycle or  it will create lot of complexation special if you can imaging same time 3 check koth and checkmate who should win ?? general rule of chess all around chess world follow first to mate or first to koth or first to 3 check . now these might change variant gameplay for whom who understand it wrongly only. but it will be justify and again it just about you are used  to it.  that why you like it and its the way we have adjusted  that does not mean you should keep wrong system go on. once your used to new rules you actually will not even care will like better will allow more fixability  .  

 

 

common suggestion for first to win. 

keep hold position until fully cycle means if blue mate then game end on blue. so no one will play after checkmate but will do complete  on same hold position . so if player complete full cycle then if  its variant or checkmate  first to move/win will win . just in cap the king player can move piece as usually.  

Avatar of bsrti
diduseethatcomeing wrote:

finally someone understand. ok so i know it is in CTK. CTK how 4 player actually suppose to be but that fine checkmate but why to keep these incomplete cycle flaw even in checkmate also when we can fix. and these is will be rare one case one player checkmating before so i do not think these will affect any gameplay   . 1. so it will be now ctk and checkmate both will have same number of moves means if there is mate in 5 it will mate in 5 for both ctk and checkmate . 2.will be easy to understand for both ctk and checkmate. rotation factor no need to change mind set now.

now these is not  big problem  , big problem is we playing ffa rule variants in team its end immediate in team .there also need give fully cycle or  it will create lot of complexation special if you can imaging same time 3 check koth and checkmate who should win ?? general rule of chess all around chess world follow first to mate or first to koth or first to 3 check . now these might change variant gameplay for whom who understand it wrongly only. but it will be justify and again it just about you are used  to it.  that why you like it and its the way we have adjusted  that does not mean you should keep wrong system go on. once your used to new rules you actually will not even care will like better will allow more fixability  .  

 

 

common suggestion for first to win. 

keep hold position until fully cycle means if blue mate then game end on blue. so no one will play after checkmate but will do complete  on same hold position . so if player complete full cycle then if  its variant or checkmate  first to move/win will win . just in cap the king player can move piece as usually.  

You seem to not understand my point fully: maybe having an incomplete, flawed cycle or a different one that does not match common-sense expectations makes the game more exciting, dynamic, and more complex?

With full cycle rotation, BG may have a too simple time defending, and with even faster rotation RY might be too strong.

And about the completion of variants rule, wait till we move to variants server. 

Avatar of diduseethatcomeing
bsrti wrote:
diduseethatcomeing wrote:

finally someone understand. ok so i know it is in CTK. CTK how 4 player actually suppose to be but that fine checkmate but why to keep these incomplete cycle flaw even in checkmate also when we can fix. and these is will be rare one case one player checkmating before so i do not think these will affect any gameplay   . 1. so it will be now ctk and checkmate both will have same number of moves means if there is mate in 5 it will mate in 5 for both ctk and checkmate . 2.will be easy to understand for both ctk and checkmate. rotation factor no need to change mind set now.

now these is not  big problem  , big problem is we playing ffa rule variants in team its end immediate in team .there also need give fully cycle or  it will create lot of complexation special if you can imaging same time 3 check koth and checkmate who should win ?? general rule of chess all around chess world follow first to mate or first to koth or first to 3 check . now these might change variant gameplay for whom who understand it wrongly only. but it will be justify and again it just about you are used  to it.  that why you like it and its the way we have adjusted  that does not mean you should keep wrong system go on. once your used to new rules you actually will not even care will like better will allow more fixability  .  

 

 

common suggestion for first to win. 

keep hold position until fully cycle means if blue mate then game end on blue. so no one will play after checkmate but will do complete  on same hold position . so if player complete full cycle then if  its variant or checkmate  first to move/win will win . just in cap the king player can move piece as usually.  

You seem to not understand my point fully: maybe having an incomplete, flawed cycle or a different one that does not match common-sense expectations makes the game more exciting, dynamic, and more complex?

With full cycle rotation, BG may have a too simple time defending, and with even faster rotation RY might be too strong.

And about the completion of variants rule, wait till we move to variants server. 

i do not get that just one rare case its will not change any gamplay in practically play In checkmate system. even you change your way of thinking or not so its will be same complex etc .  ctk is different. piece willl move  in it that add new layer of defends.  in checkmate only rotation will complete so game still end on checkmate its just about who doing first so its same. 

 

.  now main  is all about variant both just facing same situation i feel it will easy to understand from checkmate to related the variant in teams  stuff !  and its simply actually  variant in team like koth etc it giving instant win just like it give instant win on ffa its seem to they set variant for ffa and just shifted to teams my guess . so i do not even need to think on it because at least  we can all agree. that all need have same cycle in variant and checkmate give instant win or  complete cycle. 

now these will affect gameplay so what you said above incomplete turn will  more exciting in variant. just no mean i answer already  above that we are adjusted to it so it feeling fun once you adjusted to new you will enjoy that more actually !! now people got bad habit of play   so for new players its does not matter actually but complete cycle is just how its suppose to be. just no meaning on thinking wrong system. 

 

why not you tell me in these below  does wining of black(yellow)  makes the game more exciting, dynamic, and more complex?  

[GameNr "9797568"]
[TimeControl "3+5"]
[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant CaptureTheKing Play-4-Mate Prom=11"]
[StartFen4 "R-0,0,0,0-0,0,0,0-0,0,0,0-0,0,0,0-0-14/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/X,X,X,7,yK,X,X,X/X,X,X,5,yP,yP,yP,X,X,X/X,X,X,8,X,X,X/X,X,X,3,rR,4,X,X,X/X,X,X,yR,7,X,X,X/X,X,X,8,X,X,X/X,X,X,5,rP,rP,rP,X,X,X/X,X,X,7,rK,X,X,X/3,X,X,X,X,X,X,X,X,3/3,X,X,X,X,X,X,X,X,3/14"]
[CurrentMove "1"]
 
1. Rg8-g11+ .. S .. Rd7-d4+ .. S
2. R