Rejected make the cancel button only opening a new move prompt

Maxouille

Gastrodon east sea <3
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in a battle, is it possible to make the cancel button only opening a new action prompt (move or switch buttons) which can overwrite the current player action and not canceling the current user's play as it currently does so we cant loose because of the timer anymore?

in the original pokemon game's online the game just select a random move for you which is a kind of bit wasting so lets go on with that pls:p
 
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Wouldn't that defeat the purpose of the cancel button? If you go to override your move, what happens if the opponent clicks before you choose another action? You're stuck with the move you wanted to cancel.

I don't understand how this prevents timer losses. How long does it take you to cancel a move and click something else? Two seconds?

How frequent are timer losses anyway? I never understood how people waste 200+ seconds trying to choose between a maximum of 9 options.

I had to read this post 20 times to make sense of it and was very disappointed when it did.
 
Wouldn't that defeat the purpose of the cancel button? If you go to override your move, what happens if the opponent clicks before you choose another action? You're stuck with the move you wanted to cancel.

I don't understand how this prevents timer losses. How long does it take you to cancel a move and click something else? Two seconds?

How frequent are timer losses anyway? I never understood how people waste 200+ seconds trying to choose between a maximum of 9 options.

I had to read this post 20 times to make sense of it and was very disappointed when it did.
eeuh, i mean the game just keep in mind (server side) your last play and go for it if you clicked cancel but didnt chose any other move, it would be helpful bc i often cancel at the last second and the client isnt fast enought to send my new play in time.

+ You lost a lot of time struggling with the calc because the right set isnt in the database and it sucks.
 
oh I see, you mean it won’t select your last move if the opponent chooses but it will if you would time out? I don’t see a downside to that, although I don’t think it’s any kind of pressing issue
 
technically zmoves/dynamax/mega make it 13 (5 switches/4 moves/4 gimmick moves) and doubles squares it (minus a bit because you have 1 less switch option per mon)

This is true. Also VGC exists, but it was for emphasis.
eeuh, i mean the game just keep in mind (server side) your last play and go for it if you clicked cancel but didnt chose any other move, it would be helpful bc i often cancel at the last second and the client isnt fast enought to send my new play in time.

I might be misinterpreting you, but it sounds like you can accomplish this exact goal by not clicking "cancel" when you're at 10 seconds of time or under.
 
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I might be misinterpreting you, but it sounds like you can accomplish this exact goal by not clicking "cancel" when you're at 10 seconds of time or under.
yeah but if i want to cancel when the timer show 5 sec and my internet sucks it would be a nice lifeline, doesnt it?
 
I think it's important to understand what the cancel button actually does right now. When you select your move, it sends instructions to the server that you have selected your move. Once the server receives instructions from both players, the turn plays out. What canceling currently does is tell the server "redact my instructions". It makes it as if you didn't send any instructions at all. Even if the opponent sends through their instructions, it still waits for yours.

If we changed the cancel button to instead be, "keep current instructions, but override with new instructions once ready", then we would hit an immediate problem - canceling your move doesn't actually cancel it. If you clicked your move, then clicked "Cancel", the turn could still advance just fine if your opponent also selects their move. What you're describing wouldn't be canceling the move, it would just be changing what was already locked in. You would always be locked in with some instructions once you click your move.

I think this would be a bad change for a number of reasons:
  1. Misclicks become more punishing. If you misclicked, but then wanted time to think about what you should click instead, you wouldn't be able to do that safely.
  2. Especially in formats with multiple Pokemon (e.g. doubles), the extra time it takes to select your moves is a couple seconds. If I was in the middle of re-choosing my moves and what I "canceled" went through, that would suck.
  3. It is much less intuitive. What you're describing is a "modify choice" button, not "cancel".
 
I think it's important to understand what the cancel button actually does right now. When you select your move, it sends instructions to the server that you have selected your move. Once the server receives instructions from both players, the turn plays out. What canceling currently does is tell the server "redact my instructions". It makes it as if you didn't send any instructions at all. Even if the opponent sends through their instructions, it still waits for yours.

If we changed the cancel button to instead be, "keep current instructions, but override with new instructions once ready", then we would hit an immediate problem - canceling your move doesn't actually cancel it. If you clicked your move, then clicked "Cancel", the turn could still advance just fine if your opponent also selects their move. What you're describing wouldn't be canceling the move, it would just be changing what was already locked in. You would always be locked in with some instructions once you click your move.

I think this would be a bad change for a number of reasons:
  1. Misclicks become more punishing. If you misclicked, but then wanted time to think about what you should click instead, you wouldn't have that option.
  2. Especially in formats with multiple Pokemon, the extra time it takes to select your moves is a couple seconds. If I was in the middle of re-choosing my moves and what I "canceled" went through, that would suck.
  3. It is much less intuitive. What you're describing is a "modify choice" button, not "cancel".
you didnt understand i mean it would be just as it is now but just It would also keep server side your last choice in case your timer countdown to 0, like a lifeline.
just add a line at "if timer=0" :
if lifeline move exist:
__play lifeline move
else:
__p1 won and p2 loose

and lifeline would be defined at each turn if the player choose a move else , that would mean that the player is afk so give the win to the opponent, simple right?
 
you didnt understand i mean it would be just as it is now but just It would also keep server side your last choice in case your timer countdown to 0
Our timer system is not designed to work this way. If you hit 0 seconds, you lose the game; it's not like VGC where it auto-selects your moves for you. What you're asking is to change how both the cancel button and the timer system work.

Fundamentally, I also don't think it should work that way. Suppose I have 30 seconds remaining on my timer, then I choose a move. I then cancel my move and wait more than 30 seconds to pick another move. Shouldn't I lose the game? If I cancel my move and don't pick another one in time, it seems to me I should get a timer loss. You shouldn't get a lifeline.

I think what you may be experiencing in your games is a known bug with the timer and cancels. We don't need to fundamentally change how timer and cancels work to address that bug.
 
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