I need a fancier word for this term i made up. Psycho-cost: that thing where you throw a wrench in the opponent's braining, made evident by their sudden loss in forward momentum. It's a "cost" because this concept follows the attrition rules of metal cost, by inducing a virtual "percieved" metal cost. You cost the opponent strategic or tactical confidence in their current tactics or strategy, because of roach fields, or firewalker, or radar feints, or anything that makes them suddenly porc up or monospam. Players who are good can simply facswitch to make a counter and continue pressuring you and raiding you. What fancier word would you suggest?
+0 / -0
|
I can't think of any specific word off-hand. Ways I'd describe it would be: "You are confusing the opponent" "You are trying to/getting your opponent to respect you" "You conditioned your opponent to expect something to work, then mixed them up" I want to use the term "mixup", but that is too broad, as it covers any time you do something unexpected that gets you momentum, not just when it completely messes up your opponent's rhythm. Maybe just "intimidation".
+1 / -0
|
I'd call it "mind games", or "metagaming" your opponent (although the latter applies more in a multi-match sense, as in "people/this player like(s) to do this on this map"). I guess "unsettling" your opponent is what comes closest, but it's not a "cost" either. How would you measure this though? Do you just want to say "I'm unsettling him more with my roaches than he scares me with his skuttles"? A cost seems to imply some kind of quantitative measure, which I'm failing to really see here.
+0 / -0
|
The cost is percieved, virtual, inside the opponent's mind they have emotionally simulated the likely "cost" of trying to push through firewalker flames, or the time it would take to clear a roach field, or the difficulty of effectively facswitching. This is less about purposefully inducing psycho-cost, and more about having a word to identify incidents where one player has lost confidence because of another players actions. The end result is the other player experiences psycho-cost as he enters a mental loop of recomparing optimal strategies until such a time as he either breaks out of the loop or shuts down to porc or monospam to buy time to mentally re-balance. Advanced players don't need to recompare, because they already have a tactic memorized to handle the current situation that they can smoothly insert into their mental priorities. Shadowfury333 "Intimidation" feels right.
+1 / -0
|
|
"respect" seems right too. I might also suggest "Machiavellianism"
+1 / -0
|
I'd say the purest example of this is when a player/team resigns a game they still could have won. The most famous case might be IdrA from Starcraft.
+0 / -0
|
If I wasn't going to be out tonight, and was at home at all today, I'd be asking the Skullgirls IRC what the FG term is, since I'm sure there is one. kaen: I've generally only seen "Respect" used in reference to specific options, usually moves (though sometimes more broadly, such as throws or one's mixup game). It isn't really used to refer to getting one's opponent flustered.
+0 / -0
|
+ variable ratio schedule + respect vs. fear + disruption and opportunity for mistakes + visibility and mobility + scouting and response + psychological cost + bragging/nostalgia [Spoiler]It's a variable ratio schedule: quote: When it comes to ratio schedules of reinforcement, the only thing that matters is that the behavior occurs a specific number of times. So, a variable ratio schedule of reinforcement is a schedule of reinforcement wherein a reinforcer is provided following a pre-determined average number of responses. |
Where the punishment is one that your opponent does not know the ratio for, as it is a product of the interaction between their scouting and decision making, as opposed to yours (and luck). As such, mobility of the threat, and resistance to detection, are the two most important aspects of conditioning your opponent. I think respect is appropriate, but fear is badasser. Respect also implies accurate assessment, whereas we're trying to instill misassessment. The cost AutoWar speaks of is both the opportunity to make mistakes (the more opportunity an opponent has the more often they'll make them, and the forced state of reactivity - any plan they had is now disrupted. They were thinking of rushing you with a shield ball? -> They now can't move for fear of cloaked roaches. They wanted to ham you with warriors up in your business? -> They can't leave their base for fear of scallop drop. This cost is mitigated by knowing the extent of your opponents investment in such strategies (through scouting and inference), and the appropriateness of your counterplay (saving metal to put you back on track for proactive play). A poor player will both have less information to work on, and respond to that information less efficiently. Dirtbags will give you back the territory from cloaked roaches immediately, and elevated stardust will foil all scallop drops for less than they cost. Finally, there is a psychological cost of stress and the taxing of attentive resources. A player who's forced to defend against a threat who's size and location are unknown are forced to constantly pay attention to their surrounds. This both costs attention in a strict sense, and drains their ability to maintain this state of vigilance. They are both more likely to make mistakes due to inattention (putting a caretaker down slower), and more likely to make mistakes in subsequent games even when this threat no longer exists. The person with the sneakiness however only needs to keep a look out for opportunities, which is easier and far more forgiving of having missed them. Edit: I've got very fond memories of League of Legends playing Fiddlesticks. Every time I ulted I'd all-caps in all-chat "KAWKAWKAW" while I was channeling. My character would then appear in the middle of their team fight from out of nowhere and decimate them. Later all I had to do was type "KAWKAWKAW" to force every opponent on the map to seriously consider proceeding with their intended action, giving room for allies to escape etc.
+1 / -0
|
Variable Ratio Schedule is the technical term for Conditioning, though that is more the prep done to enable one to fluster their opponents with the mixups in the OP.
+0 / -0
|
Respect and conditioning probably fit, but in this case they are both based on fear. Fear is an effective tool of management. Fear is the mind-killer.
+0 / -0
|
Conditioning is the setup to enable "Psycho-cost", by making them expect you to only do one thing, not the "Psycho-cost" itself. Asking on the Skullgirls IRC, the best I get is "on tilt", as in "putting them on tilt". I also got "Mentally guard broken", but that is more genre-specific.
+1 / -0
|
how about 'boggling' - aka to boggle someones mind :L lol this thread though, what are we talking about here? strategies that reduce brain apm? I love that stuff
+1 / -0
|
I like "boggled". "Stunned" would be good if it were not already a term.
+0 / -0
|
Suggestions: Offensive psychology Playing your opponent Psyching them out (For roach fields or threats to a specific area) Area denial
+0 / -0
|
I think "fluster" is probably more appropriate, but then I'm a bit of a hothead, so "flustered" may just be how I feel when this happens to me.
+2 / -0
|
|
I just call it "honking them up".
+1 / -0
|
A Example for "Psyco" - strategie... In this Moment, Firemen finish his Krow, for me the game was 90% lost. http://zero-k.info/Battles/Detail/375183
+1 / -0
|
OMG THERE ARE MULTIPLE?!! *panics*
+0 / -0
|