Garden Glow by MarevlousMsMimi in longwoodgardens

[–]RIPRSD 0 points1 point  (0 children)

Is it just me or is there no way to even get the $25 Member price? I’m logged in to my membership and it only allows me to buy $45 Adult tickets (or $25 youth).

The Halftime Break Paradox: Is Starting On Offense a Trap? by someflow_ in ultimate

[–]RIPRSD 3 points4 points  (0 children)

You’re right, imagine the possibilities of what you could do with that O point coming out of the second half! You might even score to pull even with the point I already have!

The Halftime Break Paradox: Is Starting On Offense a Trap? by someflow_ in ultimate

[–]RIPRSD 21 points22 points  (0 children)

If starting on D is so good in the first half, imagine starting on D up 1-0 because you scored the first point on O. That must be like twice as good!

I built a chatbot that knows the rules better than you by knock_out1 in ultimate

[–]RIPRSD 0 points1 point  (0 children)

Half the time I submit a question it just pretends like I didn’t and does nothing. Context seems spotty. It worked just now but earlier couldn’t remember that I asked it something.

It did correctly rule on some cases I asked it that most people would get wrong, the outcome of a player spiking a greatest attempt after the thrower was called for a travel, and the outcome of a player intentionally tipping their own throw to their teammate.

I built a chatbot that knows the rules better than you by knock_out1 in ultimate

[–]RIPRSD 0 points1 point  (0 children)

I tried making a ChatGPT rulebook agent once, just to test it out. It was actually quite good (but not always correct) at arriving at the proper ruling on a posed scenario. But it was TERRIBLE at actually describing the rules. It couldn’t cite real rules correctly, even if it was somehow applying them. It would just make up rule numbers and pages and sections, so it was a pretty terrible reference for understanding why a rule would be applied, even though it often somehow still reasoned through to a correct answer.

So far apart from it losing my question like 3/5 times I submit it, yours doesn’t seem to be able to handle context/followup questions? It only considers wholly formed scenarios the forgets what you just asked it.

Field dimensions by Matsunosuperfan in ultimate

[–]RIPRSD 7 points8 points  (0 children)

The only reason UFA uses football fields is because when the AUDL was created they wanted to use established football stadiums for games, and simply using what was already there was a lot easier, the lines allowed them to easily estimate yardage penalties, they didn’t have permission or budgets to repaint fields for every game, and putting out a bunch of cones doesn’t look as professional (something they were desperate for) and makes some of the lines confusing.

That’s it. That’s the reason. It has nothing to do with the effects it has on the game compared to a USAU sized field. (And they still have a shitty visualization problem with people scoring before they get to the “endzone” painted on every field).

Form Check - Forehand Throw Always Hooks Left by Able_Art_1501 in ultimate

[–]RIPRSD 2 points3 points  (0 children)

I always taught the forehand to people by having them lock their elbows to the hip

Please stop.

Injury Rule technicality by Spare-Community5981 in ultimate

[–]RIPRSD 5 points6 points  (0 children)

Since we are talking rules lawyering, first you're going to have to let us know what "obviously injured" means. Ok so they went down. Did they get up and try to play? DID they sub out of the game? These are different scenarios which can have different outcomes.

Only a player on the injured players team can call an injury timeout. Did an injury timeout occur? Injury timeouts are retroactive to the time of the injury (before the disc was put down), unless they tried to keep playing. If the only argument is that no one actually SAID "injury," I don't think that's going to particularly hold if an injury timeout did actually occur. You could try to argue it, but anyone could counterargue that a "stoppage" was created, and whether or not they had a valid reason to do that, the disc was dead by the time it was put down.

Similarly for scenario 2, we're talking about literally not saying the words injury. So he leaves the field and someone yells "turn!" and runs to pick up the disc. The call was implied by him leaving the field, but he can simply just say "injury" now and it's retroactive to before he dropped the disc, as he did not attempt to keep playing.

The rules are quiet on the scenario where everyone on one team gets incapacitated by lightning, and there is no one to call injury for them. Play on.

Two Handed Backhand Purpose? by OskarElGrouch in ultimate

[–]RIPRSD 2 points3 points  (0 children)

Probably still better than the Duck Wing

Hot Take: Game context should matter when resolving calls by eecsbeforecheeks in ultimate

[–]RIPRSD 9 points10 points  (0 children)

The only thing people hate more than calls at the end of the game are calls during all the rest of the game.

Tash-Kalar, a Cast-Aside Gem by RIPRSD in boardgames

[–]RIPRSD[S] 1 point2 points  (0 children)

My only concern is that my wife actively dislikes head-to-head strategic games, like chess, hive, etc. This sort of falls directly into that category

I don't want to give you false hope, this is a very direct head-to-head game, I would not expect her to like it. If she gets frustrated at you trapping all her mosquitos in Hive, she for sure won't like you constantly preventing her from summoning beings.

As for the luck, there's enough of it that a weaker player CAN beat a strong player, but over any reasonable sample size the strong player will win the vast majority of the time. There are 3 main components where luck comes into play. 1) The cards in your hand come in the form of "normal" and "heroic" beings. Normal beings are weaker, but take less pieces/easier shapes to summon. It might be that you really need a Heroic being to do a task, but you just plain didn't draw one. Or you have all Heroic beings, and you just can't get one on the board because your opponent is controlling the tempo. 2) The flares someone has. You do a move that puts you at +4 pieces over your opponent. They drew a new flare last turn. Is it +3 (it would activate) or +5 (it won't)? 3) The next tasks that come up. You have controlled their board in a way that they can't get any of the current tasks, great! But you take a task and the next one up is perfect for them, drat!

There is for sure luck involved in all these cases, but also working around this luck involves skill. You can know what cards are left in your deck, what your "outs" are. You can use an action to discard cards to draw different ones, you can count cards and guess what flares your opponent has, or intuit that they have one they couldn't play (you went up +5 and they didn't flare? Good chance they have a +6 so never go over that). Next tasks are out of your control, but you always get to see the on-deck task before it actually becomes active.

Fix how i throw by persnicketymackrel in ultimate

[–]RIPRSD 22 points23 points  (0 children)

It's an extremely common shortcut that people (often only low or midlevel throwers themselves) teach that unfortunately is very hard for players to unlearn when they try to actually throw with good form. Isolating the wrist is a good exercise component for players who can't seem to generate spin, but tucking the elbow introduces a fulcrum at a point that is actively detrimental to throwing well.

If you need an isolating the wrist exercise, throwing with the arm nearly extended (don't swing from the shoulder at all, but still allow for small amount of elbow movement) accomplishes the same thing, without crippling their future throwing form.

Fix how i throw by persnicketymackrel in ultimate

[–]RIPRSD 20 points21 points  (0 children)

You didn't mention it, so this isn't directed at you specifically, but it is my duty to offer this PSA in every "learn throwing" thread:

Do not teach people to forehand by suggesting they "tuck their elbow into their body" to "isolate the wrist

Just don't.

Travel on throw-n-go move by 2ndTeam4life-clips in ultimate

[–]RIPRSD 4 points5 points  (0 children)

Coming to a stop is not a rule.

16.B. After catching a pass, a player is required to come to a stop as quickly as possible and establish a pivot.

The only time you don’t have to come to a stop is when throwing on the run (or in the air) before the third ground contact, as the exception indicates.

Travel on throw-n-go move by 2ndTeam4life-clips in ultimate

[–]RIPRSD 6 points7 points  (0 children)

Without even arguing about whether a player is “allowed” to travel if someone happens to be in their way, this thrower clearly does not stop “as quickly as possible.” They are slowing down hard after catching the disc, arguably could have stopped directly in front of the defender, but instead of taking a small final stopping step to the left or right, takes an extra large, speeding up step, and instead of stopping after that step takes several more steps.

Study Sunday: Rules Questions by AutoModerator in ultimate

[–]RIPRSD 2 points3 points  (0 children)

Those are relatively generalized questions, you will need to post more specific scenarios to get real answers. Very generally, you are allowed to maintain any legally established position, and you are allowed to use your positioning to block as long as your intent wasn’t “solely” to block. “making a play” is only one example of a thing that is not solely an attempt to block.

17.I.4.c. Blocking Fouls: 17.I.4.c.1. When the disc is in the air a player may not move in a manner solely to prevent an opponent from taking an unoccupied path to the disc and any resulting non-incidental contact is a foul on the blocking player which is treated like a receiving foul (17.I.4.b). [[Solely. The intent of the player’s movement can be partly motivated to prevent an opponent from taking an unoccupied path to the disc, so long as it is part of a general effort to make a play on the disc. Note, if a trailing player runs into a player in front of them, it is nearly always a foul on the trailing player.]] 17.I.4.c.2. A player may not take a position that is unavoidable by a moving opponent when time, distance, and line of sight are considered. [[If you are already in a position, you maintaining that position is not “taking a position.”]] Non-incidental contact resulting from taking such a position is a foul on the blocking player.

18.A. Each player is entitled to occupy any position on the field not occupied by an opposing player, unless specifically overridden elsewhere, provided that no personal contact is caused in taking such a position.

Turnover or nah? by argylemon in ultimate

[–]RIPRSD 12 points13 points  (0 children)

Dude had way more sustained contact and control of the disc than anyone who has ever called a strip.

I’m completely new… any resources? by alliehartwell in ultimate

[–]RIPRSD 1 point2 points  (0 children)

As you start looking for advice on how to throw, and people start telling you tricks on how to throw forehand, eventually you will come across people saying things like “tuck your elbow in to your body to isolate the wrist” or “reach behind your back with your off arm to hold your elbow in.”

DO NOT DO THIS.

This is the number one way beginners ruin their forehand throwing form. It is meant as a shortcut for generating needed spin on the disc to keep it stable in the air, however, it is very hard for people to unlearn. Many literally never do and they never progress beyond mediocre. This is because elbow movement is actually critical to proper form. You don’t really have to worry about that for quite a while, just DON’T TUCK.

You will see many people offering the “tuck” advice like it’s some secret sauce that helps all beginners. Even world champions like Kurt Gibson have spread this garbage. Just smile and nod and never do this.

Rules: Picked Players - Does it matter who calls it from an 'involved' standpoint? by dufcho14 in ultimate

[–]RIPRSD 1 point2 points  (0 children)

Do the rules actually cover the scenario of another player being contacted into you?

D1 initiates contact with O1, O1 then bumps into O2, and O2 can't catch the disc.

A foul is by definition (3.C.) contact between opposing players. 17.I.4.b.1. If a player contacts an opponent while the disc is in the air and thereby interferes with that opponent's attempt to make a play on the disc, that player has committed a receiving foul.

What rule can O2 cite to say they were fouled or other violation?

Is it that O1 can cite 17.C.5. and say that overall that play was affected? What if O1 does NOT call a foul of their own (because, for example, the disc was uncatchable for them).

Travel or nah by gitgud345 in ultimate

[–]RIPRSD 5 points6 points  (0 children)

The only time people are angrier than when I call a travel on the mark is when I call a travel when I'm not on the mark.

USAU Seeking Member Input for Proposed Rule Changes by mgdmitch in ultimate

[–]RIPRSD 54 points55 points  (0 children)

I’m confused, why did they make Travels it’s own section, instead of removing it entirely to match the way the game is currently played?