Subotai wrote:I hAAAAAAAAAAAttttttttttteeeee these type of people. I am completely aware it is my fault that I didn't notice what would happen but it is so insulting and infuriating for people to play like that. I really only see it online, but have seen it in a tournament before in mid-dan level playing which was surprising.
Just as a public service announcement please do not do this, even if you end up winning the game you look like a complete jerk and when you lose which happens the majority of the time anyways you still look like a huge jerk.
How is it surprising? It is a competition with rules, most people's aim is to win. If you've outplayed them so that playing by the book will never cut it, they absolutely should try to get you to make a mistake or try to time you out if that is an option. It's their only out.
People quite routinely try to time Miracles players out in Magic the Gathering Online, for example (it's a really strong but really slow and ponderous style), likewise people time each other out in fighting games completely routinely (where it's jokingly called timer scamming the opponent), and it's an accepted part of the game because the rules are what they are. Both games' players don't put much stock in playing honorably - over the board certainly, but they seek to find game moves that are as cheap, unfair and hard to answer well as they can. That's the essence of cutthroat competition.
I don't know why it is, but it feels like Go's nature as a game less about making statements about what the opponent will be doing and more about "absolute truths" seems to breed an attitude where people get really angry about others doing moves they know to be bad ones, even if they themselves are incapable of refuting them. It's essentially an appeal to authority: professionals say this is safe so you should respect it! No. No I shouldn't. If you can't defend yourself properly, it is not safe at all. It may be safe if you are strong. If I play that kind of move, I am simply saying no, you're not strong or knowledgeable enough, or I'm desperate as hell and clutching any chance I get to avoid defeat, as I damn well should. That you're playing Go is an advantage, here - you can actually know what the absolutely correct (or close to it) move is and not actually care about the opponent's plans.
If I get hit by a stupid thing in a match, I don't get angry at the opponent playing that move. I am disappointed in myself because I got hit by stupid detritus I shouldn't get hit by. It doesn't matter one whit that the best players in the world can score 80% of the opponent's lifebar or just kill them from an opening if I cannot actually do the combo myself. That I theoretically have an out in some boardstate is utterly irrelevant if I, personally, don't see it while the game is in progress. The only exception is if the opponent thinks he's brilliant after playing like that, when he should know full well it generally isn't a good idea.
Elom wrote:It can be highly fustrating when we come across people who appear either bent on ruining you day, or so emotionally unstable that they are insensitive to the feelings of the human being on the other side.
O_o'
WTF am I reading?
What about being insensitive to the feelings requires the person to be emotionally unstable? Some people are wired to pay attention to other people's feelings, often at the expense of examining what they themselves feel, while others are wired the reverse way. There's no instability, let alone malice, needed for this kind of ignorance. The thought "how will others feel about this" constantly occcupies some people's minds, some just don't pay attention to it in that kind of way.
xed_over wrote:I teach a lot of beginners, and they'll ask me questions about playing in what otherwise looks like my territory.
I tell them all the time, it never hurts to try.
I don't think you can live (or kill anything) there, but I've been wrong before.
If you don't succeed, then the final score is relatively unchanged (for every prisoner I gain, I also lose a point playing inside my own territory). But if you do succeed, then its a really huge gain (and bad on me that I thought my area was secure).
I welcome, and encourage my students to try.
Can't learn, if they don't try.
I want to second, third, fourth etc. this so damn much.
Splatted wrote:I'm really surprised by all the posts saying it's the op's fault for making the mistake and he should work on his reading. It goes without saying that everyone still has things to learn but who cares? That's completely irrelevant to issue of time scummers.
It's not irrelevant at all. It's a game with a timer where someone playing too slowly loses. Timing people out is perfectly valid, especially if you don't have another out but to try to tease a mistake or timeout out of them.
i3ullseye wrote:How timely. I recently posted about the other side of this. What if you don't know if you should play into an area? Or, what if you think trying might yield some gains of the opponent makes a mistake. I was worried that people would respond exactly as the OP did. The consensus however is ..... go for it. Nothing is settled territory until it is truly settled territory. And ignored territory is rarely ever settled.
Go for it. Can't learn unless you try.
i3ullseye wrote:After that previous post and discussion, I am of the mind that even obvious bad moves are still worthy moves. Not time stalling mind you, that is a bit different. But clearly bad moves to see if the opponent might play elsewhere and let your bad move be turned good? Just feels like a different form of Ko threat proposition to me.
I disagree. Timing out is perfectly valid and a very strong tool to use against those who play at a slow pace. They're using that time to make better moves earlier on, but there's a price tag attached. Make them pay for it if you can.