Author Topic: The Cogs Season 3: The Clocktower of Edgar Lusse  (Read 67542 times)

Offline Qwerty Kun

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #60 on: January 03, 2014, 08:03:17 pm »
Okay everybody some of the rules and the date on the first post have been changed.

There have been changes to the following;

Match announcement time
Map sides
Map selection/randomisation
Seeding for season 3

Go check them out, recommend any changes you can think of, then sign your teams up.

Cheers,

Qwerty

Offline Alistair MacBain

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #61 on: January 04, 2014, 03:36:22 am »
We could all start from the lowest possible tier and advance through the first weeks up higher.
Its maybe a bid harder to get to work in the first weeks but the reason for the tiers was to make it interesting due to the fact that tier was sth like skill lvl.
But with a random seed this wouldnt be that way for the first few weeks.

Offline Mattisamo

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #62 on: January 04, 2014, 05:36:57 am »
I like it! And I can understand the seeding process, it's at least decently fair ^^

Offline Sammy B. T.

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #63 on: January 04, 2014, 10:22:56 am »
Ducks are perfectly fine with not using the seeding from last tournament especially since the Paddling and the Raft no longer really exist and the Brood is quite different. Clean slate!

Offline Alistair MacBain

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #64 on: January 04, 2014, 11:47:52 am »
Just to make clear. Im fine with not using the old seeding but i kinda dislike the random seed.

Offline RearAdmiralZill

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #65 on: January 04, 2014, 12:30:27 pm »
Just to make clear. Im fine with not using the old seeding but i kinda dislike the random seed.

While I share your "meh" feeling about it, I can't think of a better way to do it. So unless that happens, it's about as good as it can be.

Offline Sammy B. T.

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #66 on: January 04, 2014, 01:08:28 pm »
I don't know how we would use the old seeding. The Paddling, the seed 1 team no longer exists, the Raft (either seed 3 or 4) no longer exists, and the Brood (either seed 3 or 4) is only half of what it was through Cogs season 2. I would imagine the Gentleman team is a bit different with their new Mad Hatters and Gents team system. Random seeding effects the Ducks far more than the rest of y'all and we're completely fine with it as it is the only real way to move forward.

Offline Alistair MacBain

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #67 on: January 04, 2014, 01:24:25 pm »
Im not concerned about the ducks place in it. For me its just not a fair method to seed ppl for the start of the season.
Thats why i made a other suggestion.
Let everyone start in the lowest tier and make random matches. That way we get a actual seeding after 1-2 weeks.

Yes a lucky seed for a lower tier competitor would still let him be kicked to the lower tier but when 2 teams are on nearly the same lvl a lucky seed can make the difference.
At least in my opinion.

Offline Sammy B. T.

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #68 on: January 04, 2014, 02:23:43 pm »
How would that work with the new planetary system?Basically you are always fighting someone in the higher tier. Newcomer gear challenge the outer ring, outer ring challenges middle gears, middle gears challenge inner ring, and inner ring challenges champion.

This system kind of requires every slot filled as best as I can tell.

Offline Alistair MacBain

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #69 on: January 04, 2014, 04:14:34 pm »
True but why not just make everyone lowest tier for first week.
Than they face of in random matches. Winner advances. Second week the same. Lowest tier fights itself and advances. Second lowest fights itself and advances.
And that way you can fill every tier week after week.
Or only the winners advance and the tiers fill slower.
So first week: same
second week: lowest tier fights higher tier, winner advances to the higher tier from their place. etc ...
Not sure if it works but i kinda feel thats better than those totally random seeds.

Offline Squidslinger Gilder

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #70 on: January 04, 2014, 04:35:54 pm »
If you can't have everyone starting at once due to time and number of matches then just don't run all the teams at the start.

Offline Sammy B. T.

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #71 on: January 04, 2014, 09:10:16 pm »
Since there is an overall point system to determine the winner that could cause some issues as there would be a lot of cogs before you could really count points fairly. Here is something I thought of that could make it a fairly good seed without taking a lot of time; instead only two weeks of no points.

We need to fill 12 spots with 12 teams as there will be a weekly minimum of this amount which should translate to six matches.

Week 1, 12 teams paired randomly and fight. So we have 6 winners and 6 losers. The six winners are placed randomly into the top 6 positions (Champ 1, inner circle 3, upper middle gears 2) and the six losers are placed randomly into the bottom 6 positions (lower middle gears 2, outer ring 3, and new comer slot 1)

Week 2, We give one crank of the cogs without points being awarded.


What this gives us
- Fair seeding
- Need to win at least twice to start the scoring in the top spot
- 6 matches every week
- Only two weeks of no points.

Offline James T. Kirk

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #72 on: January 04, 2014, 09:25:46 pm »
^^ Seconded.

Offline Urz

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #73 on: January 04, 2014, 09:50:37 pm »
The fairest and most obvious solution would be to hold a small bracket tournament for seeding. Even in Sammy BT's suggestion (which would be an improvement over full random seeding), being put into the champion slot or the third tier based on a coin flip seems contrary to the spirit of a competitive event.

Offline Sammy B. T.

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Re: The Cogs Season 3: The Clocktower of Edgar Lusse
« Reply #74 on: January 04, 2014, 10:47:56 pm »
I am unsure how well a bracked tounrney would work as one would need so many run offs as there are so many tiers the planetary system is based more on around threes than twos. We need one first place, three second places, two fourth places, two fifth places, three sixth places, and one seventh place. Seeding all 12 minimum teams into these positions on the cogs would take dozens of matches or implementing some sort of scoring based on kills instead of wins.

In my suggestion it is not until the third week that points are given out and if you won all three matches I am fairly sure you are either the champion (5/6 chance) or the challenger to the champion (1/6 chance) Thats not horrible and it allows for the cog wheel to get spinning quickly.