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<Development Discussion for Official Competitive League>

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redria:

--- Quote from: Skrimskraw on April 07, 2014, 11:39:30 am ---you dont need to reply or defend your system. Im just giving you my feedback, if im the only one who is saying this as opposed to others saying im wrong, then maybe im wrong :p

--- End quote ---
Ah, but I do need to reply. :)
The point of this is to be discussion. We have several weeks here where even if a plan was rock solid we couldn't move into production, and teams are going to want a break after sky league, along with various other events that may take place. Now is our opportunity to knock out every flaw we find.

It isn't about me or you being right or wrong, just us pointing out potential flaws and places for disagreement so we can find better solutions.

Already I know that I will have to rework the rules layout/ordering because about half of your concerns were just misunderstandings I think. I want the rules to flow and make sense so most everyone can understand it in a single reading. There are things I haven't updated from talks here, things I left out initially, and changes I noticed were needed but never made.

In short, I'm here because I want to discuss this. I will respond to any feedback because I want to make this as good as possible. ^.^

redria:
Some general questions for discussion...
1. Referee Requirements
Currently I am requiring a referee to attend each match. The referee has to keep track of several timers.

Flex Time - time in lobby for teams to make last second adjustments if needed
Team Pause Time - each team gets 4 minutes of pause time if a player drops out
Server Time - 5 minute pool of pause time for server problems
Match Time - 30 minute matches

This is a lot for one person, and requires 4 separate stopwatches.
Additionally, I wanted the ref to post the time remaining in match at regular intervals for the benefit of viewers and players, along with a countdown if time is running out.

Looking at it, I am clearly putting a lot on the ref. Anyone have thoughts on how to better handle this?

2. Best of Ones
Currently the structure revolves around best of one matches. Using best of 1, it is easy to schedule matches 40 minutes apart with little fear of running over from long matches, and with casters/refs not being punished with absurd wait times if a match ends early.
As a counter to the randomness of best of ones, the teams will have selected a map they prefer not to play, and those maps will not be in the random map selection. This allows teams to fight on more even terms.

Best of 3 gives the advantage of determining the stronger team. It removes a lot of the randomness of games and allows teams to make changes to come back and win.
However with scheduled start times, if a match ended early, refs and casters could end up waiting over an hour for the next game to start. Event times would run much longer, and require more casters and refs.

There is support for both sides. Would anyone like to discuss how they see the argument in relation to scheduled league play?
My opinion was that the randomness of best of 1 is actually a plus. It makes games more exciting for viewers, casters, and players.

3. No-Show Reward
Currently, my structure punishes a team for not showing with 1 loss. This is only fair. They failed to show, and as such have lost their match.
The second level of that is that if a team fails to show for 2 matches over the length of the season, they are ejected from the league for that season. There would be no repercussions outside of the current season.

On the flip side, my current structure rewards the team that did show with 0.8 points.
I want to reward a team for showing up. They did their part, and it is not their fault that their opponent failed to show.
However, it punishes everyone else who does have to play a game if a team is given a free win.
My balance idea was a reward of 0.8 wins, which rewards a team, but not with a full win. Thoughts? Is this silly? Should it be more or less?

4. Map Lockouts
Touched on in 2. When teams sign up, they privately submit a map of their choice. For the duration of the regular season, they will not have to play on this map. For each match they play, that map will be locked out, along with their opponent's lockout map.

Is this sensible? I think it helps pit strengths against strengths, making for a more exciting match, rather than forcing a team to play on a bad map for their style.

5. Playoffs Time Limits
In keeping with the scheduled games, I want the playoffs to run in an organized fashion. However, in the playoffs a game cannot end in a tie.
Current rules:
30 minutes - If either team is leading, that team wins. If teams are tied, first kill wins.
40 minutes - First armor break wins
50 minutes - First component destroy wins
60 minutes - Both teams are disqualified

Now, these are terrible rules. How can we force teams to end a game within a reasonable time if they end up tied at the timer?

Captain Smollett:
I like the randomness. I think teams should not be allowed to avoid a map. They'll know weeks in advance what they're playing on and have adequate time to prep.

We should allow ties. .4 for each team.

Squidslinger Gilder:
Defined season is great...if it is ironed out well ahead of time and you have a fair system for maps and it isn't dependent on who wins or loses until the finals then count me in. This is kinda the similar idea setup I was looking at for Red Skies. Do it!

redria:
Seems sort of interesting to me that the map idea isn't very popular. If no-one likes it I'll take it out. No problem.

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