Is the HC League too long, too short, or just right? Why do you feel this way?
I feel ok with how long HC league is when it comes to it being a few months long tournament. Many matches require alot of training and preparation, which I feel that, during such a long time, can only affect teams positively, giving them more time to progress. When it comes to the amount of matches per day, I'm fine with the length of the tournament, I'm just not ok with the time all matches end, and because of that I'd prefer the matches to start an hour earlier than they do.
Much of the league uses a best of 1 system. Would a best of 3 system have felt better, or was the best of 1 option a good way to protect your time and the audience's time?
In the current stage of the tournament I'm ok with the best of 1 system, but I sure do hope that when the golden playoffs will start, we'll switch to the best of 3/5 system. At that point one match between two teams may not be enough to truly represent the skillgap between two different teams, so if there's a chance a team may end up in the finals because of one lucky match, I feel it would be weird (f.e if Muse vs Clamour were to happen in the Golden Playoffs).
The HC League (re?)introduced a separation of casting and administration, but failed (largely due to me) to separate administration and referees. Was the separation good? Would you have liked to see more separation between administration and referees?
I had no issues around that subject, so I personally am fine with how it is now.
Time limit rules came into play multiple times. Were these rules a good way to end the match, both as a player and as a viewer? Is there a different format that you feel might better protect the ability to bring any style to competition?
Neither as a player or viewer, I don't feel satisfied seeing matches ending with a timeout. I don't feel like 30 minutes of no-kill match is a good thing, neither is waiting for a whole match to the very end, getting few kills for an advantage and winning by a technicality that is a timeout win. I believe that a system similar to SCS games (15 min base +3 min per kill of time) would be more efficient, and we'd avoid prolonged, passive snipe fights as well. I'd also add additional rule like in footbal, where a referee can add bonus time (up to 3(?) minutes)if the match were to end during the engagement.
Were the set start times a good or bad thing? Did you feel you were left waiting in full lobbies too long waiting for your match to start? Did you enjoy knowing exactly when your match would start? Did it allow you to schedule better and get friends to watch you? Would a rolling start time or a different format work better?
I'm ok with the matches starting right after the previous matches are over (again, similar to SCS rules), but I don't mind the current system as well, even though I think it has some flaws. First of all, we've seen many stomp matches ending after 10 minutes, that gives us 20 additional minutes to already existing 15 minutes of break, a timespan I feel is unnecessary, as it may gather up to 105 minutes of wasted time in total between 4 matches that could simply be filled with immediate start of the next match. I don't think that people not showing up for their matches would be an issue, most of the people are watching other Hephaestus matches before waiting for theirs anyway,and I don't know if that was ever a problem in the SCS, having this system, but it would surely save time for many people. One benefit is that it allows you to show up on a certain (even if unnecessary late) hour, and there's still enough time for teams to schedule a pre-hephaestus warm up.
My biggest issue is the very start of the event being so late for Europeans, causing alot of roster problems during the last matches of the day. I'd either implement non-strict match times, so the Saturday's events would end earlier than they currently end, or I would start the event an hour earlier itself, same as SCS(or both, both is good as well).
Did the lobby time limit provide an adequate arena for selecting your ship without opening the match to excessive ship swapping? Did you feel safe to take unusual builds, or would a different system make you feel safer in taking unusual builds?
If I feel that a build is unusual, then I probably didn't play enough with it to feel comfortable using it in official competitive tournament, so I don't take it in the first place. Getting the preferrable loadout wasn't really much of an issue, me and my team usually are confident enough with what we take, but even in the cases of having an issue with choosing our layouts I still don't feel like we're overwhelmingly pressured with the time limit. Time limit-wise I don't expect anything to change my layouts into more unusual, though, and I don't see the connection between the time for choosing a build and its quirkiness.
Were the pause time rules fair, and fairly enforced? Were you ever concerned that server problems or player disconnects would ruin a match for your team?
As much as during first 2 weeks of the Hephaestus I felt like pause rules are very strict and merciless (I really like having a pause, even in combat, if I'm being teleported around the ship, anywhere BUT the hull that needs repairing), I find them fair in most cases, and even if cruel, the reasoning behind it is completely understandable. Also, I am always concerned about server problems and DCs ruining not only my team's match, but also our opponent's, and other teams overall, though I'm not sure I would change the rules in case of the in-combat DC with a soft pause that we currently have in the game, many people probably won't look at the chat during combat anyway, so shooting will happen in places. As it stands, I wouldn't change the rules.
Were the substitution rules sufficiently flexible to allow you to make all needed substitutions? Did you ever feel the substitution rules were too lax, allowing a player or team to abuse them?
If I'm correct, the substitute player needs to switch his/her layout to the one that the player being replaced had. Thus, I don't even see a way to abuse it, and I consider the substitute rules to be fair. Regarding not being able to use a player that already played for another team that particular day, I feel like there's more than enough willing subs around that teams know, active and ready to help the team, so I don't think there's any reason for one player to sub in multiple matches on one day. I feel comfortable with the rules as they are, I don't feel the need to change anything about them.
Were there any rules you felt strongly for or against? Something you felt harmed the integrity of the match or League?
Other than having one match happening for us at an hour I was not comfortable with, I have no other issues with the Hephaestus League at all. Neither I can think of anything I was especially positively surprised about, I just absorbed the rules as ones I'm comfortable with, not having any issues. I'm neutral about most of it. Only thing I'd want is to reschedule one of our matches, but I think that we're at fault, asking for it so late.
Do you feel that the map pool provided sufficient variety, and that the maps each added something beneficial to the map pool? Was there a map that detracted from the quality of the League that you felt should have been removed?
Well, Dunes are definitely quite controversial, the map itself asks for lots of sniping builds, which causes alot of long, often boring matches. That being said, it's not happening often enough for me to think about excluding it, with Dunes being a map that alot of teams know how to get advantage of, same as any other map for other teams. I'd personally love to see Labyrinth being included on slightly different rules to the map pool, working with all DM maps, with the map having yet another chance to show off different strengths of the teams.