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Room for Improvement
redria:
I am going to go ahead and kick this thread off. The idea here is that this is only Season 1 of Hephaestus. While season 2 might not happen immediately, I would like to see it picked up and continued for several more seasons, evolving to match the needs and desires of the community and the audience. Whether this includes me or any of the current admins is outside the scope of this thread. This thread is to get a head start on evolving the Hephaestus Challenge so it can come back with Season 2, bigger and badder than ever.
So what I want from you guys is an analysis of how things have gone for you so far. Be as critical as you need to be. What are things that went wrong? Problems you ran into? Highlights? Things you might suggest?
The Season isn't over, and a Champion is yet to be crowned, and the Hell that is the Silver Playoffs looms just around the corner. But it is never too soon to look towards the future and start crafting a masterpiece.
I will update this post as we go with topics of discussion.
A few starting points might be...
* Is the HC League too long, too short, or just right? Why do you feel this way?
* 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?
* 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?
* 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?
* 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?
* 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?
* 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?
* 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?
* Were there any rules you felt strongly for or against? Something you felt harmed the integrity of the match or League?
* 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?
* Would you be intrigued by a restructuring of the regular season to allow more fluid participation, or would you prefer a second season to maintain a more strict adherence to current structuring?
* Would you be interested in playing more than one match per day (Bo1) even if your matches were not scheduled consecutively?
* Would you be interested in taking an axe to the pause rules and removing official pauses?
I open this thread up to everyone. If you have any feedback to give about the structure and administration of the Hephaestus Challenge, we would love to hear it. If you would like to bring up something you feel would be best not approached in public, feel free to message me or another of the admins about it. Thank you to everyone.
redria:
And, as I said, it is open to everyone.
1. It is too long. But in both a good and bad way. The length feels right. It makes each match important and lets us have a real sense of moving through the season. However it also limits the League to only those who signed up at the very start. This is extremely limiting, and it puts a lot of strain on the teams that do sign up. I have some ideas on this that can be discussed later. Suffice to say, the current format is wonderful, but feels very long.
2. I am loving the best of 1. No contest in my eyes.
3. Separation of powers should be maximized. I dropped the ball in recruiting referees, and it left us admins responsible. While I have nothing but praise for my fellows for picking up the slack, it shouldn't be their responsibility. In the future it needs to be handled better, and I think a corps of referees would be greatly beneficial.
4. I'm sort of ambivalent about the time limits. They are serving their purpose. If you want to play a fast match, go ahead. If you want to play a sniping attrition battle, go for it. All styles are welcome here. The time limit is there to protect the audience's time. Some games are going to be less interesting. I see no problem with that. I like the happy medium we found.
5. I love the set start times. I think it has been working wonderfully all around.
6. I think the lobby timer should be discussed. While I personally didn't see any problems, the opportunity is there and there must be a solution that protects teams that wish to take unusual builds from hard countering in the lobby.
7. I think the pause time rules did their job, but were a little bit complex. Possibly needs more work based on feedback.
8. I liked the substitution rules. There was some pretty good movement of subs between teams when needed, and I saw no problems arise from it.
9. No rules I had any problems with so far.
10. The map pool (opens can of worms) also has felt pretty good to me. Removing any of the maps would remove a significant element of the game. Even if some maps are conducive to certain styles of play, they still add to the quality of the league.
Queso:
As for time limit, I would say a penalty for a 0-0 match would be acceptable just to keep it interesting for spectators. I think if people want to time out on a 1-1 that would at least mean two ships die during the match.
As for the map pool I have a ridiculous idea that you should probably ignore. Cross division matches played on 4v4 maps. Perhaps have the 2 teams from each division play on different sides of the map so that nobody is trying to throw a game to affect their division in some way.
N-Sunderland:
--- Quote from: Queso on July 14, 2014, 04:14:11 pm ---As for time limit, I would say a penalty for a 0-0 match would be acceptable just to keep it interesting for spectators. I think if people want to time out on a 1-1 that would at least mean two ships die during the match.
--- End quote ---
I agree. I think counting a 0-0 as a loss for both sides would probably provide a good incentive for the teams to actually start fighting.
Thomas:
A 4v4 cross would be kind of neat, and save some time with having 4 teams competing at once instead of two.
1- I feel it's pretty lengthy in general, but I don't really see a problem with that. Getting 7 matches going in a 3 hour period or so is quite good. Adding another caster and division would allow for more matches to occur at the same time, but would be harder to schedule and such. Overall I think it's fine as is, but as more teams sign up, there might need to be a change.
2- I'm a huge fan of best of one.
3- I didn't see too many issues, but I'm on the participant end of the spectrum. One thing we could use is a more formalized referee structuring. It seemed that each ref had their own style for letting teams know when to ready, and sometimes they didn't tell them to ready.
4- I think the time limits are fine. They're doing what they're supposed to, and you can't really prevent matches from timing out.
5- Set times are beautiful
6- This might need some work, but I can't think of a good solution. There was some changes in the last couple minutes, and teams felt a lot of pressure not to change at the last second.
7- Pause got a little weird on occasion, but it worked out alright
8- I had an issue with the sub system. *
9- Rules seem fine
10- I feel all the maps are fine. I know a lot of players (including myself) aren't the biggest fan of Dunes, but it always comes down to how a team chooses to play.
*
For the sub system, I feel it needs to be a little more strict. I don't expect for teams to have the same exact crew throughout the entire event, but some of the subbing was a little extreme. One example was during the period of By Weeks, one team had half of their entire team subbed with half of another team that had that week off. Should there be a limit on how many subs you can have on your team? Should teams have a roster of subs? Such only allowing up to 2 wildcard subs, but having the rest be listed (and whoever is listed as a sub can only sub for that team) or something similar. Should there be a more strict limit on when players can be subs? (ie: if you you play for a team on one week, you can't play for another team for 2 weeks).
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