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Sunday Community Skirmish: New optional blind pick mode

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ZnC:
It's been a while since I visited this thread, and many things have been said. I'll pick out a few points I really agree or disagree with.


--- Quote from: GurasOguras on November 12, 2015, 01:52:15 am ---...there are still teams not able to properly play every ship build and composition because we lack training. T.pr is currently the most obvious in their picks. Not everyone is that good in ... play(ing) completely any combination.

--- End quote ---

SCS should be a competitive, yet "anyone can join" weekly tournament. I find this to be one of the strongest arguments against formal picking rules.


--- Quote from: Dementio on November 12, 2015, 04:26:19 am ---You can still perfect one build/style, which the Thralls did show and the Predators are now doing too.

And being able to fly different styles and ships increases the pilot skill as it also shows him how to better fight against it.

--- End quote ---

Playing one style well, and/or having many styles at your disposal are both viable ways to approach the game. It is a display of skill when a team manages to break the "meta", and also when the "meta" beats a build that supposedly counters them.


--- Quote from: nhbearit on November 12, 2015, 10:12:18 am ---Do you really not see this as a problem? Goio should not be a rock-paper-scissors type game. If there is a hard counter to ANYTHING then Muse has failed.

--- End quote ---

Sorry nhbearit, but I had to pick this out because I really disagree after reading your argument with D. Any game that emphasizes strategic choices based on available information will have a "rock-paper-scissors" effect. A lot of it, then, is dependent on many other factors. Perhaps "rock" is stronger on this map, or has a certain trait that can deal with a "paper" in the right situations. Or maybe, the enemy is bad at "scissors" style, so we can fly "paper" and put them in a tougher spot. Thus, there is really no 100%, 'hard' counter to anything; which I think GOIO has been reasonably successful at.


--- Quote from: nanoduckling on November 12, 2015, 01:40:08 pm ---...if you think the Ryders want this or any other change for their benefit then I have a bridge I want to sell you. Regardless of if you think the effect is one way or another their collective motivation here is not to provide themselves with an advantage in the SCS or any other tournament.

--- End quote ---

Like some have said, if the Rydrs REALLY wanted to win SCS, they will have a good chance at it regardless of anything. The reason why many place them as the top team in GOIO is not only because of their passion for the game, but also because they are extremely disciplined and well trained.

As the one who initially suggested two-stage blind pick, I find reasonable arguments from both sides. There are obviously SCS teams that dislike the system, and others that find it a fair or interesting solution to lobby wars. My personal experience (with no picking rules) has been very unpleasant; both sides keeps switching their ships, and I (a Gent...) was accused of last second switch several times.

@Lueosi & SCS committee: Has the format of "default two-stage blind pick, but pre-lobby, one team can force default rules" been tested? I think this will cater to lobbies in which both sides want picking rules, and to the teams that don't.

Lueosi:
Thank you for your detailed feedback ZanC. Indeed we tested the two stage pick a few times and after talking to the involved parties it was either well accepted or better than just everything blindly picked right away. In fact we ran the true blind picks only twice while we had the two stage picks in practice multiple weeks.

The situation at the moment is: Normal lobby at the beginning and only if both teams change the loadout a number of times, then we go over to blind pick. We tried this concept a few times now, and in no matchup so far teams changed often enough to trigger the two stage blind picks. The question is, is it needed or not? It is there to prevent back and forth lobby countering (which doesn't happen often these days). I can remember teams changing loadouts to their advantage quite at the end of lobby time (that's why I introduced the bind picks to get rid of such issues) but I can't remember back and forth countering for quite a while now.

MightyKeb:

--- Quote from: Lueosi on November 13, 2015, 10:33:56 am ---
The situation at the moment is: Normal lobby at the beginning and only if both teams change the loadout a number of times, then we go over to blind pick. We tried this concept a few times now, and in no matchup so far teams changed often enough to trigger the two stage blind picks. The question is, is it needed or not? It is there to prevent back and forth lobby countering (which doesn't happen often these days). I can remember teams changing loadouts to their advantage quite at the end of lobby time (that's why I introduced the bind picks to get rid of such issues) but I can't remember back and forth countering for quite a while now.

--- End quote ---

I think Pies made a great suggestion somewhere in this thread. That is, when a team switches last second, the other team can request the time to be extended (likely up to 30 seconds-1 min, but I would recommend one minute as it does give the last-switching team to react to the extender team's picks), and if one of the teams are still not happy with that they have they can extend time again. There is no limit to how many "tries" a team has when extending, but if there's a certain amount of time extends overall from both teams combined then we go into blindpick mode.

ZnC:

--- Quote from: Lueosi on November 13, 2015, 10:33:56 am ---Thank you for your detailed feedback ZanC. Indeed we tested the two stage pick a few times and after talking to the involved parties it was either well accepted or better than just everything blindly picked right away. In fact we ran the true blind picks only twice while we had the two stage picks in practice multiple weeks.

The situation at the moment is: Normal lobby at the beginning and only if both teams change the loadout a number of times, then we go over to blind pick. We tried this concept a few times now, and in no matchup so far teams changed often enough to trigger the two stage blind picks. The question is, is it needed or not? It is there to prevent back and forth lobby countering (which doesn't happen often these days). I can remember teams changing loadouts to their advantage quite at the end of lobby time (that's why I introduced the bind picks to get rid of such issues) but I can't remember back and forth countering for quite a while now.

--- End quote ---

What I meant was having Two-Stage Blind Pick on as default in all matches. However, if one team requests for a normal, no picking rules lobby, it gets forced into one. They can state in their signup they want all their games to be normal lobby, or if they're open to blind picks. If there are no issues with current teams last second switching, or back-and-forth countering, then the current rule set should be fine. Though, I do enjoy the dynamic games and fair lobby when there are formal picking rules.

Lueosi:
Thank you everyone for your feedback and testing this system for the past months! We will drop all blind pick related rules until further notice.

What we will include into the normal rules set are ship loadout change announcements in lobby and no ship loadout change allowed 30sec before match start.

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