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Topics - Thomas

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1
Community Events / Cronus League Finals!
« on: March 08, 2016, 12:41:19 am »
It's finally here!

First of all, a big thanks to all the teams and event staff for making this event possible, it's been a long road and a lot of fun, despite all the bumps we've had to overcome. But the end is finally in sight. We have our top four teams! And a special shoutout to Kajiggrs who came so very close to being in that top 4 as well.

In the finals, we will play a double round robin (6 matches). Each team will pair up with every other team in the top 4 twice. The first map will be chosen by the team with the lowest score going into the finals (Hastatii). Following this, the losing team for each match with the least points will choose the next map. This will continue until we complete our six matches.

When a pair wins, both teams are awarded a point. In the event of a tie by the end of the tournament, the team with the highest score coming into the finals will be the winner. The team pair ups are posted on the spreadsheet along with team final standings.

https://docs.google.com/spreadsheets/d/1Wbh1ATjh3L_ddCPECpgHHoajWfmxjHj3JDoPiMSUXnU/


Again, any issues with last week, mistakes in calculating scores, random comments; please let me know as soon as possible.

Good luck to the final four!

2
Community Events / Cronus League Week 9!
« on: March 01, 2016, 08:47:27 am »
My apologies to all the teams for not having the points and pairs updated this weekend. For some reason I thought I had already done it and promptly forgot about it. To attempt to make up for this I will have everything updated by tonight (after I get home from work). The points, pairs, maps and matches.

In other news, it's week 9! This is the final week for regular league matches. After this week the top 4 will go into week 10 and compete for the top slot. I will have more information on how the finals will progress along with all the other updates tonight.

3
Community Events / Cronus League Week 8!
« on: February 22, 2016, 12:29:16 am »
Cronus League Week 8 is almost here! Week 8 and week 9 are the last of the regular matches, this is every team's final chance to get into the top 4! Follow the link below for the pairings for week 8. Go to the 'week 8' tab on the spreadsheet.

https://docs.google.com/spreadsheets/d/1Wbh1ATjh3L_ddCPECpgHHoajWfmxjHj3JDoPiMSUXnU


Remember to let me know asap if you see any issues/mistakes. If there are any concerns about the weeks previous matches (last second swaps, ally letting the enemy win purposely, etc), bring it to my attention as soon as possible.

Best of luck to all the teams!

4
Community Events / Cronus League Week 7!
« on: February 14, 2016, 12:44:26 pm »
https://docs.google.com/spreadsheets/d/1Wbh1ATjh3L_ddCPECpgHHoajWfmxjHj3JDoPiMSUXnU/

Week 7 points  and teams are up!


We're getting close to the end of the League, only a few weeks left. Week 9 will be our last week of the standard play, with Week 10 being the final 4 teams competing for the Championship.


As we've had 2 teams drop out, things are getting complicated. So at this stage, we're offering TWO choices to current teams in the League. We can:

A: Remove the bottom two teams at the bottom of the scoreboard along with the TBD teams, continue the League as normal.

B: Keep the TBD slots open, remove clan limit and substitution restrictions for these teams.



Each team gets a single vote on how they would like the League to proceed. We currently have 18 teams left. We require at least 6 votes to pass an option, but the option with the most votes will win. If neither vote gets more than 6, the vote will not be considered. Voting should be done no later than Wednesday, although we'll likely keep it open until Friday. We will post matches for both options until the vote has been decided.

Teams that want to join should sign up in this thread ASAP, post your contact, team name, and list your team members. If we can get two teams who sign up that meet the current ruleset, we will ignore the options have these two teams join. If a consensus cannot be reached by Wednesday, we will proceed with option A. If we can get 2 teams for whom the rules would have to be changed, and the current teams vote for B, we will proceed with B. If teams vote for B, but we do not get the teams by Friday, we will proceed with A.

5
Community Events / Cronus League Week 6!
« on: February 07, 2016, 01:06:33 pm »
Week 6 is upon us! Getting close to the end of the League. Teams and current point standings are up and can be found here in the Week 6 tab at the bottom:

https://docs.google.com/spreadsheets/d/1Wbh1ATjh3L_ddCPECpgHHoajWfmxjHj3JDoPiMSUXnU


Once again, if there are any issues, please let me know as soon as possible.



We did have one team drop out in the past week, putting us in an awkward position. We can either drop 3 other teams to round things out, or we can bring in a replacement team. We have decided of course to bring in a new team if possible. This team will start with the late join penalty (starting at 858 points instead of 1000). If any group of 4 would like to sign up, please do so as soon as possible. Normal restrictions apply. Team members can't have played for another team in the past 3 weeks, and clans cannot have more than 10 members in the League, regardless of team. A clan is not just your clan tag.

For this sign up, please list your team members. This is first come first in.

Wishing everyone the best of luck this upcoming week!

6
Community Events / Cronus League Week 4 and 5!
« on: January 24, 2016, 03:09:48 pm »
Week 3 has concluded and the scores are updated! Teams are updated! Select the 'Week 4 and 5' tab on the link below.

https://docs.google.com/spreadsheets/d/1Wbh1ATjh3L_ddCPECpgHHoajWfmxjHj3JDoPiMSUXnU/edit#gid=1024014719

Week 4 + 5 will be our by-week. Half the teams will play on Week 4, and the remaining half on week 5.


Teams are continually and strongly encouraged to have their ship name match their team name.

7
Community Events / Cronus League Week 3!
« on: January 16, 2016, 07:43:23 pm »
Cronus League week 2 has come to a conclusion, with matches going quite smoothly. The new team standings are up along with partners for the next weekend. Matches/maps will be posted on Wednesday as normal. If any teams have complaints/issues/concerns for this week, please let me know before matches are set on Wednesday. This can include catching my errors with the point allocation, reporting a ship for sabotaging the match, letting me know your team is going on break, etc.

https://docs.google.com/spreadsheets/d/1Wbh1ATjh3L_ddCPECpgHHoajWfmxjHj3JDoPiMSUXnU/edit#gid=319687934

Check out the Week 3 tab at the bottom to see who your partner is! The third match for all teams this week will be capture point instead of the regular DM.

8
Community Events / Cronus League Week 2!
« on: January 09, 2016, 06:20:55 pm »
Thanks everyone for putting up with the mess that was Week 1! Everything went off pretty well despite the problems. Congratulations and thanks are do to all the participants and help! Without the last minute casters and dedication of our ref, this couldn't have happened.

Starting week 2 until week 9, teams will have the same team mate for the whole day (all 3 matches). Hopefully week 1 let you meet some interesting teams and figure how to work with a semi-random partner. Teams are paired in the high-low system, and points will carry on throughout the tournament.

Losing teams will lose 10% of their points. This will be pooled together and split among the winners. The rules have more details.

Currently the points and pairings have been updated. Late joins have been assigned a 5% point loss for each match they would have participated in. The team that was on break took the same penalty. The team that subbed for them kept the points they earned for the matches.



Matches and Maps will be set on Wednesday. If there are any concerns over points, partners, rules, etc; please bring them to me prior to Wednesday. If a team is going to drop out or go on break this weekend, please let me know before Wednesday. If you suspect someone broke a rule or didn't play fairly, please let me know before Wednesday. Contacting me through PM is the best way to get a response without cluttering the thread.

Important Rule Changes:

- Ship names MUST match their team name. Teams will be able to change their team name before this Wednesday. This will not be able to be changed after Wednesday. Failure to have your ship name match your team will result in a point penalty. This penalty will increase with each subsequent failure. (5, 10, 20, 40, ... )

-Readying up. Teams must ready up within the 3 minutes. Teams not readied up for whatever reason by this time will start losing their pause time (all teams that are not ready). When this pause time is used up, they will get a point penalty. This point penalty will be determined by how much time they remain unready in the lobby and how often this occurs. (5 points for every 2 minutes, multiplied by the number of the offense).

-Foul Play. If foul play is discovered (forcing your team to lose on purpose) the opposing team may also receive a point penalty along with the team instigating the foul play.


Matches and Points:
https://docs.google.com/spreadsheets/d/1Wbh1ATjh3L_ddCPECpgHHoajWfmxjHj3JDoPiMSUXnU/edit#gid=0

Ruleset:
https://docs.google.com/document/d/19_Zpqhe3qrwz1t5Rmxe4depJl8a0VBsP4A2eNMB98HA/edit

9
Community Events / Cronus League Signups!
« on: December 17, 2015, 08:39:50 pm »


Introduction

Official Ruleset:

https://docs.google.com/document/d/19_Zpqhe3qrwz1t5Rmxe4depJl8a0VBsP4A2eNMB98HA/edit



The Cronus League is upon us! Or will be after these Holidays..

For the quick-ish and dirty version of this event, follow this link to the thread:

https://gunsoficarus.com/community/forum/index.php/topic,6952.0.html


For the quicker and dirtier version:

Cronus League is 10 week event for teams to compete and prove themselves the best of the best in GoIO. Teams will be composed of only FOUR players as opposed to the usual eight. This requires that teams be partnered up into 'pairs' for the length of the league. In weeks 2-9 teams will be assigned in a high-low system based upon their score. There will be a bye week for weeks 4-5 where half the teams will not compete in week 4, and the other half will not compete in week 5. Week 10 is finals and teams will be put into a double round robin. Only one team will come in first place. Week 1 will have a combination of picking your partner and randomly assigned pairs.


Sign Ups

To sign up, leave a post with your team name. Remember, during the tournament your in-game ship name MUST be your team name. This is for making life easier on refs, casters, organizers, and everyone watching the tournament.

To sign up, you MUST have four players. Subs are allowed, refer to the ruleset for more information. You do not have to list your entire line-up.

Teams that signup first get some advantages, refer to the ruleset.



Week 1

As mentioned everywhere, week 1 will operate differently than other weeks. Signups will close on Jan 6th. Teams will then have two days to start picking out their partner for the first matches on the ninth. Once signups close, we will open this thread up to picking partners. Teams may pick partners immediately and in any order, just post in this thread on/after the sixth. Teams that signed up first will get priority on choosing their partners. If some other team chooses the partner you wanted and posted choosing, and that other team signed up before you, you'll have to pick again. Just put a new post up. You may not change your pick unless another team (which has priority over you) picks the team you posted for.

We will be keeping a spreadsheet up to date with the current pairings for week 1.

Teams will be paired for the first match. Teams that did not pick a partner will be randomly paired. After the first match, all teams will be randomly paired.

10
Community Events / Cronus League - Single Ship Teams
« on: October 17, 2015, 06:28:07 pm »
https://docs.google.com/document/d/19_Zpqhe3qrwz1t5Rmxe4depJl8a0VBsP4A2eNMB98HA/edit?usp=sharing

Current rule document above and is subject to change. It will be finalized by the time sign ups roll around. Teams will be made of only 4 players, making it much easier to get involved in. These teams will be paired up for matches. The complete overview is below as well as in the document.

By far the biggest concern is the length of the event (10 weeks, 2 bye weeks). This is necessary for a good league, as teams need time to jockey for position on the leaderboard. A shorter length would make it difficult to find the very best teams, as a single bad week would make it much more difficult to recover from.

In this thread:
https://gunsoficarus.com/community/forum/index.php/topic,6823.msg117357.html#msg117357

We can see the general math used. It takes a number of weeks for the teams that are the best to work their way to the top. In a real event, things aren't nearly as clear cut such as team skill, which is why a long run time is needed. To alleviate the stress on participants, we want to cut down on the length of each day as much as possible. We'll only run for 2 hours maximum, and our goal is to be much shorter than that. This of course depends on the number of refs, casters, and teams. So if you're interested in casting or reffing, we'd love to have the help, just shoot me a PM or send an email to BoCA or just reply in the thread.

If something isn't clear, just ask and we'll respond and clarify it in the document. If you have any concerns, we encourage you to respond in the thread or comment in the document.


Overview:



   [Group of 4 players = Team, Two combined teams = Pair]
   The League will last 10 weeks starting Jan 9, 2016 with the final week on March 12, 2016. Matches will start at 2pm EDT/ 6pm UTC. Teams will composed of four players (not eight). Sign ups will end on January 6, 2016. For simplicity, the number of teams will be limited to a division of 4 (So: 4 teams, 8 teams, 12 teams, 16 teams, etc etc). If there are extra teams when sign up ends, teams will be allowed to sign up late until the end 2nd week. Teams that join the league late will have points deducted from the starting total for each match they have missed. Matches will be 2v2 Deathmatch and 2v2 Capture Point.
   
   Teams begin the season with 1000 points and compete for points through matches. The losing pair will have 10% of each of their points taken. These points will be pooled and then split evenly to the winning pair. To avoid fractional points we will round down when taking points, and round up when distributing points.

Example:
C: 1001 pts, D: 990 pts

   Pair AB beats pair CD. Team C will have 100 points taken (rounded down from 100.1) and team D will have 99 points taken. This is pooled into 199 points. Split evenly between teams A and B, they each get 100 points (rounded up from 99.5)

   In weeks 2-9, teams will be paired in a high-low system based upon their points values. The team with the highest points will be paired with the team with the lowest points, second highest with second lowest, third highest with third lowest, etc etc. In the event of tied point values, teams that signed up first will be considered as ranking lower in regards to arranging paired teams. Weeks 4 and 5 will be bye weeks, with only half the teams playing each week. Pairs will be together for the duration of the matches that day and compete against other random pairs.
   
   Week 1 pairs will be chosen by the teams themselves (if they so choose) for the first match of the day. Teams that sign up first get first pick of their partner teams. Teams that do not choose partners and are not chosen will be randomly paired. The remaining matches will have teams paired with another team randomly.

Week 10 (Finals week) will have the top 4 teams compete in a double round robin. In the event that teams are tied for first place, the tie will be broken by whichever team came into the finals with more points.

11
Community Events / Competitive Concept - Single Ship Teams
« on: September 05, 2015, 10:59:47 pm »
So with a new set of events going up and discussions going on I came across an interesting comment that made me think "Why don't have serious competitive events where teams only need 4 players?"

We've had a lot tournaments and events over the years. The more serious ones have generally always required at least 2 ships, and then generally only allowed sign ups of a single ship if it was going to be a 3v3 match or more. Less serious competitions (meaning mostly for fun) have usually encouraged teams of any size to participate.


With the popularity of GoIO fluctuating and the competitive scene following suite, why not have an event that's a little easier for players to sink their teeth into? A lot of people want to compete but have issues getting 8 members, let alone extras for substitutes. Needing only a single ship to sign up does have it's flaws of course, pairing up ships with a random team mate makes it difficult to call something a serious competition, but then I thought up a concept. Hear me out.


First off, this a brainstorming idea, so it's definitely going to jump around a bit. The goal is to create a viable seasonal league tournament for 4 person teams, aimed at players who enjoy serious competitive play. Just about everyone loved the leagues we've had so far, but they've often been non-repetitive. I want to see something that can happen again and again with people looking forward to it. Our annual competitions tend to do fairly well, but they're spaced incredibly far apart, so continuation is difficult.

Secondly, how to make it work in a serious competitive way. This is of course where things get messy. I love point systems, I love tiers, and I love matchmaking. The thought is to use a couple of systems in conjunction with each other to create magic. The first is creating the 2 ship teams for the 2v2 matches (since GoIO is best balanced at the 2v2 level as opposed to 3v3 and 4v4). To do this is pretty simple. First we separate the ships into two groups, winners and losers of the previous week. Then we simply pair the winner with the most points with the loser with the least points, then 2nd highest winner with 2nd lowest loser. What this does is prevents teams from being paired up week after week. Your teams will either win or lose together, putting you into the same category the following week. This also helps balance the teams a bit, so it'll be difficult for two amazing ships to pair with each other a lot, and also for two awful ships to keep getting thrown together.

Along with this is the magical point system. Everyone in the league would start with a particular value, lets say 500 points. Then depending on how close or far the combined points are for each ship depends on how much they win or lose. For example, if the combined points from both teams is within 10% of each other or so, they can win/lose 10% of their points. If it's between 10-20%, the higher team can only with 8%, but can lose 12%. If the teams are more than 20% apart, the higher team can only win 5%, but can lose 15% of their points. This is just an example of a possibility, don't get torn up on the numbers, just the concept. Why even bother? The main reason is for balancing purposes. If you somehow get a super crappy team, you're not as likely to lose as much when you go up against a surprisingly high scoring team. But with the re-balancing each week, most combined points should be quite close to each other, so it might not even be possible to do this. The other reason for attempting this is to create a more varied point system. If everyone wins or loses 50 points each time, there's going to be a lot of points that are exactly the same, making it hard to rank them properly. If this even were to happen, I assume it would be simplified to each team getting 10% or so of the other teams points. With each team doing 2-3 matches each week, their point values should spread nicely after a couple weeks regardless. Using a straight value could take quite a bit longer.


With that mess out of the way, it comes down to duration. For the whole tournament and for each set of matches. It'd be best to follow the 20 minute rule for match length, and try to have each improvised team do 2-3 matches each day. Regardless of wins or losses, they're stuck together for the duration of the day, allowing for more of a point spread to develop for team rankings. This might be tricky depending on how many teams sign up. Since it's only single ship teams there's a possibility of a lot more teams signing up than normal for competitions. Lets say having 12 ships is the norm for competitions these days (6 standard 2 ship teams). That's the possibility of 3 matches going on at the same time, which should take a little over an hour for 3 matches with each team if there's 3 casters. If we double that number but still stick with 3 casters, it will likely be more than 2 hours, which is still reasonable. It comes down to how fast matches can start and finish and how many casters are available.

Potential for a blind-pick type of rule. This will allow matches to begin much faster. Instead of telling teams that they have x minutes to start a match and pick ships, and they can't change within x seconds of starting the match, have them come with their ships prepared. Each week they know who they'll be fighting on each map, and who their partner is going to be. Allowing them to pick their ship ahead of time, and potentially having them pick the weapons on that ship as well. Then when they come into the lobby, they have that ship and can be allowed a much shorter time to start the match. It's encouraging teams to come prepared instead of trying to come up with a game plan in the 2-4 minutes most competitions allow for lobby time. It would be difficult to monitor crew loadout, so that'd be too much to ask a ref to watch. Ship loadouts are easier, even if you allow the weapons to be swapped out. However, letting the weapons be changed might encourage teams to bring ships that are more flexible and less specialized, leading to a relatively boring league. It's something to consider at the very least. How could we do it without forcing teams to lose before a match starts from bad ship match ups while preventing the counter-pick game?

Back onto duration, you have to consider how many weeks the tournament should run for. Assuming it's every Saturday for 2 hours, at what point will teams start experiencing fatigue from competing all the time. You also don't want it so short that teams can't become invested in the league. How many matches should teams play to properly be ranked? I think a minimum of 6 weeks would be needed of league play, while 8 would be ideal. Although I feel 8 might be a little too long (being two whole months and all). Then of course you need the big finale of the league.

Ideally a round robin or double round robin (or triple round robin!) would work best. Have each top team pair up with each other top team to compete against every combination of teams. With 8 ships, this would undoubtedly be extremely messy to run. Each team would have 7 different allies and 7 different enemies (they can't fight themselves of course). That's 7 combinations of their own team going up against 21 combinations of enemy teams. I'm not going to do the math, but that probably comes out to more matches than all the league matches. It might be doable by cutting the number of top teams in half (down to 4), which according to my scribbled math comes down to what appears a simple 3 matches. Totally doable 2-3 times to get a nice point spread. Likely would have to track wins instead of doing fancy points for the finals.


Some other things I can think of: Subs are totally fine, teams don't need to sign up their whole team, show up with whoever. However, each player can only play for a single team during a league, no team hopping around. Might have to relax that down to subs can only play for one team each week or can't play for another team for 1-2 weeks after they do play. Possibility for teams showing up in the middle of the season? I'm open to the idea, especially if it evens out the numbers. What if a partnered ship doesn't show up? It counts as a loss for the team, but all the points lost would come from the ship that didn't show up. Might be tempting to allow another ship to fill in for them, but that would disrupt the ranking/balancing. If teams alert the organizers early enough in the week, changes can be made to the schedule. If the season lasts too long, there would need to be days that teams can opt out of taking matches as well as mandatory breaks for other teams to keep everyone's match count the same. Then of course general rules for disconnects, people being late, pauses, bugs, crashes, player behavior, etc.


Personally I really like the concept, and want to hammer out some details so we might be able to get this thing going sometime this winter, which as far as I know is fairly open event-wise. I know there's a few good tournaments around the corner, so there's no big rush for input and getting things set in stone. Lets take our time with this one.



Any thoughts, concerns? Remember that the goal is a relatively serious competition for single ship teams. I realize that this is difficult. But with the relatively balanced teams each week, it should be a lot of fun for everyone. Is it too long, too short? Too complicated? If you were running something like this, how would you go about it? Should we try to organize this? Do you think we can get this going every season, or would that be too much? Would it be something BoCA would be interested in getting in on? Anything I missed?

12
General Discussion / League Discussion
« on: April 10, 2015, 04:14:31 pm »
As you might be able to tell, this a discussion about GoIO leagues. Why the discussion? I feel it would be beneficial to the community to come up with an ideal league system. So far we've only had a few attempts at it, and I think they're both missing that special something.

Hephaestus was easily the best League and community event we've had, it's the golden standard. However, I think it did have it's own unique set of problems. The biggest issues was the length and stress of the event. There was also issues of mismatched teams, but with the round-robin-ish system, it worked out overall.

One of the difficulties with leagues is the length of time they take. Hephaestus was incredibly long, and incredibly stressful on a lot of players and teams. A lot of players ended up dropping the game, clans and teams disbanded, it was pretty intense. Near the end of the season, it was feeling more like work than fun. Having to practice and play just about every weekend. A more successful league might have a shorter duration or be more flexible with teams.


The other league we've had is the GoIO League. This was a smaller league for a shorter time, and worked out pretty well. I'm not too keen on their point system personally, but that's a minor issue. Their goal is also to split the teams into different tiers, which should help keep the season short and allow for relatively equally skilled teams to compete against each other. One problem I see with this is that we don't quite have enough teams for a good split between 2 or more divisions. The length felt incredibly short, although each team did manage to get in 7 matches or so over the season. I also don't believe there was an end of season tournament, and it just stopped with the 'playoff' portion. Not necessarily a bad thing.



My concept of an ideal league would include some elements from both leagues. First the length. While the Hephaestus was long and stressful, I think the length wasn't all that bad (although the stress was). So the ideal league would be around a season (2-3 months) but be a lot more flexible, allowing teams to drop in, drop out, and take breaks during the season.

I liked concept of a tiered system such as the GoIO League, but that's splitting the teams up too small. For the ideal league, I would include a lot more 'gray area' between the divisions. Still allowing for relatively equally skilled teams to compete, but having more teams available to play against instead of just the 4 or so in your division.

How this would come about is changing the point system. Instead of getting 1 point for a win and 0 for a loss, teams start with a fixed amount of points, and win and lose points from each other. Kind of like the MMR system. The greater the discrepancy between teams, the more/less points can be lost/won (depending on who wins or loses). This would reward teams for winning against high ranked teams, or allow them to be punished less for losing.

Using the points, we can also allow new teams in by giving them an average amount of points (remove the top 2 teams and the bottom 2 teams, average the rest) and putting them into the fray while letting the system sort out their actual place. Or we could potentially have a day to 'test' new teams entering the league by having them face off a few teams that are already ranked, and giving them a starting point value depending upon the results of these matches.

This also allows the system a little more flexibility, allowing teams to take a weekend off every so often. Having points 'decay' if they take too many days off to keep them competitive, but still allow them to take breaks without losing everything (or lose nothing if they only take a weekend off every so often).

Based upon teams point values, the organizers will schedule matches for teams based upon their current score to face off against teams with a relatively close score. This will be done in such a way to prevent teams from facing the same opponents over and over, as well as to try and keep matches between the highest and lowest ranked teams from occurring often. Requiring each team to have 2-3 matches each weekend against different teams.

The difficulty with this system is that it's quite flexible and requires a lot of effort from the organizers each and every week. A potential problem that can occur is an unequal number of matches between teams (ie: A team took a long break and didn't have as many opportunities to earn points as a team that didn't take any breaks). This can be resolved by requiring certain teams to take breaks or giving the teams that just came back from a break more matches. Teams that start late in the season are assumed to have played an average number of matches.

At then end of the season, teams can be seeded into a bracket based upon their rank. Without W/L, the divisions between teams are likely to be clearer. There can be a cut off of needing a certain rank, or simply allow everyone to participate.

There would have to be a lot of rules about when teams are allowed to join late or notify the refs of taking a weekend off. As well as the usual rules about time limits, map rolls, subs, etc.

Overall it's a more dynamic system, but is harder on those organizing it. Thoughts?

13

Blossoming Colosseum


The time has come! Sign ups are here for the Blossoming Colosseum~

This GoIO Spring Seasonal Tournament will consist of a best of one, double elimination bracket. Teams and maps will be seeded at random and announced a week prior to the first matches. Sign ups will end on March 28th and the first matches will begin on April 4th. The length of the tournament will be based upon the number of teams signing up, potentially lasting 3 weekends at the most. Matches will begin at 3 PM EST on Saturdays. The winning team of this tournament will receive the fancy smancy badge above, as well as earn their place in the Champion Tournament at the end of the year. Any player on the winning team will not be able to compete in any following season until the Champion Tournament. So if you don't win this season, keep trying~!


Full Rule Set

  • Team sign ups will close one week prior to when matches begin. Late sign ups may be allowed prior to the first match ups at the organizer's discretion.
  • Teams will consist of a minimum of 8 players.
  • Teams will be assigned the password to their match by the referee. From lobby creation and passwords handed out, teams have 7 minutes to ready up and begin the match.
  • Last second swaps will not be immediately penalized but may be considered for a rematch if the opposing team requests it. A 'last second swap' is considered as changing the ship or ship loadout within 10 seconds before the match start.
  • Each match has a hard time limit of 20 minutes, there will be no overtime.
  • In the event of a tie, the team that scored the first kill in the match will be considered the victor.
  • If the score is tied 0-0, both teams are considered to have lost.
  • Pauses must be requested by the team captain and will not be enforced until the ref calls for the pause. A pause may not last longer than 2 minutes. Each team may only pause the game twice. Pausing will not count towards match time. Only a ref can end a pause.
  • In the event a player disconnects and does not return within the pause limit, the team can opt to forfeit or continue. Players can be subbed as needed.
  • In the event that the match becomes unplayable due to slowdowns or bugs, the match may be restarted at the ref's discretion. If the match is reset before five minutes, the score will be reset. After 15 minutes of play, the match cannot be restarted. Between 5 and 15 minutes, the remaining time will carry over to the new match, ships must stay the same, and the current score will carry over.
  • Players can play only for a single team each season. Teams can change from season to season.
  • The team (and all players who participated on that team for that season) that wins a season cannot compete in any other season, but secure their slot for the champion tournament at the end of the year.
  • If a match is called into question due to error on part of the ref or organizers, the entire match may be replayed if there is enough proof that it should be replayed. If the outcome is altered, subsequent matches will be done over. These events should be reported within three days after the match.
  • Rules cannot be altered after sign ups have been completed until the end of the season, unless there has been a signifcant change to the game that requires a revision.


Sign Up Format

Team Name:
Contact(s):

14
The Gallery / Guns of Icarus Seasonal - Concept Art Submissions
« on: February 19, 2015, 06:17:07 pm »
This thread is for submissions (whether concept art or fully finished pieces) for prizes for the Guns of Icarus Seasonal. For those who haven't read about the competition yet, check it out here:
https://gunsoficarus.com/community/forum/index.php/topic,5667.0.html

Or a very brief overview:

It's a series of small competitions occurring in each of the four seasons, which a final tournament involving the winner of each mini-tournament and a wild card.



We plan to have a badge and ship decal unique for each season as well as the finals. However, we think it'd be really cool to also have a workshop item (headgear or goggles) for the winners of the final, giving us plenty of time to create it and get it approved.


Badges:

There should be a set of five badges, one for each tournament. The four seasonal badges should have some kind of seasonal theme to them (Blossoming Colosseum, Burning Colosseum, Harvest Colosseum, and Freezing Colosseum). The final tournament badge has a lot more flexibility, and is simply called the Champion Tournament.

Badges need to be 512x512 with a transparent background. It needs to fit the theme of the tournament as well as fit GoIO (military medal or decorative award). It would need to be approved by the tournament organizers and Muse before being put up as a prize.


Ship Decals:

Very similar to badges, there needs to be one for each tournament and fit the theme of each tournament. Decal requirements can be found here:
http://gunsoficarus.com/steam_workshop/


Headgear/Goggles:

This is very much a stretch goal for the tournament, but we have a long time to get something together. You can use the link above to find the requirements. Again, this has to be approved by Muse and the organizers, but it's pretty flexible, just make sure it fits the theme of Guns of Icarus Online and would look really cool on a tournament champion.




--------------------------------------------------------------

So post your submissions here, get feedback and such~ It doesn't have to be a complete piece of work either, concept art or even text descriptions can help get someone else's creative juices flowing to make something awesome~

15
Community Events / Guns of Icarus Seasonal
« on: February 15, 2015, 11:17:51 pm »

Are you tired of one-off tournaments and gimmicky rulesets? Tired of not knowing when the next real competitive event is coming up? The Guns of Icarus Seasonal is here for you!

This tournament occurs on four seperate occassions over the course the year, with a grand final tournament of the seasonal champions along with a wild card team to mix things up. The rules are straightforward and simple, teams will know the brackets and maps a week in advance, allowing time for preperation.

Here's how it works:


Seasonal Format

Each season there will be a double elimination, best of one tournament where anyone can compete. Dates are listed below. A team must lose two times before they are ejected from the tournament. The only exception to this is the finals where a team only needs to lose once.

The season will span 2-3 weeks depending on caster availibility as well as number of teams signing up. Time limit rules will be in place to prevent too much time occuring in the lobby as well as in game. Refs will cover each match to call for pauses and resets as necessary.

Sign ups will be open for 2 weeks (3 weeks prior to the first matches).






Champion Tournament Format

At the end of the seasons, the Champion Tournament will be held with the four victors as well as a Wild Card team. The Wild Card team will be selected at random from a pool of teams that register to be the wildcard and have competed in all four seasons. If no team is available that has competed in all four seasons, the pool will be available to teams that have competed in three seasons; and so on.

These five teams will then undergo a double round robin over the course of 2-3 weeks depending on time and casters available. Rules for both seasonal and champion tournaments will be identical.

At the end of the champion tournament, everything is reset and everyone can enter the next seasonal tournament.


**In the event that a Season Champion team is no longer present, their slot will be given to an additional Wild Card team


Rule Set

  • Team sign ups will close one week prior to when matches begin. Late sign ups may be allowed prior to the first match ups at the organizer's discretion.
  • Teams will be assigned the password to their match by the referee. From lobby creation and passwords handed out, teams have 7 minutes to ready up and begin the match.
  • Last second swaps will not be immediately penalized but may be considered for a rematch if the opposing team requests it. A 'last second swap' is considered as changing the ship or ship loadout within 10 seconds before the match start.
  • Each match has a hard time limit of 20 minutes, there will be no overtime.
  • In the event of a tie, the team that scored the first kill in the match will be considered the victor.
  • If the score is tied 0-0, both teams are considered to have lost.
  • Pauses must be requested by the team captain and will not be enforced until the ref calls for the pause. A pause may not last longer than 2 minutes. Each team may only pause the game twice. Pausing will not count towards match time. Only a ref can end a pause.
  • In the event a player disconnects and does not return within the pause limit, the team can opt to forfeit or continue. Players can be subbed as needed.
  • In the event that the match becomes unplayable due to slowdowns or bugs, the match may be restarted at the ref's discretion. If the match is reset before five minutes, the score will be reset. After 15 minutes of play, the match cannot be restarted. Between 5 and 15 minutes, the remaining time will carry over to the new match, ships must stay the same, and the current score will carry over.
  • Players can play only for a single team each season. Teams can change from season to season.
  • The team (and all players who participated on that team for that season) that wins a season cannot compete in any other season, but secure their slot for the champion tournament at the end of the year.
  • If a match is called into question due to error on part of the ref or organizers, the entire match may be replayed if there is enough proof that it should be replayed. If the outcome is altered, subsequent matches will be done over. These events should be reported within three days after the match.
  • Rules cannot be altered after sign ups have been completed until the end of the season, unless there has been a signifcant change to the game that requires a revision.



Schedule

Spring Seasonal - Blossoming Colosseum:
Sign Ups End March 28th
First Matches begin April 4th



Summer Seasonal - Burning Colosseum:
Sign Ups End July 11th
First Matches begin July 18th



Fall Seasonal - Harvest Colosseum:
Sign Ups End October 3rd
First Matches Begin October 10th



Winter Seasonal - Frozen Colosseum:
Sign Ups End January 9th
First Matches Begin January 16th



Champion Tournament - Iron Colosseum
Wildcard Team selected February 13th
Matches Begin February 20th



Prizes

After talking with Muse, we've been given the OK for badges! There will be a unique badge for each season and for the champion tournament (winners).

This being said, we have the option of asking Muse to design the badges, or ask for badges from the community. Currently we feel it would be best to ask the community to submit a set of badge designs. Our goal would then be to pick what we feel are the best designs and submit those for the badge creation.

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