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Messages - Llamas Unite

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I timed the match for 20 minutes, with notifications in text at 15 minutes remaining, 10 minutes, 5 minutes, 3 minutes, 2 minutes, 1 minute, 30 seconds, 20 seconds and 10 seconds. If you timed the match independently and got a different result then I'm afraid that's something I can't explain, but I did the best I could to make you aware of the time limits in game

The Lounge / Re: spanner-mallet
« on: March 28, 2015, 05:22:58 am »
It's kinda cute watching the spanner/mallet and mallet/spanner peasants arguing.

Mallet/Chem/Spanner ftw \o/

The Pit / Re: Counting Game
« on: March 20, 2015, 05:42:51 am »

The Pit / Re: Counting Game
« on: March 18, 2015, 11:00:06 pm »

The Pit / Re: Counting Game
« on: March 08, 2015, 10:13:54 am »
53   ;D

Community Events / Re: Guns of Icarus Seasonal
« on: February 17, 2015, 08:05:08 am »
I like the idea of a longer term "real competitive event" and the structure of the tournament that you've put together, but I think your current plans regarding the length of the tournament are... ambitious. One of the major issues that I can see, and as Daniel touched on, is very few teams necessarily survive for a full year, and if they do it's rarely with the same players.

Assuming you held the first round of the tournament in February of 2014 for example, the teams that would've been competitive (from my memory) would be teams like the Mandarins, the Thralls, the Gents, Sac. Unfortunately teams like these that used to be stalwarts of the GoIO competitive scene have either moved on or continue in very different forms.

Using Ryder as an example, a year ago we were an alliance between [sRyd] and [CsM], and from that alliance, only 3 members have carried over onto our current team. Assuming that by some stroke of luck we had managed to win in a tournament like this one, we would have a place in the final thanks to players who are no longer active, and so a clan with a different name, mostly different crews and different strategies would be in the final compared to the team who qualified.

While the wildcard teams are a way of working around the issue, it doesn't address the core issue that a tournament stretched over a year is ambitious to say the least with any smaller online community. I think shortening the event to go over a period of six months for example would still allow for the scale and prestige that you want to associate with the tournament, but would drastically increase the likeliness of teams being able to compete from beginning to end, and over a period of six months it's more likely to encourage teams to stay competitive, rather than maintaining a competitive team for an event whose final is 11 months away.

Just my thoughts, because I feel with the current format not many teams have the stability to enter the first two events and guarantee the same or even similar team for the finals


kTen-CsM cooperation presents: Menacing Sky Kittens - Signing-up!

Points of contact via Steam/in-game:
So is kTen a rydr team?
Nope, kTen is a group of people who like playing together, think of it like a sub-clan, so all of its members are technically part of other clans as well as being kTen^^

Community Events / Re: Titles, who has them, and what they do.
« on: August 05, 2014, 08:15:21 am »
Although tbh I'm almost more confused by the Mr.M/ Mr R analogy, I agree completely with everything that Delta's said. The fact that a post like that is even necessary over something so childish is, whilst not as surprising as I would like, disappointing.
Whilst I am personally of the opinion that the Title system holds little worth, and due to its non-use in the competitive scene it should be scrapped entirely, hopefully we can find a mature solution to this...

Feedback and Suggestions / Re: Seperating Drums from Music.
« on: July 31, 2014, 11:46:34 am »
Whilst I can fully support the separation of music and drums, for those people who don't find the music their kind of thing, I must admit I find the drums much more of a boon than an annoyance. Not only for tweaking repair/ chem cycles as an engi, but for coralling newer players onto the guns where they're meant to be by letting them know the enemy is near, somewhere.

Community Events / Re: Room for Improvement
« on: July 15, 2014, 01:55:08 pm »
11. I've had many discussion about ways to allow for more fluid participation without unfairly penalising teams, with no real luck or ideas. If however something like that is possible, then I would fully support it. Simply because the imposition of putting time aside nearly every Saturday for upwards of 2 months seems almost excessive

12. Yes, I'd be open to the idea of multiple matches on the same day, as long as there's some flexibility to allow for subs between matches

13. Whilst there have been some issues with the pause rule this tournament, I also feel they're necessary. Part of the joys of playing an online game, and GoIO in particular is the reality of bugs and dc's. Without a pause system, then short of a gentleman's agreement, there's nothing to stop a team being unfairly penalised by forces outside of their control. I think the current pause system as it is written in the rules is the best way to ensure a fair game.

And in regards to the sub rules, I think as I said before, a limit on the number of non-clan member subs, or perhaps limiting the number of subs from a single clan is the best way to do it. Allowing only a certain number of changes between matches is also possible, but when a clan is simply rotating between its members that's not an issue :/ Looking at the feedback and from what I've heard, outside of the TAW/Rydr - HRA match the system worked exactly as intended.

Community Events / Re: Room for Improvement
« on: July 15, 2014, 05:03:42 am »
1. The length of each evening is good, but I do have some small issues with the length of the season. Locking in time every saturday for 7 weeks at least, and more if your team advances to the playoffs with only 1 bye is bearable, but definitely don't make it any longer. Apart from a convenience point of view, there is also the issue that newer teams, or teams that didn't consider playing competitively a month ago are essentially locked out of the ranked competitive system, yes there's the SCS but that's an entirely different type of tournament. Also, an earlier start time would be much better

2. I feel bo1 was fine, and was definitely the best way to manage to get most teams playing each round whilst keeping each evening relatively short. Saving bo3/5 for the finals, when there are less teams was the right choice.

3. I didn't notice any difference from the usual excellent quality of umpiring due to the lack of separation, so I'm not bothered by this

4. Whilst it's never entirely satisfactory to see a match end with a time limit, few people will argue in some cases it was necessary :/ The 30 min time limit was good in my view, it gives teams opportunities to play a reasonable game, and enough time to work up opportunities, whilst preventing some more passive matches from dragging on ad infinitum.

5. The set start times wasn't so much of an issue for me, I've never known a clan to miss a match, and most clans are there at least half an hour before anyway to warm up, but the certainty of the start times made it easier to organise skrims beforehand.

6. I always tend to lean conservatively, and towards ships we know and have rehearsed for competitive matches, so the lobby timer wasn't so much of an issue for me. I've not personally experienced too much of an issue before, with clans swapping ships to hard counter the other team multiple times whilst waiting, so I'm not sure how much of an issue that is, but I feel the current system works, since swapping ships and corresponding crew loadouts takes time

7. The pause rules were fair, and fairly enforced. Apart from a few awkward situations with ships being force spawned, or being blown by winds into buildings, none of which are really preventable, the rules worked perfectly.

8. The substitution rules are fair, and I haven't seen any team or players abusing them. However, for future tournaments it might be an idea to limit the number of non-clan substitutes, perhaps to three. Whilst this may cause problems for Muse :p, it helps to assure people that another clan isn't unfairly influencing a match

9. No, I am happy with all of the rules, and of the running of the tournament as a whole

10. I feel all of the maps have their place within the pool, and to remove one or two would hurt the variety of the league. Perhaps what could be considered is a ban on passive playstyles/lack of engagement adding a cp match into the mix, to provide some more variety in builds and playstyles

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