Moderator: Clan Directors
Leehar wrote:Edit: Josko, I can understand if you may be a bit miffed with Tofu, and thats perfectly ok, but try to at least stay polite with your discourse. I think you may have raised a valid point with the 18 clans thing (I haven't checked my numbers either ) But there's no need to alienate Dako from listening to your points of view either
Dako wrote:josko ā if you will attack me and discuss this cup in that tone I will just ignore all your posts. Please stay civil and keep my personality and my clan out of your remarks.
Chariot of Fire wrote:- the cup-tied rule should still stand. Whilst leading players might not switch clans often, leading clans do occasionally stop being competitive (especially after a defeat), thus it is quite feasible for a clan to beat a prestigious clan and end-up facing the same players in the next round (look at the Thota example)
Leehar wrote:And only 2 batches per wars? I would think at least 3 batches for the 61 game wars would be more worthy? To stay on a more reliable 20 games per batch rather than 30? (Specially in the latter stages of the tournament where each game is more crucial, I'd assume people would dislike being overloaded?)
Leehar wrote:Timing-out (CL's in-depth ruling is discarded?)
Dako wrote:As for the Round limit, I have browsed more than 500 games of CCup3 and found only 1 game that has lasted more than 30 rounds (Game 11039109). Round limit is there to prevent such games from stalling the competition. If you cannot win a game but Round 30 or get a definitive advantage you may as well flip a coin.
josko.ri wrote:This is nonsense. In Round of 16 you will have 4 clans that got byes, and 14 clans winners of matches from 5 to 32. Is it round of 16 or round of 18? In next round then it will be 9 winners of those 18 clans. I cannot believe after so many discussions and many players putting their ideas, you finally come with idea in which 18 clans will be in round of 16? I think that shows enough how serious you are as tournament organizer and how serious you consider players' suggestions.
In addition playing level of the randomized draw is non-equal, clan #5 will be "awarded" for their rank with stronger opposition than clan #18.
Now compare it with this format idea:
viewtopic.php?f=438&t=186880&start=60#p4085818
Number of rounds stays the same just we used different names for rounds(my R1=Your play-in round, my R2=your Rof32, my Rof16=Your 'so called' Rof16) so there is no any difference in total number of rounds. And my format suggestion ensures lower clans will have more equal playing field than your suggestion.
And if you wish to go with semi-random draw, then put just 2 pots, upper pot (half better placed clans=seeds) and pair them with lower pot (half lower placed clans). On this way everyone will have starting position in honor of their rank and the luck will say its word. With your suggestion #5 clan will get FOR SURE stronger opponent than #18 clan, that is just nonsense.
Leehar wrote:Seedings:
Perhaps mention that you'll be taking the latest F400 rankings as the seedings are made (I assume thats an arrangement that can be made with IcePack?)
I remember some consternation at the rankings that were taken for the last Cup, so hopefully that'll assuage The Packs concerns ;)
Leehar wrote:I'm not sure how exactly it was decided that the top 4 will be the only ones to get a bye, but I guess thats your prerogative, tho it does give me some discomfort :/
(Would it be possible under this arrangement that Clan 4 could play clan 5 in the Round of 16?)
Leehar wrote:I don't think I piped up under the discussion earlier, but one of the concerns I have is that the Quarterfinals that we had in this CCup 3 was one of the most entertaining rounds I've been witness to, with all 4 wars being enthralling contests. I know some folks were lauding the FA Cup, but I'm personally not a fan of a bracket where 1 team (Man City) can thrash a team 5-0, while on the other side of the bracket we can have a close contest more deserving of a Final (Man U vs Chelsea; It doesn't really do them justice to be playing on a 4th round stage).
In essence, I'm worried we could still be having mis-matched contests in the latter sections of the tournament, rather than the more enticing battles we saw in the Quarters for CCup3, which I would have thought would be worthy of replicating.
Leehar wrote:Similarly, I think 61 games for the round of 16 is too much. Thats the first matches the top 4 will play, so a 45+ scoreline could be possible, & a battle that could very well be decided early on, and not encourage the excitement of uncertainty we've had in some of the recent CCup3 wars.
Leehar wrote:And only 2 batches per wars? I would think at least 3 batches for the 61 game wars would be more worthy? To stay on a more reliable 20 games per batch rather than 30? (Specially in the latter stages of the tournament where each game is more crucial, I'd assume people would dislike being overloaded?)
Leehar wrote:Then elsewhere, I think there's some inconsistency on the stances. In one section there's a prescriptive sentiment that such & such settings can not be changed by agreement (Things like game distribution, where I'd think if people wanted quads in the first batch it'd be perfectly acceptable), while on the other you're leaving the reins entirely in the hands of the respective clans to decide whether to replay games for site bugs etc.
In my mind, some of the appeal from the Conquerors Cup is that it is merely a collection of individual clan wars brought under the banner of a tournament, so to limit that unduly seems to detract from the enjoyment? (Tho I can understand some of the desire with the exigencies of time management, it shouldn't be to the detriment of the entire experience either?)
In some places you capture that nicely, in others I feel it's somewhat restricted, so I'm sure to get that balance could be tough.
Leehar wrote:There are some other concerns I have, specially with regards to some things like clan eligibility (15 members), player eligibility (where have we seen 5 top-notch players joining a clan before :P ), Settings (trench & round limit - Ahunda), Maps (what happened to 2 per war etc?), Game Exchange (summer downtimes etc?), Timing-out (CL's in-depth ruling is discarded?) etc once I've digested it a bit more :)
(Oh wait, I just mentioned most of them anyway lol - Can expand on it more later :D )
Chariot of Fire wrote:My thoughts are:
- why favour the top seeds and allow them to join later in the tournament? Better to start with an even playing field, all on equal terms
- the cup-tied rule should still stand. Whilst leading players might not switch clans often, leading clans do occasionally stop being competitive (especially after a defeat), thus it is quite feasible for a clan to beat a prestigious clan and end-up facing the same players in the next round (look at the Thota example)
- Round of 16 would be better @ 41 games, followed by 61, 61 and 81.
- pity you didn't consider the 'map can only be used once per round' idea. 20 games from one clan could feature just 10 maps under the current rule. Boring
Chariot of Fire wrote:One question re trench. You say max 20% of games (i.e. 4 home games in early rounds, 6 in later) may be chosen by a clan. Then later you write under allowed changes "Trench games can be banned or have their limit changed". What do you mean banned? Is this by agreement of both clans (not just one)? If it is then they simply won't choose trench games will they, so no need to write the rule.
qwert wrote:now i have few questions( to understand better)
Clan Eligibility
To sign-up for CCup your clan must meet the following criteria:
Be a member of CD&F group
Have at least 15 members
(i think that criteria its to low, because from these any new clan whitouth any challenge before ,can play in CC4)
qwert wrote:For all rounds:
- Each clan will pick the map and settings for exactly half of the games
- Each map can only be used twice per clan per clan war but can only be used once per game type (i.e. once for triples and once for quads)
- Each round will be played in two batches with exactly half of the games in each batch
(can you tell me how much maps will be used per each round, or these rule apply for entire cup)
qwert wrote:Tie-breaker format, such as map/settings and number of games it takes to break a tie
(i think that these it unesesary rule, because you all ready implement round limits of 30, so you eliminate any posibility for stalemate)
Keefie wrote:My changes to the draft would be:
Timing out should be against the rules and every instance should be looked into by the CD's
A map should only be used once per clan per war.
No game round limits.
Dako wrote:josko.ri wrote:This is nonsense. In Round of 16 you will have 4 clans that got byes, and 14 clans winners of matches from 5 to 32. Is it round of 16 or round of 18? In next round then it will be 9 winners of those 18 clans. I cannot believe after so many discussions and many players putting their ideas, you finally come with idea in which 18 clans will be in round of 16? I think that shows enough how serious you are as tournament organizer and how serious you consider players' suggestions.
In addition playing level of the randomized draw is non-equal, clan #5 will be "awarded" for their rank with stronger opposition than clan #18.
Now compare it with this format idea:
viewtopic.php?f=438&t=186880&start=60#p4085818
Number of rounds stays the same just we used different names for rounds(my R1=Your play-in round, my R2=your Rof32, my Rof16=Your 'so called' Rof16) so there is no any difference in total number of rounds. And my format suggestion ensures lower clans will have more equal playing field than your suggestion.
And if you wish to go with semi-random draw, then put just 2 pots, upper pot (half better placed clans=seeds) and pair them with lower pot (half lower placed clans). On this way everyone will have starting position in honor of their rank and the luck will say its word. With your suggestion #5 clan will get FOR SURE stronger opponent than #18 clan, that is just nonsense.
I based my idea on your interpretation (thank you for translation) of qwert's idea. However I changed it a bit. Unfortunately it is 11.30pm right now and I don't have time to draw the brackets as I see them. Believe me it will be all very clear once I show you the image tomorrow.
As for the seeding, you (as in plural you) asked for more equal seeding because nobody likes to watch #1 vs #32. Now you say that stronger opponent is bad and call my 4-pots idea nonsense. What do you want - equal more match-ups or less equal match-ups? Right now CCup3 had less equal match-ups in first round. I decided to change that based on your suggestions and then you say "hey, #5 will have more equal match-up and its bad!". I don't get it.
jetsetwilly wrote:Keefie wrote:My changes to the draft would be:
Timing out should be against the rules and every instance should be looked into by the CD's
A map should only be used once per clan per war.
No game round limits.
Picking up on these points.
Also a agree on the time out rule staying as stated previously.
One map use per clan war is also more interesting. I would go so far as 1 use per cup but I don't think that's everyone's cup of tea Anyway I think as you say that's a good one to run a vote on.
Game round limits. Trench is here which is great, have we completed enough analysis of trench games to confirm that a round limit is also not necessary here ?
I think the draw and seeding question might need a vote too as we've seen a number of different opinions on it.
Overall though I think most things under discussion above can be thrashed out pretty easily and it looks good, nice work
Doc_Brown wrote:A team that won in round 1 by a single game would face the 9th seed, while the team that had the largest margin of victory (say 35-6) would face the 16th seed in round 2.
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