Moderator: Clan Directors
Jdsizzleslice wrote:groovysmurf wrote:Jdsizzleslice wrote:As this is the only CC13 thread, and there are some very obvious marked deltas between CC12, where else would you like those of us who have questions to post?
Here.
The only real "delta" is an addition of a rule to have all games created by the 5 week mark. Technically this was already the case, but we've added specific penalties if this is not done. This rule was added because of issues from the last few Conqueror Cups.Caymanmew wrote:
- There will be a hard set deadline of 5 weeks to have all games created. If a clan does not have all home games created by the 5 week deadline, one game will be forfeited for every day that clan fails to create their games. If after 1 week there are still games that have not been created, the offending clan will be disqualified.
- A clan will ALWAYS be allowed 7 days to fill the other clan's home games. They will receive an extension to fill away games of however many days a home clan is late in creating. Which means if the other clan creates their home games 3 days late, the away clan will be given an extension of 3 days to fill those games without incurring penalties.
- If the games are created on time and the away clan fails to fill those games within the 6 week deadline, they will forfeit one game for every day they are late in filling. If after 1 week there are still games that have not been started, the offending clan will be disqualified.
To be eligible for the Clan Achievement Medal for the overall win of CC13 (or second place), a player must:
- Play in a minimum of 7% of their clans' total games
- Participate in a minimum of 2 rounds
To be eligible for the Clan Achievement Medal for the MVP of CC13, a player must:
- Play in a minimum of 20% of their clans' total games
- Play in all rounds of the tournament
- Have a clean record with regards to game abuse
Note: The winning clan chooses the MVP, who will receive an additional achievement award and 1200 CC Credits.
Here are all the highlighted deltas (at face value, assuming the highlighted items are the only thing that changed from CC12 to CC13 threads). These are pretty big deltas, especially since the highlighted language includes a statement about loss of games from the event, and about the criterion on a clan's ability to choose MVP.
Firstly, what specific examples from previous CC Events caused this change in the rules? Why deduct only one game per day if in one week the clan would be fully disqualified? Per Lindax's prior point, I don't remember having to disqualify a clan for not meeting the 6-week requirement.Lindax wrote:Btw: There were never any issues with the 6 week deadline in my time.
Secondly, the winning clan would play in 208 complete games without a first round bye, and 165 with a first round bye.What was the reasoning behind changing the MVP criterion from a solid number threshold to a percentage criterion? Was there any consideration to why potentially 10 games extra (from 32 in previous CCs) would have to be played for a player to be eligible for an MVP award? This could potentially punish a clan who had to play in the first round by extending the criterion to a percentage-based number. Is there a valid scenario where a clan wins CC but has no eligible members for an MVP award based off the new criterion you have enacted for CC13?
- With 208 games, 20% minimum is 41.6 games to qualify for MVP. So will 41 games qualify or will 42 games need to be played?
- With 165 games, 20% minimum is 33 games.
Was there any consideration to discuss these changes to CC in CAT before implementation?
Extreme Ways wrote:Not a CD.
2 and 4 can be negotiated by clans among each other. I personally am of the opinion that zombie spoils is oftentimes just a lesser fun version of zombie, and round limits for non-trench games shouldn't be necessary. For trench, they are often implemented to bring a hard cap to the time it takes to finish a game but it does bring some strategies into the game (e.g. mc's feudal trench escalating games)
pmchugh wrote:Hey all, I have a question and want to voice it, I am not saying anything should be changed for this tournament or even at all, I just want to open a discussion. My question is, why are there so many restrictions on game types?
Default Rules & Settings:
1. All games must have automatic initial troop deploy (no manual)
2. All spoils are allowed except zombie spoils (negotiable)
3. All forts are allowed except "no forts" (negotiable)
4. Round limits are not allowed. (Negotiable for "no forts" and "Trench")
5. Trench is permitted in a maximum of 60% of home games (negotiable)
Rules 2 and 4 seem particularly strange (zombie is very similar to nuke and round limits seem better than no round limits), but I would be happy to see all of them removed.
If a clan wanted to, under the existing rules, create a set of games that were gimmicky, or highly luck based they could easily achieve it, so why restrict certain game types that someone might have found an interesting advantage in?
Maybe no one will use these settings anyway, but maybe we will find interesting new map+settings combos when they are allowed at the highest level.
Caymanmew wrote:pmchugh wrote:Hey all, I have a question and want to voice it, I am not saying anything should be changed for this tournament or even at all, I just want to open a discussion. My question is, why are there so many restrictions on game types?
Default Rules & Settings:
1. All games must have automatic initial troop deploy (no manual)
2. All spoils are allowed except zombie spoils (negotiable)
3. All forts are allowed except "no forts" (negotiable)
4. Round limits are not allowed. (Negotiable for "no forts" and "Trench")
5. Trench is permitted in a maximum of 60% of home games (negotiable)
Rules 2 and 4 seem particularly strange (zombie is very similar to nuke and round limits seem better than no round limits), but I would be happy to see all of them removed.
If a clan wanted to, under the existing rules, create a set of games that were gimmicky, or highly luck based they could easily achieve it, so why restrict certain game types that someone might have found an interesting advantage in?
Maybe no one will use these settings anyway, but maybe we will find interesting new map+settings combos when they are allowed at the highest level.
Hey, so good questions.
For the origins of the rules, honestly, I have no idea, I wasn't around when the rules where made. I've looked back and the current rules are roughly the same all the way back through CC5, although these types of rules predate even that, although they looked different before CC5. Here are CC5's default rules for example
These rules have been relatively unchanged over time and will likely remain so in the future. As Don said, clans are generally wanting the rules to stay the same, and given that, we feel as a CD team it is not our place to overrule in this situation. That being said, we are completely open to discussions on these rules, and should clans decide they want to change the rules, allowing for less(or more) restrictions on settings we will adjust the rules for future events. Discussions will need to take place in the CAT forum, any clan rep can start a thread to open discussions on this or any topic.
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