Moderator: Clan Directors
Numbers are clearly going to keep falling off, and even clans like like S&M and TOFU have had to merge in order to keep up the numbers.
IMO CL level of games is fine, if anything we should just spread the season out a little? Allow a one week break extra between rounds?
Donelladan wrote:Numbers are clearly going to keep falling off, and even clans like like S&M and TOFU have had to merge in order to keep up the numbers.
TOFU maybe had to, but S&M didn't, they still had more than 20 actives members on their last war, and now they're probably the clan with the most active players.
Donelladan wrote:I do find that the CL amount of games is high. It used to be 8 games home, we went to 12. Which means the total went from 16 to 24.
I think we increased the number of games to reduce luck ?
But it can be a struggle now to fill them up when if you're slightly above 10 active members. One set of the CL is just as big as one set of a war ( or bigger than one set of a war if we're speaking about a 41 war games).
fishydance wrote:Donelladan wrote:Numbers are clearly going to keep falling off, and even clans like like S&M and TOFU have had to merge in order to keep up the numbers.
TOFU maybe had to, but S&M didn't, they still had more than 20 actives members on their last war, and now they're probably the clan with the most active players.
FYI, dwindling numbers of active players isn't the only reason a clan may choose to merge. We needed more war leadership and planning bandwidth. Now we have more than one person to carry the load for those tasks.
As for the topic of game load, I agree that reducing that would help. That's a discussion that should happen regularly before various competitions start.
mdhill wrote:I agree with SCuD's point that lower game loads are ideal with the current state of clan world.
I think the new CL format is an improvement (especially the longer lag between rounds, so at least some games are finished by the time the next round starts), but I'd prefer slightly fewer games per round to make it easier to keep more players at 2 per set (i.e., 2 home and 2 away), which we've come to view as the sweet spot in our clan. Overall, though, I think the new CL format is workable.
On Cup, I think the game counts per round are excessive, especially when there are other competitions that overlap, and even more especially in the advanced rounds. Ramping up the number of games in successive rounds may have made sense when clans had more active members, but we had serious burnout issues when we advanced to the finals in the Cup ending in January 2023. Many of our top players were requesting limited game loads, and I think the excessive number of games may have contributed to a couple retirements from our clan and a scaling back by others (we clan leaders bear some responsibility, of course, to be attuned to how people are feeling). The overlap and escalating game-count issues exacerbate each other because the advanced rounds in Cup with more games are also the ones that overlap with other competitions. So, in advance of Cup, I'm hopeful we'll continue this discussion about what game counts make sense.
GoranZ wrote:How much Conquer Club(and the owner) cares about Clan Tournament Organizers? Zero, Nada, Nothing!
Keefie wrote:GoranZ wrote:How much Conquer Club(and the owner) cares about Clan Tournament Organizers? Zero, Nada, Nothing!
Very disappointing and quite insulting that you say that considering how much the current CD team does for clans.
The CD team are fully aware of the pressure war planners are under. So all clans are contacted regularly and help that covers multiple things is offered. This includes,offering to assist with war planning, helping with player data/analysis, help with setting up wars and creating games, offering to pay players premium membership.
GoranZ wrote:3. In December 2023 in the finals of CC13 rockfist forced us to use the defaults for CC(allowed by CC13 changes that fixed a previous issue) that were in the same time as with our CL15 match with S&M(TOFU had a bye) because as he said "they had more available players". They won the title by overwhelming us but in 2024 the Karma struck back and they lost in CC14 due to lack of active players. This lead to creation of Superclan afterwards.
Donelladan wrote:LHDD : 15 players
S&M: 23 players
FALL : 13 players
ACES : 21 players
A^ : 21 players
REP : 26 players
FOED: 24 players
RET: 22 players
LOW : 17 players
ATL : 17 players
GON: 35 players
AFOS: 22 players
RGV: 16 players
DBD : 14 players
LION: 12 players
Doc_Brown wrote:GoranZ wrote:3. In December 2023 in the finals of CC13 rockfist forced us to use the defaults for CC(allowed by CC13 changes that fixed a previous issue) that were in the same time as with our CL15 match with S&M(TOFU had a bye) because as he said "they had more available players". They won the title by overwhelming us but in 2024 the Karma struck back and they lost in CC14 due to lack of active players. This lead to creation of Superclan afterwards.
Since you're calling out TOFU, let me correct the record (and I can produce the PMs to back up all of this): First, I was the TOFU organizer in CC13, not rockfist. I tried reaching out to you multiple times very early to try to select earlier exchange dates and avoid conflicts for both clans. Those PMs were ignored. I gave a new offer, and you insisted on your own schedule and refused to budge from it. After a day of internal discussion, we agreed to accept YOUR proposed timeline. Then it took multiple PMs and reminders to get you to approve the schedule. After you approved it, you then almost immediately asked for a change to the schedule you proposed! We accepted the change and we sent our games in line with the schedule. You were several days late in sending the games (relative to the dates you demanded) with no communication about the delays. For the second batch, we had our games ready but waited until you sent yours (again multiple days late compared to the date you demanded). So because of YOUR delays and failure to communicate, we ended up with an effective later date for the second batch.
shoop76 wrote:Part of the problem is the long period between rounds. 6 weeks for all games to get started is a lot. And I understand, time is needed for planning and games need to be spaced out, but with multiple rounds that is a lot of downtime where no or few games being played.
Also, when VL game load increased form 8 to 12 games the schedule also changed from every 2 weeks to every 3 weeks. This prolonged CL by 1-2 months, thus increasing the overlap.
Maybe to speed up CC, just a bit we can make a list of maps that are outlawed in the 2nd batch, Could mean a 2 week difference in finishing up a war.
Doc_Brown wrote:GoranZ wrote:3. In December 2023 in the finals of CC13 rockfist forced us to use the defaults for CC(allowed by CC13 changes that fixed a previous issue) that were in the same time as with our CL15 match with S&M(TOFU had a bye) because as he said "they had more available players". They won the title by overwhelming us but in 2024 the Karma struck back and they lost in CC14 due to lack of active players. This lead to creation of Superclan afterwards.
Since you're calling out TOFU, let me correct the record (and I can produce the PMs to back up all of this): First, I was the TOFU organizer in CC13, not rockfist. I tried reaching out to you multiple times very early to try to select earlier exchange dates and avoid conflicts for both clans. Those PMs were ignored. I gave a new offer, and you insisted on your own schedule and refused to budge from it. After a day of internal discussion, we agreed to accept YOUR proposed timeline. Then it took multiple PMs and reminders to get you to approve the schedule. After you approved it, you then almost immediately asked for a change to the schedule you proposed! We accepted the change and we sent our games in line with the schedule. You were several days late in sending the games (relative to the dates you demanded) with no communication about the delays. For the second batch, we had our games ready but waited until you sent yours (again multiple days late compared to the date you demanded). So because of YOUR delays and failure to communicate, we ended up with an effective later date for the second batch.
Doc_Brown wrote:You were several days late in sending the games (relative to the dates you demanded) with no communication about the delays.
Doc_Brown wrote:For the second batch, we had our games ready but waited until you sent yours.
rockfist wrote:This and you lost because we were better. I can list all kinds of reasons why we lost certain competitions, and while they have validity, the bottom line was every time we lost it was because the opponent was better. And no one cares besides us what those reasons were. Just win.
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