LiveLoveTeach wrote:Dukasaur wrote:djelebert wrote:something quite unfair :
Rounds are seeded by score so for poly games rounds for example first in score board will fight againt last, 2nd against penultimate etc. In four player games, 1st, 2nd penultimate and last will fight etc.
The problem is with people who left, they will be always last, so it's really easy to keep the first place.
For example for this tourney
https://www.conquerclub.com/player.php? ... nt_id=5691Look who general cod fighted all rounds. On round 3 and 5, poly rounds, he fighted against bigbrow74 who left and is not premium. So 6 games already won. How is it possible for followers who want to fight for victory? nothing against general cod, but this kind of thing is deserving the fun of tourney.
I know it's not previewed to change format, but can it be possible to seed players for round not on score but randomly?
Perhaps this issue was already discussed but didn't see anything about it.
The real problem is that autotourneys don't allow you to replace deadbeats. Sadly, that's a side effect of the brain-dead autotourney engine and outside the scope of my power to change.
I see what you mean that seeding by score exacerbates the problem. I think for future tourneys I will accept your suggestion and change the Poly rounds to seed randomly.
I don't think this is going to be as much of an issue in the future tournaments because of the rounds being restructured. I think it might help to switch the poly4 with the 4p random... so that it becomes:
Round 1: 1v1 (2pts)
Round 2: poly3 (3pts)
SWITCH (this is the current round 4) Round 3: poly4 (4pts)
SWITCH (this is the current round 3) Round 4: 4p random standard-terminator-assassin (4pts)
Round 5: 4p standard (5pts)
Round 6: 6p terminator (7pts)
Round 7: 8p assassin (8pts)
This accomplishes the same thing you intended when you restructured the rounds in the first place (lowest point-value rounds first), but has all 2 player games at the beginning of the tournament. Since those rounds tend to move much faster than the multiplayer rounds, it's possible that we'll see less people deadbeating out of the games in those early rounds, esp since they probably shouldn't be joining tournaments and then deadbeating out of one of the first few rounds.
Switching the two I'm suggesting is to move the multiplayer round back with the others, and move the 2 player round up to the others, the point values for those two rounds are the same, and it may help the first 3 rounds move a bit faster. This eliminates the need for randomizing the seeding for the poly rounds (or any rounds).
Dukasaur wrote:However, within the discussion there was another proposal:
Subject: Should the USA Supertournament introduce eliminations?DoomYoshi wrote:Just restructure the rounds so that the lowest point-value rounds are first and the higher point-value rounds are later.
.... which is accepted.
Starting with Massachusetts this week:The old Round 1 remains Round 1 (1v1, 2 pts per game)
The old Round 2 becomes Round 5 (4p standard, 5 pts per game)
The old Round 3 becomes Round 2 (Poly3, 3 pts per game)
The old Round 4 becomes Round 6 (6p Term, 7 pts per game)
The old Round 5 becomes Round 3 (4p randomly Stan-Term-Ass, 4pts per game)
The old Round 6 becomes Round 4 (Poly 4, 4 pts per game)
The old Round 7 remains Round 7 (8p Assassin, 8 pts per game)
The new progression by round is therefore 2, 3, 4, 4. 5, 7, 8 points per game. This should help preserve the tension to the end and make these tourneys more exciting.
I liked your idea, but I took it a step further: I just eliminated Round 3 entirely, and moved the others up. Round 3, after all, was the bastard child of the original Round 5, which was supposed to have been a team game but became impossible due to autotourney limitations. I was never completely happy with what I replaced it with, and it finally occurred to me, after reading your thoughts there, that it no longer serves any real purpose and can be cut outright.
Starting with Week 24 (Mississippi) the new progression is:
Round 1 (2 Points per Game): Seeded by Score, 3 Games, 2 Player Standard
Round 2 (3 Points per Game): 24 Start, Seeded by Score, 2 Player Poly (3)
Round 3 (4 Points per Game): 24 Start, Random Draw, 2 Player Poly (4)
Round 4 (5 Points per Game): 24 Start, Seeded by Score, 4 Player Standard
Round 5 (7 Points per Game): 24 Start, Seeded by Score, 6 Player Terminator
Round 6 (8 Points per Game): 24 Start, Seeded by Score, 8 Player Assassin
The points-per-game steadily increase, and the size of the games steadily increases, with all the two-player games in the first half. This should much reduce the effect of deadbeats (they have a lot less effect in a 6- or 8- player game than in a 2-player game). In keeping with djelebert's idea, I made the second poly round randomly seeded, but kept the first poly round seeded by score.