Well. Ok. We had a little discussion & exchange of ideas / opinions in our clan forum, and I want to share something of this.
The details of the discussions about the scoring system for the clan ladder (all the formulas and that) go way over my head. My maths abilities just do for the calculating of a kill in an Escalating game ...
I think, we should try for a system, that a) avoids farming of lower ranked clans for points on the ladder, b) still leaves incentive for a higher ranked clan to accept a challenge from a lower ranked clan.
We are currently looking for a clan to challenge, but all the clans ranked higher than us seem to be engaged in a challenge already, and we were told, that a challenge against a lower ranked clan is hardly worth the effort, as it will not improve our ranking in the ladder. That“s certainly not a great situation, but maybe there was/is some misunderstanding of the scoring system on our side.
And that“s about all, that I have to contribute on that issue ...
What really caught my interest are the ideas for the future of the clan league. And that is, what I really want to comment on:
1. Including Triples & Quads is a great idea IMO.
The matches would become kind of mini clan challenges then. And the league a real clan league instead of a Doubles league. My full support for this, especially since Doubles are most luck based of all team games, IMHO.
2. New division system is great too, I think. At least, if I understand it correctly.
I understand, there would be 2 (maybe even 3) divisions, in a kind of league system, sorted by strength/skill and completely separate from each other. Clans finishing last in division 1 would be relegated to division 2 for the next season and replaced by the top runners of division 2. My full support for this, too.
I never understood the idea with these 3 divisions and playing the clans in your division twice and the others only once, but then have an overall table for all of them. It“s kind of unbalanced & unfair, as the divisions will never be equally strong. So I support the idea of only having 1 division, where you play every clan once, and that“s it.
To create a really even playing field & avoid problems with the home & away system (playing one clan home, the other away), I also support the idea of both sides choosing exactly half of the maps/settings in every match.
3. Game-load issue.
I agree with those, who don“t want to increase the game-load of the league too much, as it obviously puts quite a strain on the clans & especially the leaders, who have to organise teams & set up games all the time. On the other hand, the number of games per match shouldn“t be too low either. The fewer games, the greater the luck factor.
In the current season each clan has to play 18 matches consisting of 10 Doubles each = 180 games in total. Each game being Doubles = 360 spots to fill.
If the new divisions would be smaller (say 10 clans), and there would be only 1 match against each other, the overall number of matches would be significantly lower (9 instead of 18). That would allow for more games in the single matches, without increasing the overall game-load of the league too much. The Triples & Quads however would bring some additional spots to fill.
For example: Each clan choosing 4 Doubles, 2 Triples & 2 Quads for each match would make it 8 Doubles, 4 Triples, 4 Quads = 16 games per match, with 48 spots to fill (2 for each Doubles, 3 for the Triples, 4 for the Quads). 10 clans in the division = 9 matches = 432 spots to fill.
Too much ? Make it 3 Doubles, 2 Triples & 2 Quads = 14 games & 40 spots per match. With 10 clans in the division: 360 spots to fill in the entire season. Precisely the same as in the current one.
Still too much ? Make it 2 Doubles, 2 Triples & 2 Quads = 12 games & 36 spots per match. With 10 clans in the division: 324 spots in the season. Fewer than in the current one. And I don“t think, we should go lower than that.
Since Triples & Quads tend to take a bit longer than Doubles, I“d suggest to start new matches in a 2 week rhythm (more BYE weeks). Also to keep the work-load on the clan leaders, who have to organise their teams & start games, at an acceptable level.
4. Map restrictions
I am absolutely against all these ideas of forcing clans to play a larger variety of maps (for example by enforcing a limit of games per map per season). Clans should be free to choose their home maps & settings as they see fit. If a clan is limited to only a handful of maps, they“ll most likely get enough negative results in their away games already. No need to force them to play their home games on maps they don“t like/know too.
There is another idea about putting maps in categories of simple/standard, semi complex & complex. And then setting a limit on how many maps of which category can be used per match. I“m not sure, what to make of that, but I tend to oppose this too.
Right now clans, who have specialists on certain tricky maps, can use this to their advantage in their home games. I know, that this has led several clans to create kind of map learning programmes, where some players coach others on the trickier & more complex maps, so that they will have more players, who can play those maps in the league & in challenges. Fine.
If a clan doesn“t have any specialists and chooses to play all its home games on fairly standard maps with fairly standard settings (no fog, etc.), then they are giving up an advantage, because every half decent clan can be expected to have some players, who are doing well on these maps & settings. That is their choice. Why force them to play x number of games on more complex maps ?
Cheers.
