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Speed Tornament Logistics

Posted: Fri Dec 19, 2008 8:10 am
by Teflon Kris
Hi

I can imagine a speed tournament being a risky and difficult business.

However, the question is, if a game is set-up by an organiser, how long is it before it disappears if players do not enter.

I am thinking of a small speed tournament but would need to set the games up in advance and PM players as results come in ('live' as it were) - there wold be a (slightly flexible) schedule etc.

Anyway, could the games be set-up in advance or would they dissappear as a public speed game would if nobody signs up?

Teflon 8-)

Re: Speed Tornament Logistics

Posted: Fri Dec 19, 2008 9:06 am
by amazzony
DJ Teflon wrote:I can imagine a speed tournament being a risky and difficult business.
You are right, it has tried before and I think there hasn't been a successful attempt yet. That's one of the reasons I haven't tried it yet. But I think Nate gave a good example how it should be ran and I think that if I'm going to attempt it then I'll take his tournament as basic. I'm too lazy to look it up but if you want it then go look for it (or somebody will post it).
DJ Teflon wrote:However, the question is, if a game is set-up by an organiser, how long is it before it disappears if players do not enter.)
I think that they disappear after 15 days like regular tournament games. I can't be 100% sure but one time I accidentally made speed games instead of casual ones and they didn't disappear anywhere.

Re: Speed Tornament Logistics

Posted: Fri Dec 19, 2008 10:06 am
by Gilligan
I think it is 15 minutes.

Re: Speed Tornament Logistics

Posted: Fri Dec 19, 2008 10:10 am
by amazzony
I'm sure a TD knows and answer but lets make a test.

A minute ago I made a speed game, lets see how long it exists.

Game 3873090

Edit. Test finished. Result: Tournament speed game lasts more than 2.5 hours :lol:

Re: Speed Tornament Logistics

Posted: Fri Dec 19, 2008 10:32 am
by Natewolfman
amazzony wrote:
DJ Teflon wrote:I can imagine a speed tournament being a risky and difficult business.
You are right, it has tried before and I think there hasn't been a successful attempt yet. That's one of the reasons I haven't tried it yet. But I think Nate gave a good example how it should be ran and I think that if I'm going to attempt it then I'll take his tournament as basic. I'm too lazy to look it up but if you want it then go look for it (or somebody will post it).
I attempted, but with the holidays it was hard to find people with the time

The way i did was I said everyone had to be there at 8:00(my time) exactly for the games, they play a speed game then the next day at exactly 8:00 we play the enxt round and so on, it was the only way to be sure that players would be on at the same time

Alternately killmanic gave me this idea
Set aside a block of time, like say saturday for 2 hours, and in this 2 hours everyone had to be online for the games and complete the whole tournament in a 2 hour block

Re: Speed Tornament Logistics

Posted: Fri Dec 19, 2008 12:04 pm
by blakebowling
Gilligan wrote:I think it is 15 minutes.
No, it's 15 days like all other speed games (NS told me when I was thinking about doing a speed tourney)

Re: Speed Tornament Logistics

Posted: Fri Dec 19, 2008 1:35 pm
by Gilligan
If it is 15 days, that needs to be changed. You could easily swipe points that way.

Re: Speed Tornament Logistics

Posted: Fri Dec 19, 2008 1:49 pm
by Night Strike
Gilligan wrote:If it is 15 days, that needs to be changed. You could easily swipe points that way.
Nope, it's fine b/c if a user joins the game, they still automatically drop it after 5 minutes of inactivity. (At least I'm pretty sure.)

Re: Speed Tornament Logistics

Posted: Sun Dec 21, 2008 1:28 pm
by blakebowling
Night Strike wrote:
Gilligan wrote:If it is 15 days, that needs to be changed. You could easily swipe points that way.
Nope, it's fine b/c if a user joins the game, they still automatically drop it after 5 minutes of inactivity. (At least I'm pretty sure.)
right, the players drop from the speed game like normal, but when the last player is dropped the game stays active, until the 15 days has passed.

Re: Speed Tornament Logistics

Posted: Sun Dec 21, 2008 3:24 pm
by max is gr8
If the last player drops the game disappears.

Re: Speed Tornament Logistics

Posted: Mon Dec 22, 2008 2:38 pm
by Teflon Kris
Thanks for the responses everyone, and the test Amazonny.

It sounds like the game set-up is possible.

I was thnking along the lines ofplaying the whole thng at a weekend in a 2-3 hour slot. Possibly on Doodle Earth (yuk) with 16 players to start. Doodle Earth would ensure plenty of take-up I imagine, plus quick, if luck-dependant, games.

A 'pilot' tournament, maybe late January, with a very big pool of reserves. The reserves would be mass PM'd if there was a space and it would be a case of first-come, first-served for them?

ANy other hints on making it more workable much appreciated.

teflon 8-)

Report from First Speed Tournament

Posted: Thu Dec 25, 2008 8:06 pm
by Teflon Kris
Phew!

Didn't quite go to plan but we got there!

Winner announced and forum topic updated - http://www.conquerclub.com/forum/viewto ... 35&start=0.

15 players participated in the end. In hindsight it could have been 18/19 (see below).

A lot of hard work, mainly with millions of PMs in the recruitment phase and during the competition.

Lessons learnt:

1. A few players turned-up late so future tournaments will be slightly later in the day for convenience (especially for those on West Coast of US).

2. A couple of people tried to sign in just before the start by posting on the forum (although I had asked them to PM me) - tournament organiser to check the forum in future.

3. Recruiting from live speed games an hour before the tournament proved to be succesful and essential.

4. A second tournament organiser would help deal with last minute recruitment, setting-up games etc.

5. Setting-up games before the start and having a host of back-up formats was also essential.

6. Reducing from 4 rounds to 3 would help eliminate the dissappearing players problem (happened twice).

7. The tournament organiser must be careful about using 'BCC' (on the 1 occassion 'TO' was used, a reply to a reply resulted in a cheeky player entering two games - he then became a dissappearing player - how rude but how just).

8. The idea of late players being used as reserves should be discarded after round 2 (and either knocked-out players used or number of players reduced).

9. More participation could be encouraged by offering a Premium prize? Shame I cant afford it, but maybe CC may consider this (perhaps 6 months extension for winner, 3 months for runner-up, 1 month for third?), or maybe that's pushing it.

10. It would be great if CC could consider allowing fewer than 16 again, although sticking to 16 minimum having signed-up (11 of the 17 actually turned up on time - it took a month of mega-PM recruiting to get the 17 as well (was 21/22 at one stage but a few had the courtesy to let me know they couldn't make it)).

11. If tournament organisers could have a second 'Friends' list it would be really handy (a list f interested players pre-tournament and those playing once it is up-and-running - PMs would be really quick then).

That's probably about it.

Time for a break and a drink or ten, .... or twenty. Then I might start thinking about the next one in a month or two.

At least we know it can be done now. Just.

Teflon