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One on One & Two on Two - Test Tournament Feedback

Дата: 09.03.2016 19:49:14
View PostSuperNoVader, on 09 March 2016 - 06:22 PM, said: Let me start this one of with a big thank you to Berbo. I really appreciate your responses to pretty much all questions and opinions here on the forum. And thanks for actually adapting reasonable feedback.   The Tier 5 1v1 had serious flaws, which have already been pointed out by others. Just to add my personal experience: every opponent I played against camped and I had to somehow dig them out, which was almost impossible in the limited time and I failed to do so as soon as I encountered the first one on unicum level.   Since I already see totally obvious design fails for the next round, let me share some thoughts for improvements.   There is currently no encounter map in the game, on which even a top notch gold league player would be able to cap versus a "decent" opponent. So do not use encounter. This is already fixed, great. Basically every map has positions on which a camping player will always be at a huge advantage versus an active player. At a certain skill level this advantage can no longer be overcome by an active player's individual skill. Going for the kill is therefore usually not a reasonable strategy. It might be feasible on Mittengard, since the map lacks too strong positions. So going for the cap remains the only option. Once you enter the cap, you become a sitting duck. The only chance you got is to preaim the opponent's direction of approach. On open maps this is impossible, since there are to many directions. Hence, do not use Ghost Town in standard mode! The only reasonable map I could come up with right now would be Himmelsdorf. There you can proxy spot one direction and pre-aim one of the remaining two. So in theory a capping player has at least a 50/50 chance. In 1v1 the impact of RNG is insane. A simple single elimination mode does not do justice to players putting some effort into actual tactics, equipment, etc. Round robin at first and then KO-matches according to the seeding would be way more fair.   Thanks for your consideration.

Berbo:   Thanks a lot for this huge chunk of useful data, the tournaments are created because of players and for the players so why not ask the players directly to create their own cup? :)   In any case, we can try all 3 maps and see what's the best. Sometimes you need more games to judge the map.    As for the RNG, it's present in every game (see all popular eSports games nowadays), it's part of the game so we can't fight it or remove it. Some games you lose due to it, some you win due to it but in the end the better players have higher win rates overall so in the long run RNG balances things out. For this one I understand it has a lot higher impact as you're solo. So basically if you miss 1 shot or do some stupid crit you can lose the game.   Round robin would generate thousands of matches in the system, I actually need to check what load our servers can handle :) Negative side to group+KO is that this tournament couldn't be finished in the same evening, and that was is the main point of all these fun cups. You come, you play for 2,3 hours you pick up your gold and move. Maybe we could do series of 1v1 with group stage during week and then the super finals on the weekend :)   We're still brainstorming on everything, feel free to keep the discussion going!    

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