One on One & Two on Two - Test Tournament Feedback
Дата: 09.03.2016 19:49:14
SuperNoVader, 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!
One on One & Two on Two - Test Tournament Feedback














