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Rank: Advanced Bloo Milk Member Groups: Member
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kezzamachine wrote:The idea was, as you know, awarding points for a tight tussle where both squads were at each others throats and giving everyone a chance to get something out of the game. Even if the other player is going to win, you can still get a point - never give up!
It's easy to look at the system and see simply the scores at the end of Swiss, but there is a change in the attitude of players at every stage of the tournament which, I believe creates a very healthy environment. Every player starts the tournament knowing that gunning for the middle and never giving up is what we base ourselves on, our foundation. We lack this environment in our 3-2-0 system. If you lose a game it doesn't matter how skillfully you played or how hard you fought because you get nothing for it but a big zero. It makes for an enviornment that rewards a very timid and conservative playstyle. Where games are won earning few victory points and with only a few more victory points than the opponent. Deathwielded wrote:Besides what is better in your opinion? A Lightsaber dual to the death? Or Han vs Stormtroopers taking turns shooting at each other from around the corner? We need both for the game to be interesting for everyone and to be true to the Star Wars universe.
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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TheHutts wrote:I'm comfortable that 3-2-1 is fine - where I'd be worried is the change in conjunction with the change to 10 point gambit. Might make it easier to get 1 point losses. Only award a 1 point loss for 100 points of actual kills?
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Rank: Advanced Bloo Milk Member Groups: Member
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swinefeld wrote:TheHutts wrote:I'm comfortable that 3-2-1 is fine - where I'd be worried is the change in conjunction with the change to 10 point gambit. Might make it easier to get 1 point losses. Only award a 1 point loss for 100 points of actual kills? Not when winners reach 200 points faster than and before losing opponents can get 100 points.
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Rank: Advanced Bloo Milk Member Groups: Member
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I really think we cannot adopt both the 10pt gambit and the 3/2/1 system at once. They both will have an impact and combined it may really be too much.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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TimmerB123 wrote:I really think we cannot adopt both the 10pt gambit and the 3/2/1 system at once. They both will have an impact and combined it may really be too much. i agree actually. I am for either one actually i see them both similar in the principal of pushing engagement. But Tim is right that we should not adopt both at the same time as that would be a drastic change. They need to be play-tested separately first. Then when one is implemented we can test to adopt the other in time needed.
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Rank: Advanced Bloo Milk Member Groups: Member
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We may actually find that the second one of the 2 becomes superfluous when you add the first, or that the change to the dynamic at that point would be minor in comparison.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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TimmerB123 wrote:I really think we cannot adopt both the 10pt gambit and the 3/2/1 system at once. They both will have an impact and combined it may really be too much. I actually agree, not that I think both would change the game in a bad way at all. Those are just two really big changes to make happen at once. Those changes at the same time would shell shock a lot of players, and we don't want anybody to be turned of to tournaments because of them. I think the one that "needs" to be implemented is the 10 point gambit, but my opinion at this point is well known.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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atmsalad wrote:TimmerB123 wrote:I really think we cannot adopt both the 10pt gambit and the 3/2/1 system at once. They both will have an impact and combined it may really be too much. I actually agree, not that I think both would change the game in a bad way at all. Those are just two really big changes to make happen at once. Those changes at the same time would shell shock a lot of players, and we don't want anybody to be turned of to tournaments because of them. I think the one that "needs" to be implemented is the 10 point gambit, but my opinion at this point is well known. +1
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Rank: Advanced Bloo Milk Member Groups: Member
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Quote from Tim- "In our current system, it takes three 2-point wins to equal the same score as two 3-point wins. So if in general if you want to make the top 4 you need to go undefeated and often you STILL have at least one 3point win - OR lose a match and you pretty well need ALL 3 point wins to guarantee yourself a spot in the playoffs. (Obviously this will vary slightly depending on number of players and records/tournament points of other players). This has always seemed appropriate to me. If someone can go undefeated, then they deserve to go to the top 4. If someone loses 1 game but has the rest 3-point victories, they deserve to go to the top 4. Anything less than that, and you risk not making the cut."
-with 1 point losses people with all wins or 3 3point wins could never be pushed out of a top 4... Even in the New Zealand nationals tournament, all it did was break a tie for 4th.(some might consider that pushing out, but it takes 5 rounds)
I believe that the scenarios you just listed would make it almost impossible for a person with a 1 point loss to push them out of the finals if there are 4 rounds. Only rarely could a person make it into the top 4 with a 1 point loss. Such as what happened in Chicago where we had 3 people that tied for 5th. If you just break to top 4 it won't happen ever, but top 8 the bottom 3 could be most affected.(could)
How often often would it actually happen where a guy that doesn't deserve to be in the top 4 makes it their? Arron definitely is good enough and even without 1 point losses would have still probably made it based on tie breaks. Plus if the result is as kezz has said, that it makes games more aggressive and all around enjoyable, then why shouldn't we give it a go? Because it doesn't work to peoples play styles? That's the biggest reason I see that people don't like it. Because they like being able to take 2 point wins.
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Rank: Advanced Bloo Milk Member Groups: Member
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TimmerB123 wrote:I really think we cannot adopt both the 10pt gambit and the 3/2/1 system at once. They both will have an impact and combined it may really be too much. I don't know if both would be too much. Our community wants real changes to competitive gameplay. It surprises me how often that subject comes up when speaking to current and former swm players. Sadly, im not sure the 3/2/1 system would require a change in playstyle for some people or help all games conclude faster. Players (winners and losers) could still continue to fall back on old tricks of high activation, retreating, stalling and lockouts tactics. Those are inherent aspects of the game, clever or dishonorable, that were intended to be mitigated by gambit as introduced by the origional wotc design team in 2005. Perhaps after a season using 10pt gambit and tracking player's victory points, we'd have enough data to see how a 3/2/1 scoring system would work with it.
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Rank: Advanced Bloo Milk Member Groups: Member
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DarkDracul wrote: Perhaps after a season using 10pt gambit and tracking player's victory points, we'd have enough data to see how a 3/2/1 scoring system would work with it.
I'd be fine with proceeding like this. 1 season of 10pt gambit, and seeing how it effects things. It's pretty base scientific method. You have to isolate variables.
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Rank: Advanced Bloo Milk Member Groups: Member
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atmsalad wrote: I believe that the scenarios you just listed would make it almost impossible for a person with a 1 point loss to push them out of the finals if there are 4 rounds.
Not so. It could easily happen. Player A - 3-1, with two 2-pt wins, a 3-pt win, and a 0-pt loss (and beat player B) = 7pts Player B - 2-2 with two 3-pt wins, and two 1-pt losses (and lost to player A) = 8 pts Player B goes to the top 4, player B sits and wonders why the sysytem is so screwed up. I'm sorry, but a better record and winning head-to-head should always place you above someone else in my opinion.
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Rank: Advanced Bloo Milk Member Groups: Member
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TimmerB123 wrote: I'm sorry, but a better record and winning head-to-head should always place you above someone else in my opinion.
That's already not true. Right now, we can have a player go 4-0 with 8 points and have beaten another player who goes 3-1 with 9 points, and gets placed behind them. Record and head-to-head are already not the most important things in a tournament. The core of your argument I think is an attitude of winning being the only important thing, regardless of points. This attitude promotes slow play, stalling, lockouts, etc. It's an attitude that is slightly punished by 3-2-0 scoring, and even more punished by 3-2-1 scoring. 3-2-1 scoring promotes winning (obviously), but also promotes interaction, and promotes it from both sides of the table. Pure win/loss doesn't promote interaction at all (aside from the minimum interaction required to win), 3-2-0 promotes interaction exclusively from the winner (and can actually penalize the loser for interacting, if they don't want the winner to get 3 points for whatever reason), while 3-2-1 promotes interaction from BOTH the winner and the loser. It will require a change in attitude from a lot of players. It makes winning still the MOST important thing, but not the ONLY important thing, which is I think exactly what players want.
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Rank: Advanced Bloo Milk Member Groups: Member
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I know it's already true that it is possible, but it's in an extreme case, and I am fine with it in that case.
3-2-1 would allow it to happen much more often.
I do want to encourage more engagement, but I don't think this accomplishes that goal. I think 10 point gambit is a much better way to do it. Effect each game directly, not tournament structure.
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Echo24 wrote:It will require a change in attitude from a lot of players. It makes winning still the MOST important thing, but not the ONLY important thing, which is I think exactly what players want. Heck yes players want that! The 3-2-1 scoring has the potential to do something 10 point gambit cannot do. Increase engagement throughout the whole game, not just the whole tournament or part of the game. Also, the cases where 1 point losses bump people doesn't seam to happen so often that it bothers anyone in New Zealand. (Does it?)
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Rank: Advanced Bloo Milk Member Groups: Member
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TimmerB123 wrote:I know it's already true that it is possible, but it's in an extreme case, and I am fine with it in that case. I think that's part of the difference. You see a 4-0 player with 8 points being behind a 3-1 player with 9 points as a rare, unfortunate side effect of the 3-2 system; a necessary evil of sorts. Others (myself included) see it as an awesome feature that does a better job of ranking players by the skills we wish to rank them on (not just winning games, but winning them convincingly, quickly, and with sufficient interaction).
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Rank: Advanced Bloo Milk Member Groups: Member
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I agree with Daniel. IMO, both of his last 2 posts have crystalized the real debate in this discussion: The core issue is that we have a different perspective about how the game is played and won.
It seems clear that neither side wants to budge, so I think we should just leave it to a community vote. But even more than that, we could just ask anyone from the NZ SWM community to make comments. IMHO, NZ is the best place to play SWM on the planet; they've got a very active tournament scene, with many world-class players. They've been living this system for 4 years (if I understand correctly), so if they say that they're glad they have that system, then we should adopt it too.
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Rank: Advanced Bloo Milk Member Groups: Member
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Echo24 wrote:TimmerB123 wrote:I know it's already true that it is possible, but it's in an extreme case, and I am fine with it in that case. I think that's part of the difference. You see a 4-0 player with 8 points being behind a 3-1 player with 9 points as a rare, unfortunate side effect of the 3-2 system; a necessary evil of sorts. No, that's not the way I see it. It is rare (I don't actually recall it happening, and if it has it is seldom) - but not an unfortunate side effect. I see it as appropriate, since 4 two point wins is a pattern, as is 3 three point wins. I am also fine with 3 point vs two point wins breaking a tie between opponents with the same record. But I do not think a couple 3 point wins or a couple 2 point wins makes a pattern. Therefore I would always rank a 3-1 who beat a 2-2 higher than that 2-2. Where as the 3-2-1 system allows space for that not to happen. I see the issues that everyone is talking about are due to several factors, but in my opinion, tournament structure is not to blame. Inherent unavoidable game mechanics, overpowered/undercosted pieces, varying playstyles, all contribute. The tournament system is not to blame though. So I don't see the need to change a system that is working well.
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Rank: Advanced Bloo Milk Member Groups: Member
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Ok, lets dissect it further.
What do you think the problem is that makes people want the 3-2-1 system, and what specifically do you think causes that problem?
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Rank: Advanced Bloo Milk Member Groups: Member
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what people want, and have always wanted, is engagement and games to finish. They don't want to be locked out, they don't want to be killed without having some chance at rolling dice and they don't want to watch the other opponent take ages over their turns so that at the end of the game you've played for 20% of the time and the opponent 80%.
That's been the core issue of all the rule changes in the tournament scoring, AFAIAC.
I just don't think that a significant amount of games are conducive to being finished in an hour. Whereas i tend to reject the overall rock/paper/scissors paradigm that gets thrown around in the game i've used it here as a generality of how i figure games to go in the different matchup based on my experience.
Rock V Rock - no problem, generally low activation squads, probably comes down to an init and then a snowball death
Rock v paper - bad match up, probably finished in an hour as the rock crumbles being unable to catch the paper.
Rock V Scissors - probably doesn't finish as the scissors attempts to stay away from the rock strength while the rock mops what it can. Rocks lower activations makes it hard to get at all the activation in the scissor squad. Scissors probably doesn't have enough oompf to take out the Rocks core and so needs to win on points. Lock outs are common victory paths for the scissors.
scissors v Paper - Slower game due to increased activations on both sides. Both sides will have a bunch and will be well aware of the penalties of making a poor move. Advancement is slow and cautious as is the overall game.
Paper v Paper - slightly faster because the cheaper pieces do damage and can be sacrificed without a huge loss. Engagement is early and often as a result but generally too many activations to finish in an hour, especially with many figs on the back row as non or poor combatants.
scissors v Scissors - sleeping bag time. Loads of activations with one or two big hitters that are very cautious to engage. Plays very much like scissors v paper but the penalties for poor movement really drags the speed down (lots of counting, disengaging, spinning and retreating).
The most favored squad type is Rock. A few heros with some tech, lower activation. Its what new people play because you're more likely to have named figures on it and it isn't a headache to pilot. They promote fast games, lots of die rolling and duels everyone has fun. Scissors and paper are generally less favored but they've almost always been stronger. Activation advantage is huge and both those styles generally have a lot or incredible range and methods of dealing with a lot of activations against them.
Now that the current gatekeeper activation is about 26, this bodes very poorly for rock squads and thus for the speed of the game.
From the NZ tourney it was mainly rock/paper. Rock v rock and rock v paper finished, paper v paper generally struggled to.
There is only so much the victory conditions can do. A massive part of the tourney outcomes is design ramifications.
To summarize, i think you can mess with the tourney victory conditions ad infinitum but core aspects of the game will always dictate how it plays.
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