F2P Tournament: Coming SOON...

Thoughts?


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Picked option 3 and 5.

I'm excited and want it to happen but at the same time, I have a feelin' the thing might flop like previous tourney's. :eek:

Aye. Well the goal is to just leave it available and see who's interested. Kind of like a 24 hour convenience store. Think it might work better than some of the other things we've tried which were event-based.

You're telling me if I wanted to spend $25USD on an Iron Skyreaver* mount, I could use it? Being purely F2P, I mean.

*https://us.battle.net/shop/en/product/world-of-warcraft-mount-iron-skyreaver

I think so... I'm not sure. Somewhere on the site states mouts are added to your accounts mount page. I haven't gone through with it to test it but I wasn't getting any "error you can't do this" messages..

And I've seen 24s on most of those mounts in BGs so I know they scale down to riding mounts for lower levels..
 
Izac, you already have a lot of rules, but limiting the number of hunters to one might be advisable, and they should probably count as a p2p/24 as far as scoring goes.



Two heads, but only one seat. Meh.

The mount is a lot cooler than what it looks
 
This is YOURS and cheese's tounry so do not change the prizes to fit one person and don't change the rules unless it's something you two feel needs to be changed to compensate for something. Tired of a few ruining these tourny-like things for the many just because they are greedy/not wanting to lose.

Izac, limiting the number of healing specs for teams might also be advisable. Also, maybe pug f2p hunters should count as a p2p/24 as far as scoring goes, as they are stronger than many p2p specs.

example #1 of 90871263871263 to come.

Sorry (not really) but hpals are stronger then most p2p specs, Rdruids are stronger then most p2p specs, eles are stronger then most p2p specs, rogues are stronger then most p2p specs. Scoring JUST hunters as p2ps while allowing the other specs as f2ps would be stupid, so either score them all as p2ps or do it to none and since this is a tourny with random pugs that would be kinda silly imo
 
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Izac, limiting the number of healing specs for teams might also be advisable. Also, maybe pug f2p hunters should count as a p2p/24 as far as scoring goes, as they are stronger than many p2p specs.

Aye we thought about that. Originally there was going to be no comp rules at all. Then I thought we should have a class limit of 3. Then Cheesetoast wittled me down to 2. I think that's a pretty good catch-all for comp rules

Comp design will just have to be part of the game as well. I've seen all healer teams lose cause they have no dps, and I've seen all dps teams lose cause they have no heals

As far as non-p2p pugs - luck of the draw. If one team has a pug group that's just dominating mid you're just gonna have to get creative. Lure them out of mid or something... or just do some damage control and try to prevent caps

example #1 of 90871263871263 to come.

Yeah, the goal is to keep the rules as simple as possible. Only the bare necessities. Any additional rules can be agreed upon between games that teams set up with each other. But I think the less rules the better B) keep it pug-authentic
 
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Also added something that I forgot to include in the rules..

If you have multiple characters of the same class you'll be able to combine scores into one overall score. Gives you some options on who to play with
 
ok imagine im 5man mag premade vs 5man aggramar, and i sync queue with 5man TN to win, how would u solve that? if i didnt tell you i did it on purpose [MENTION=16866]Izac[/MENTION]



I feel like war games would be better, but we dont have p2ps to crz :( and it takes alot more time and work.


also if ur counting 24s, what about low geared 20-24p2p or f2p with less then 1.4-1.5k hp.
classes&gear will affect result of the pug, ofc this tourney is just for fun and i would like to do premade vs premade with ranks or not but since im taking this as serious competion, i feel like war games would be best way to do it if possible :)
 
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ok imagine im 5man mag premade vs 5man aggramar, and i sync queue with 5man TN to win, how would u solve that? if i didnt tell you i did it on purpose [MENTION=16866]Izac[/MENTION]



I feel like war games would be better, but we dont have p2ps to crz :( and it takes alot more time and work.


also if ur counting 24s, what about low geared 20-24p2p or f2p with less then 1.4-1.5k hp.
classes&gear will affect result of the pug, ofc this tourney is just for fun and i would like to do premade vs premade with ranks or not but since im taking this as serious competion, i feel like war games would be best way to do it if possible :)

thats easy, agg gets some points
 
My personal 2 cents:

If you see this as a way to proof to your mother that you are not a failure, this is not for you.
If you need to proof yourself, this is not for you.
If you can't keep your ego in check after a win, this is not for you.
If you need to win with any means necessary, this is not for you.
If you think skill is something to brag about, in a niche aspect of a video game, thats dwindling in popularity and and played by teenage boys, this is not for you.
If you rage after a loss, this is not for you.
If you rage about someones stupid mistakes, this is not for you.
If you can't handle unfair games, this is not for you.




If you enjoy playing this game, this might be for you.
If you like playing with friends, this might be for you.
If you like to improve your gameplay, this might be for you.
If you can respect your opponents, this might be for you.
If you can win and lose with grace, this might be for you.
If you can accept the randomness of this game, this might be for you.
If you would like to play better quality games, this might be for you.
If you like having a challenge, this might be for you.
If you can handle the imbalance, this might be for you.




I believe these games could be a great way to promote fun bgs. If the attitude of participating teams are in line.
I don't see teamskill as the sole deciding factor. Two good teams will only slightly differ in skill whereas a pug can range
from "waste of space" to very good. It's kind of like poker where a good player has to play with the cards he is dealt. Only way
to beat the randomness is to play a lot of hands consistently good. Either way it does not hurt and is potentially very fun.


Maybe we can start a pre season now, where teams can form and experiment and the logistics are figured out. The rules won't be
perfect but we don't need to theorycraft about them without ever getting any games done.


P.S.


Kudos to you.
 
It's always fun to pug into the types of strategically driven games that result from these kind of things. Hope to bump into some of you competitors out there. Cool idea and good luck! :)
 
example #1 of 90871263871263 to come.

Sorry (not really) but hpals are stronger then most p2p specs, Rdruids are stronger then most p2p specs, eles are stronger then most p2p specs, rogues are stronger then most p2p specs. Scoring JUST hunters as p2ps while allowing the other specs as f2ps would be stupid, so either score them all as p2ps or do it to none and since this is a tourny with random pugs that would be kinda silly imo

What happened to us? We used to be friends.

Nitpicking rules just goes with the territory, if one wants balance, and it's better to do it now before people invest time and effort into assembling their teams — before feelings really get hurt.

Maybe I should have just left it alone, but I really felt it was valid input. Hearing Izac's explanation was helpful in understanding how much thought and effort they have already put into this. I know hunters have a special place in your heart, Lil, but my suggestion was not directed at you — Izac did ask for feedback.

I'll leave you with this: a limit of two per class is a tried and true rule for premades of 10. But I think that it would follow that the smaller the group, the smaller that limit should be, to promote varied team comps.
 
What happened to us? We used to be friends.

Nitpicking rules just goes with the territory, if one wants balance, and it's better to do it now before people invest time and effort into assembling their teams — before feelings really get hurt.

Maybe I should have just left it alone, but I really felt it was valid input. Hearing Izac's explanation was helpful in understanding how much thought and effort they have already put into this. I know hunters have a special place in your heart, Lil, but my suggestion was not directed at you — Izac did ask for feedback.

I'll leave you with this: a limit of two per class is a tried and true rule for premades of 10. But I think that it would follow that the smaller the group, the smaller that limit should be, to promote varied team comps.

Smash Mouth - Why Can't We Be Friends - YouTube

10 hours of "What is love" (Jim Carrey, v.1) - YouTube

2hunters per team of 4s and 5s seems fine, 1hunter for 2s and 3s :) the same applies to every class.
 
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What happened to us? We used to be friends.

Nitpicking rules just goes with the territory, if one wants balance, and it's better to do it now before people invest time and effort into assembling their teams — before feelings really get hurt. Maybe I should have just left it alone, but I really felt it was valid input. Hearing Izac's explanation was helpful in understanding how much thought and effort they have already put into this. I know hunters have a special place in your heart, Lil, but my suggestion was not directed at you — Izac did ask for feedback.

I'll leave you with this: a limit of two per class is a tried and true rule for premades of 10. But I think that it would follow that the smaller the group, the smaller that limit should be, to promote varied team comps.
I didn't say anything about you, you were just simply the first person to ask that some rule was changed (which is what has ruined EVERY tourney in the past). If your rule woulda went into effect the next one woulda been to ban hunts all together, then to ban the eyepatch then to ban 2 healing specs in a team of 3s. It's been done over and over in previous situations and all limiting something does is decrease interest which people don't seem to think of. I'd rather actually try something and find out something is flawed then nitpick and point everything that COULD go wrong before anyone actually tries playing and seeing if it'd come up.

Also picking one class to count as a p2p because of their strength is silly since like I said there are numerous classes stronger then P2Ps and imo a hunt isn't even hte most OP class. Again wasn't anything against you, was just what you said xD
 
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Feedback:

Why is there an agreement between teams before facing each other, wouldn't screenshots be enough (start and end) making queuing more fun with unpredictability factor not knowing what you might be up against next. The process will become easier for new teams to start taking part.

Teams could just provide their names in this thread, you list team roster section. Its up to the players to check roster and screenshot games.

I favor sticking to smaller team sizes to keep pug factor in play.

Good luck !
 
Feedback:

Why is there an agreement between teams before facing each other, wouldn't screenshots be enough (start and end) making queuing more fun with unpredictability factor not knowing what you might be up against next. The process will become easier for new teams to start taking part.

Teams could just provide their names in this thread, you list team roster section. Its up to the players to check roster and screenshot games.

I favor sticking to smaller team sizes to keep pug factor in play.

Good luck !

I favor this style of thought over a highly coordinated / regulated system that requires teams to consent to fight the other team.

The fact of the matter is that teams aren't going to consent to face teams that they are not 90% positive they will beat.

Or if they do, it's going to be the top 2-3 teams that feel confident in their chances against each other.

For instance, let's say I was a casual F2P playing on some unknown server with 2 friends. If I wanted to end as one of the top teams, I wouldn't purposely queue into Ursin. It's just common sense that an extremely coordinated and strong group such as Ursin wouldn't have a positive effect on my team's rating.

IMO: Make it chance based. If you are on a F2P team of 2+ people on your realm, and queue into another F2P team with 2+ players from their realm, it is a ranked match. Screenshots can be required, and obviously if the players are unknown / not a part of this event, then no "match" has occurred. There are complications involved with either system, but I think it's easier to queue randomly than having a pre-game agreement to fight.
 
Feedback:

Why is there an agreement between teams before facing each other, wouldn't screenshots be enough (start and end) making queuing more fun with unpredictability factor not knowing what you might be up against next. The process will become easier for new teams to start taking part.

Teams could just provide their names in this thread, you list team roster section. Its up to the players to check roster and screenshot games.

I favor sticking to smaller team sizes to keep pug factor in play.

Good luck !

I favor this style of thought over a highly coordinated / regulated system that requires teams to consent to fight the other team.

The fact of the matter is that teams aren't going to consent to face teams that they are not 90% positive they will beat.

Or if they do, it's going to be the top 2-3 teams that feel confident in their chances against each other.

For instance, let's say I was a casual F2P playing on some unknown server with 2 friends. If I wanted to end as one of the top teams, I wouldn't purposely queue into Ursin. It's just common sense that an extremely coordinated and strong group such as Ursin wouldn't have a positive effect on my team's rating.

IMO: Make it chance based. If you are on a F2P team of 2+ people on your realm, and queue into another F2P team with 2+ players from their realm, it is a ranked match. Screenshots can be required, and obviously if the players are unknown / not a part of this event, then no "match" has occurred. There are complications involved with either system, but I think it's easier to queue randomly than having a pre-game agreement to fight.

Yes. Izac and I talked this over, it's a big factor. It's hard to solve though. One of the problems is that we want to move away from realm v realm. There are players alone on their server who's teams won't be on the same server. So for it to have value as a 2v2 is a bit hazy if people are handing in screen shots of games where theres two enemy players who look like they're teamed up but don't know each other at all. We were thinking maybe a solution would be to have the "free queue days" on the weekends and during the week would be the more planned games.
 
Yes. Izac and I talked this over, it's a big factor. It's hard to solve though. One of the problems is that we want to move away from realm v realm. There are players alone on their server who's teams won't be on the same server. So for it to have value as a 2v2 is a bit hazy if people are handing in screen shots of games where theres two enemy players who look like they're teamed up but don't know each other at all. We were thinking maybe a solution would be to have the "free queue days" on the weekends and during the week would be the more planned games.

What about sacrificing the larger team sizes in favor of making it easier to identify an opposing team? I.E., limiting it to 2v2 or 3v3.

I agree with some earlier posts; if it's for fun, people are going to queue as whatever just to practice / improve gameplay.

If there is a reward / reputation on the line, people are going to want to get ahead and then sit on their rating, and/or be VERY particular with trying to find loopholes in the rules to avoid losing rating.

I LOVE that you guys have rewards on the line, that is absolutely awesome and shows your commitment to improving the bracket. Just be aware that you may have to go balls to the wall in enforcing every last rule and think EVERYTHING through before this goes live. Try to streamline the entire process; don't think from the perspective of how it should go ideally. Rather, try to pick apart your system and find parts that could be unclear/need improvement.

Love the idea. I'd love to provide more feedback, if you want me to.
 
Yes. Izac and I talked this over, it's a big factor. It's hard to solve though. One of the problems is that we want to move away from realm v realm. There are players alone on their server who's teams won't be on the same server. So for it to have value as a 2v2 is a bit hazy if people are handing in screen shots of games where theres two enemy players who look like they're teamed up but don't know each other at all. We were thinking maybe a solution would be to have the "free queue days" on the weekends and during the week would be the more planned games.

Well that's where the thread comes in,regardless of realms if you want to win points from SS both your team and the defeated team must be registered into thread roster prior to the submitted SS. New teams who want to practice can do so without problem, since they can't loose or win points without being added to roster.

Don't see how problems can arise using this system. Hmmm am I missing something here?
 
Yes. Izac and I talked this over, it's a big factor. It's hard to solve though. One of the problems is that we want to move away from realm v realm. There are players alone on their server who's teams won't be on the same server. So for it to have value as a 2v2 is a bit hazy if people are handing in screen shots of games where theres two enemy players who look like they're teamed up but don't know each other at all. We were thinking maybe a solution would be to have the "free queue days" on the weekends and during the week would be the more planned games.

Well that's where the thread comes in,regardless of realms if you want to win points from SS both your team and the defeated team must be registered into thread roster prior to the submitted SS. New teams who want to practice can do so without problem, since they can't loose or win points without being added to roster.

Don't see how problems can arise using this system. Hmmm am I missing something here?
 
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