Joined: Nov 14, 2005 Posts: 4210 Location: True Next LAN: False LAN Count: 46
Post subject: Seeding tournament participants
Wrote a long post then lost it.
I propose a player seeding system for multiple-server and team-based deathmatch tournament games. Mainly to address imbalance in team-based deathmatch tournament games at the LAN (such as TF2 and CSS:Gungame).
Each player would be given a seeding rank based on the number of points they'd ever won in that game.
In multiple-server games, such as Tetrinet, it would look something like:
1) Wimbledon style, where the highest and lowest seeds face off first to encourage high seeded players to face each other in the finals. Probably not a good method here.
2) Grouping players of roughly equal skill. So server 1 would have seeds 1-3, server 2 would have seeds 4-6, etc. Good for thinning out expert players from the finals.
3) Grouping servers into roughly equal skill. So server 1 would have DrFrag and Marchos (seeds 1+4), server 2 would have BigReidy and JustJess (seeds 2+5), server 3 would have Ravenge and Snax (seeds 3+6), etc.
It might also be worth applying to Worms World Party, but less so Flatout 2 and Tower Defence (where imbalance seems less of an issue). It might be that multiple-server tournament games don't warrant seeding at all.
But the biggest benefit would be in team-based deathmatch games such as TF2, CSS and CSS:Gungame. All odd-seeded players would be on one team, and all even-seeded players would be on the other.
It would require a bit of number crunching to set up, but I have some free time and would be happy to organise this to trial at a LAN. I would require a copy of all past tournament results. _________________
Joined: Sep 22, 2005 Posts: 1152 Location: Atop a throne of skulls and ebony, amidst a lake of blood Next LAN: True LAN Count: 51
Post subject:
I think it's a good idea in theory, but there may be some practical considerations in implementing this. It would be simple enough to make a lookup function for the database to find those records, although it may take time to implement. The main concern I have is how we would enforce this. As far as I'm aware, there's absolutely nothing to stop players from changing team in CSS or TF2, and (more to the point) it'd be very difficult to police making sure they enter the correct team to begin with. _________________ i7 950 3.06Ghz/Asus P6T Deluxe V2/3x2GB Kingston DDR3-1333/Sapphire 4870x2
Joined: Nov 14, 2005 Posts: 4210 Location: True Next LAN: False LAN Count: 46
Post subject:
And I was being generous Raven. ;-P
Yeah Marchos the more I think about it, the more I can see practical problems with implementing it. Not just enforcing it, but how to even let people know what team to go on. Like "oh, the #3 seed has just turned up, we need the following 18 people to switch teams." Big headache.
It'd be great if it was built into games and there was a standing leaderboard. But oh well. I came up with it when I was really tired. _________________
Joined: Aug 02, 2008 Posts: 202 Location: 1171672473127842 Next LAN: False LAN Count: 18
Post subject:
ok What you could do is use tournament mode in tf2 if not make source mod that is tournament mode style but with like 20 players each side and if ya make a pluging you can out put the data to a database _________________ JohnZayas.com
Posted: Thu Mar 11, 2010 4:46 pm
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