Future STGT Guidelines (STGT '08 Rule Changes?)

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DJ Incompetent
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Post by DJ Incompetent »

Yeaaah. I've been trapped in a parking garage for the past hour. Stupid college and their stupid gate-locking my car. B&E is tha good times I say-I-say...


Where was I? Ah yes. A topic with much feedback. Thank you Acid King for the bold idea. That would be the best blueprint to go on if we were starting all teams from total scratch. Perhaps in a few years or something?

^_^;; Let's combine ideas & try this again:

First:
Any previous-year teams requesting to be brought back with the original player lineup will be made so.
Then:

----------------------------------------------------------

DJ Acid Edge Method:

Any player can setup new or arrange old teams by posting their desire in the main (next year's) tourney thread. Creating new teams will work pretty much like '06 did. The player tells what he needs and who else is joining the forum to play alongside him, say you want to represent your country, your region, something original, or something random; tell us and you'll be added as such...just like last year.

However, team captains will be added to the mix-

Team Captains:
-Any player on any team can declare himself captain (or must accept a teammate's nomination). If there's a dispute between multiple teammates wanting to be captain, the player with the most play-weeks in the last tournament(s) will get priority (if that's the same, then highest individual point count......and if that doesn't work....they play rock-paper-scissors over PM to a tourney organizer...). If nobody on the team steps-up to become captain; if a tourney organizer doesn't appoint one based on conduct, it will default to the first player listed on the team roster.
-Only captains will be PMed in the event of needing more players to participate in the scoring weeks. It'll be up to them to get the message to the team.
-They have the final say in requesting/approving player trades*
-They may reject a player on the roster*; It'll be up to the organizer's judgment to just automatically add players requesting to be on a captain's team or to ask the captain first for approval.
-(if needed) They have the only say of the team's Draft Round pick (explained below)
-They will also get any extra decision-making power resulting from future topic questions TBD.

*before official voting/scoring week starts

----------------------------------------------------------

When Needed:
Players who fail to hint or specify what team they want to be on or what region they wish to represent will fall into a sort of "draft pool". This will not be any sort of team, nor will it mean they are forcefully held for any sort of draft. At first, This will be available so tourney organizers can move players to uneven numbered teams when the "draft pool" is small, and this is so team captains can negotiate (read: not draft) with these players to have them want to join-up a team; but the player chillin' in the "draft pool" must post in-agreement to be added or the captain post a PM quote.

The tourney organizer may choose to distribute people in the "draft pool" as he thinks is fairest, or he may let the number of "draft pool" players accumulate in-expectation to trigger a Draft Round, provided the team captains don't convince most the "draft pool" players to decide to join a specific team...which easily may or may not happen.

Draft Round:
When it becomes one week before the first voting week is launched, if the organizer feels there are enough "draft pool" players (meaning almost at least a player to choose for every team listed, he may launch a quick single-round draft
(or even double-round if ever possible). How selection of the method for what team gets to pick a player from the "draft pool" first & every captain after is up to the organizer: Random Lottery, Ultimate Rock-Paper-Scissors, old tourney individual ranking or team rankings, fight to the death, etc.. The method TBD in the actual future tourney thread if it ever comes to it. After the draft method is decided, all the team captains take their turn posting what remaining player they want from the "draft pool"....last teams picking may get multiple picks if there are slightly more "draft pool" players than teams...or the remainder may get distributed by organizer's choice. All up to the organizer to decide at the time.



SUMMARY:
The player himself has the final say on what team he wants to be on....unless a captain outright rejects a requesting member to his team.


I have thought this out in a way where the organizer has very few if any "rules" to reference and newcomers and veterans alike won't feel caught up in any overblown "system". All players can now be sorted all-at-once like '06 or if you want to split up the work, you can only tend to the player requests and initial team setups the first few weeks where there will be the majority of them while dumping undecided players in the "draft pool" to accumulate to the end of the registration period where that can be dealt with all at once. Then that is left to be available only if you feel the workload for that year requires it.


Will this work?





----------------------------------------------------------
BulletMagnet wrote:
Davey wrote:
The Coop wrote:Remember "fun"?
Kinda. But we decided to take this thing to the next level.
Quote of the thread.
This isn't about taking it to the next level and killin' the fun. It's about arranging-without-constricting to make the points gap between First and Second a little tighter. It's about tripling the productive funny stuff thrown around the threads. It's about having something to shoot for so anybody on any playing ability and commitment has a place and a goal to attack. I'll do what I can to put us in the best position to make that happen. Boring threads like this one are good so most the boring eyeroll stuff can hopefully stay out of the next tourney. Try reading beyond 12 pages on '06. You'll want to Image But that's just me. ^_-
Rob wrote:Smoothing out the rules can make the next one more fun. That's what this is about.
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Edge
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Post by Edge »

Sorry for the delay, DJI.

I guess I needed a little break from discussing organization of tournaments. Anyway now I'd gladly carry on the discussion for the new STGT, if you still like. :P

@DJ Incompetent
Ok, I have read most of the thread again. So I see, you'd like to change the team set ups to get it more efficient and faster. But I am afraid that if we have to many selection rules, it will result in much more drama. Also I think clean and short rules are very important, doing too complex organizing rules may only restirct us and hurt our flexibility. Not to mention the time loss and the "shadowy" for said casual player joining the tournament, but not wanting to read too long rules. That is at least my opinion.

So, here is some basic idea how I'd suggest team organization for the next STGT:

-Roughly one month before the actual tournament begins we open a registration thread.

-The first post of this thread will always be updated with the latest team set ups. (Like in '06)

-To help organization there will be a simple format how to register yourself. Something like this:
(maybe this form could be the second post of this thread, so people could simply hit the quote button to register.)

Example 1:
Nick: Icarus
Desired Team: namakoteam
Team Captain: Icarus
Region: UK


Example 2:
Nick: UK Newcomer
Desired Team: namakoteam
Team Captain: Icarus
Region: UK


Example 3:
Nick: Mr.X
Desired Team: None
Team Captain: None
Region: ?


So, that we have some info to start with. Offcourse there will be still people joining the thread with something like: "I am in. Can I join? Can I??" And then the current registrated players will be listed in the first post of this thread. There will be some discussion about teams who can't get enough players, people without a team etc. but i am confident we can manage all these.

But it may result in less drama. There won't be as much drama as this time due to the facts that we have returning teams and a fair amount of people knowing how everything works. Also last time we used the STGT main thread as a brainstorming thread where the whole concept of the STGT was born and in the beginning pages we didn't know where we are heading. This will be different next time.

And I fear if the registration is too complex not only would it lead to more people getting confused by the rules and asking the same questions over and over, it might even lead to people not joining this tournament as it sounds way to complicated. Well, that's just my 2 cents after 2 months break or so. :)
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Post by DJ Incompetent »

Edge wrote:Sorry for the delay, DJI.

I guess I needed a little break from discussing organization of tournaments. Anyway now I'd gladly carry on the discussion for the new STGT, if you still like. :P
I'm pretty sure anytime I posted I made somebody's eyes bleed.
Timing aside, I ain't trippin'. We coo.
Edge wrote: you'd like to change the team set ups to get it more efficient and faster. But I am afraid that if we have to many selection rules, it will result in much more drama. Also I think clean and short rules are very important, doing too complex organizing rules may only restirct us and hurt our flexibility. Not to mention the time loss and the "shadowy" for said casual player joining the tournament, but not wanting to read too long rules. That is at least my opinion.
Basically, you want to wing-it with the common-sense judgment during player registration like last time but still say there's captains.....but in this case the Captains will be handling whatever team maintenance/rally issues that will be dealt with at the time (such as who to write PMs to if a scoring week is about to end and there are not enough players). This is also to say the Captains will not be formally picking any players through any kind of method involving turns, which I felt may have been the reason the players who were asking to allow captains wanted the captain system implemented in the first place.

So let me remind you all that jumbles of many words I wrote way above is basically like what you just said:



I will summarize:

Edge proposal:
---------
-Make teams same way as '06 (by common sense)
-Make teams have captains (but only do common sense team management tasks and deal with arising '07 issues as they appear)

DJI proposal:
---------
-Make teams same way as '06 (by common sense)
-Make teams have captains (but preassign most powers as captain)
*Leave room to utilize captains in draft picking (to ONLY be used if we have a moderate number of newcomers that also can't specify a team; meaning probably never)---and this is the only part where 'rules' may start confusing people as this is the only section where people would have to read anything to figure out what's going on and how captains are deciding teams

* = one big section serving (again) as "in-case shit" for helping to sort-out the possibility of a large number of (new) participants of undecided loyalty.....while ending any forum demand for "team-picking captains" at the same time



I don't care which method to go with. I just wanted to make absolutely sure I got the message to you that my complex-looking proposal is basically not really a confusing rulebook but more to settle possible problems and give a heads-up of what captains can and can't do up-front. No regular player really needs to read any of that stuff.....only organizers and captains really....and it'd all be read and applied in pieces....and 95% of everything going on would be the first 4 lines of that "DJ Acid Edge Method" section which states 'do what we did in '06'..


Which proposal do you want to use?



Edge wrote: -To help organization there will be a simple format how to register yourself. Something like this:
(maybe this form could be the second post of this thread, so people could simply hit the quote button to register.)

Example 1:
Nick: Icarus
Desired Team: namakoteam
Team Captain: Icarus
Region: UK


Example 2:
Nick: UK Newcomer
Desired Team: namakoteam
Team Captain: Icarus
Region: UK


Example 3:
Nick: Mr.X
Desired Team: None
Team Captain: None
Region: ?


So, that we have some info to start with. Offcourse there will be still people joining the thread with something like: "I am in. Can I join? Can I??" And then the current registrated players will be listed in the first post of this thread. There will be some discussion about teams who can't get enough players, people without a team etc. but i am confident we can manage all these.

And I fear if the registration is too complex not only would it lead to more people getting confused by the rules and asking the same questions over and over, it might even lead to people not joining this tournament as it sounds way to complicated. Well, that's just my 2 cents after 2 months break or so. :)
I'm for it. Let's do it.

From your examples, let's see if I break this down right:

Nick: UK Newcomer :arrow: standard username
Desired Team: namakoteam :arrow: team selection
Team Captain: Icarus :arrow: user's VOTE to who should be the team captain of his Desired Team? (Should it be renamed "Team Captain Vote" to avoid confusion?)
Region: UK :arrow: chosen nationality to represent. If none is put down, use what is written by the user's post count? If none else, add to a misc unfilled team?

Now, while I'll try to stick with this:
Edge wrote:Also I think clean and short rules are very important
while still trying to add things to solve problems in advance, be aware I will probably try to challenge ya on adding extra lines to this entry form during various questions down the road. Say..

Example 4:
Nick: Dr.Z
Desired Team: Team Loser
Team Captain Vote: _Bnu
Region: Africa
Game Participation Type: Console & MAME / Console Only / MAME Only
Expected # Week Participation: All Weeks / 2-4 Weeks / 1 Week / ?
Personal Ability/Tier Placement Expectations: Lower-Tier / Upper-Tier


We can decide that stuff later obviously. I'm just saying it'll probably require more than just 4 lines at the least on this entry form.
Is that acceptable?





Figure out what you want to do first. Read the optional stuff below later.
Edge wrote:There won't be as much drama as this time due to the facts that we have returning teams and a fair amount of people knowing how everything works. Also last time we used the STGT main thread as a brainstorming thread where the whole concept of the STGT was born and in the beginning pages we didn't know where we are heading. This will be different next time.
I agree.


Just on the record:
I have 2 reasons I keep adding crazy-long rule lists to whatever I'm talking about:
1. To increase chances of stopping long-winded repetitive somewhat time-wasting arguments before they start during the tournament.
The whole reason a Board FAQ was created is the best example. The question is do you think arguments will ever get that severe, a set of rules for "in-case scenarios" would be referenced to end those arguments?
2. I wasn't necessarily making this thread planning solely for 2007. Page 1 on here was supposed to be...say...a comprehensive summary of debates from about a hundred+ full pages of thread dialogue. I want STGT to continue annually and permanently....without myself, Edge, or any individual needing to join every single year in the future for it to survive. (now, obviously this is all thinking a tad too far ahead) I'm pretty sure that the tournament will stay operational as long as you're heading this thing. But what if any number of years down the road you Edge say you don't want to run a competition for 4+- months out of every year anymore? What then? The idea was this STGT guidelines thing could be a reference for another responsible individual to take over running the tournament if on a future year it ever came down to that. Adding the rules for up above and for most of the rest of the subjects I've been talking about are not really set for black & white rules/restrictions, but more for guidelines to settle oncoming disputes. If it ever comes to another person taking over running the tourney, you want the guy(s) to be able to pick up where the old tourney organizers left off...not take the tournament a few steps backward so the same bitching and moaning solved X years ago can start over again. 'cuz dude, there was a lot of moaning and bitching back at them old threads :P
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Post by Edge »

DJ Incompetent wrote: Edge proposal:
---------
-Make teams same way as '06 (by common sense)
-Make teams have captains (but only do common sense team management tasks and deal with arising '07 issues as they appear)

DJI proposal:
---------
-Make teams same way as '06 (by common sense)
-Make teams have captains (but preassign most powers as captain)
*Leave room to utilize captains in draft picking (to ONLY be used if we have a moderate number of newcomers that also can't specify a team; meaning probably never)---and this is the only part where 'rules' may start confusing people as this is the only section where people would have to read anything to figure out what's going on and how captains are deciding teams

* = one big section serving (again) as "in-case shit" for helping to sort-out the possibility of a large number of (new) participants of undecided loyalty.....while ending any forum demand for "team-picking captains" at the same time
Sounds good to me so far, I probably misunderstood you. I thought you'd like the draft phase to be implemented as a solid part of the team selection and not "only" in case shit. So, ok let's add this clause just in case, there will be some people who couldn't find any team where to go. Still I wonder if we'd ever need that, because the team captains could have just invited them in the common sense phase, instead of picking them by a draft. But anyway... I say let's stick with it. It won't harm and if you think it is a good idea, maybe it is and just I am the one who can't see it.
DJ Incompetent wrote: Example 4:
Nick: Dr.Z
Desired Team: Team Loser
Team Captain Vote: _Bnu
Region: Africa
Game Participation Type: Console & MAME / Console Only / MAME Only
Expected # Week Participation: All Weeks / 2-4 Weeks / 1 Week / ?
Personal Ability/Tier Placement Expectations: Lower-Tier / Upper-Tier
Ah, yeah. I am absolutely with you on this one. I forgot the whole Console/MAME thing... :oops:
And the other infos are a good ideas as well, also "Team Captain Vote" is clearer. Maybe let's give a point value for "Personal Ability", from 1-5 5 beeing the best and 1 the
There might also be a few other lines, but I think in general the whole format is easy to understand and fast to fill out. Maybe a line for "would you like an "open team". (for the lack of a better English term)
Meaning you accept players put in your team, or do you have already a halfway organized team which shouldn't be changed.
This could or could not be useful for returning teams which already have a roster. Your opinion?

DJ Incompetent wrote:
Just on the record:
I have 2 reasons I keep adding crazy-long rule lists to whatever I'm talking about:
1. To increase chances of stopping long-winded repetitive somewhat time-wasting arguments before they start during the tournament.
The whole reason a Board FAQ was created is the best example. The question is do you think arguments will ever get that severe, a set of rules for "in-case scenarios" would be referenced to end those arguments?
2. I wasn't necessarily making this thread planning solely for 2007. Page 1 on here was supposed to be...say...a comprehensive summary of debates from about a hundred+ full pages of thread dialogue. I want STGT to continue annually and permanently....without myself, Edge, or any individual needing to join every single year in the future for it to survive. (now, obviously this is all thinking a tad too far ahead) I'm pretty sure that the tournament will stay operational as long as you're heading this thing. But what if any number of years down the road you Edge say you don't want to run a competition for 4+- months out of every year anymore? What then? The idea was this STGT guidelines thing could be a reference for another responsible individual to take over running the tournament if on a future year it ever came down to that. Adding the rules for up above and for most of the rest of the subjects I've been talking about are not really set for black & white rules/restrictions, but more for guidelines to settle oncoming disputes. If it ever comes to another person taking over running the tourney, you want the guy(s) to be able to pick up where the old tourney organizers left off...not take the tournament a few steps backward so the same bitching and moaning solved X years ago can start over again. 'cuz dude, there was a lot of moaning and bitching back at them old threads :P
Just keep any ideas coming, I think if we combine our different views and concerns for the next STGT the result will be better than if one guy had it only HIS way. :)

BTW:
Team Sizes
I'd suggest we stay with teams from a minimum of 5 to max 7 people on one team. (Actually according to the rules in '06 it were 4-7 members, but every team had at least 5 members.)
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Post by DJ Incompetent »

Alright, so...we end it with this.

Mixed proposal:
---------
-Make teams same way as '06 (by common sense)
-Make teams have captains (but only do common sense team management tasks and deal with arising '07 issues as they appear)
*Leave room to utilize captains in draft picking (to ONLY be used if we have a moderate number of newcomers that also can't specify a team; meaning probably never)

* = one big section serving (again) as "in-case shit" for helping to sort-out the possibility of a large number of (new) participants of undecided loyalty.....while ending any forum demand for "team-picking captains" at the same time



..so...this runs your '06 way. Teams, make it up as we go along; of course with the returning teams where requested. Captains, make up their roles as we go along in '07...probably just common sense stuff. And then if you feel like it and there's enough unaligned contestants, some wording is there for doing a captain's player-pick draft. And we understand it never even has to be used.

It'll be good for stopping repetitive conversations:
STGT '07
Contestant: "We should have captains"
Organizer: "We already have captains"
Contestant: "No no, we should have them pick the teams"
Organizer: "We already have that. We'll use it if we feel we need to. Go recruit some extra people to play in this and that'll increase the chances we'll need to use it. We're just using common sense to distribute people right now. It's simpler."


Case closed.



Anything else needing to discuss on this? I'll switch to the next question in a day if there's nothing else.



Edge wrote:
DJ Incompetent wrote: Example 4:

Personal Ability/Tier Placement Expectations: Lower-Tier / Upper-Tier
Maybe let's give a point value for "Personal Ability", from 1-5 5 being the best and 1 the [worst]
That looks great on paper, but...how much you wanna bet the people are not gonna rate themselves accurately. I had one or two situations last year on me old team where somebody would say they'd kick ass that week and it didn't end up happening. The purpose of the question on the form would be more of a loose black-&-white analysis for organizers to determine if a team looks somewhat balanced...and maybe shuffle a few extra people around accordingly. Maybe prevent anymore "Underdogs/namakoteams" or "Skandinavia/Swedens" on the spot.

And what really would be the difference between self-rating a 3 and a 4? A 2 and a 3? There were a lot of player rank shifts every week. I don't think 90+ numeric self-ratings are going to mean anything by the first week. lol, how much you wanna bet most of namakoteam will give themselves "4s"?

Maybe just an estimated Lower, Upper, or question-mark for self-rankings will do? People can at least predict if they're gonna place the upper half or middle 'n lower? And that question-mark can always be used for the over-humble or untested.

Personal Ability/Tier Placement Expectations: Lower-Tier / Upper-Tier / ?

(when the final teams are listed on the future '07 first page, that Upper-Tier/Lower-Tier/? listing should probably be listed next to the name..it'll help other players gauge what they're up against. But this kind of statistical listing is optional...nor does it have to be decided now or soon.)

Edge wrote: Maybe a line for "would you like an "open team". (for the lack of a better English term)
Meaning you accept players put in your team, or do you have already a halfway organized team which shouldn't be changed.
This could or could not be useful for returning teams which already have a roster. Your opinion?
While this may be something that a team would probably decide after the player registration forms were turned in, we could probably loosely pay attention to this if we make sure a team member who votes himself captain also declares the team "private" ("open team" = public . "private team" = invites & [captain] approvals only). Otherwise, majority in team registration would decide the open/public or private status when all their player forms are turned in.

Example 5:
Nick: username
Desired Team: Underdogs
Team Captain Vote: username
Desired Team Registration Status: Open / Private / ?
Region: anywhere
Game Participation Type: Console & MAME / Console Only / MAME Only
Expected # Week Participation: All Weeks / 2-4 Weeks / 1 Week / ?
Personal Ability/Tier Placement Expectations: Lower-Tier / Upper-Tier / ?


8 lines. How's it lookin' so far?
Edge wrote: BTW:
Team Sizes
I'd suggest we stay with teams from a minimum of 5 to max 7 people on one team. (Actually according to the rules in '06 it were 4-7 members, but every team had at least 5 members.)
Definitely. 5-7 stays. After a few more of those major first-page questions are knocked out, I'll think we should discuss how many of what kind of players should be held as minimum or maximum for these 5-7 people teams.....this could involve player types like skilled vs. unskilled, All/Most week participants vs. 1-2 Week/"Cautioned" (TBD), MAME players vs. console only players, etc.

But that should come later. I think the "cautioning" question is next anyway.
Last edited by DJ Incompetent on Tue Jan 23, 2007 5:22 am, edited 1 time in total.
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Rob
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Post by Rob »

I agree.

I think.
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Post by The Coop »

All those who are a bit lost at this time, please raise your right hand.
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Post by shoe-sama »

DJ Incompetent wrote:It'll be good for stopping repetitive conversations:
STGT '07
Contestant: "We should have captains"
Organizer: "We already have captains"
Contestant: "No no, we should have them pick the teams"
Organizer: "We already have that. We'll use it if we feel we need it. Go recruit a bunch of new people to play in this and that'll increse the chances we can use it. The rest is all common sense right now."
<Sidwell> TSS is manlier than a jet figher made of biceps.
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Post by DJ Incompetent »

The Coop wrote:All those who are a bit lost at this time, please raise your right hand.

:lol:

ok

1. Instead of "posting your desire in a thread to register", you hit a quote button and fill out 8 little lines. This is like an entry form. A very, very short entry form.
2. Arranging teams the same old way like '06. The people who step-up to be captains won't have a lot to do. They relay the important messages and do as lot or as little as the want to rally their team.

That's really all there is, man.


@shoe-sama
I tweaked the end on the edit. 'Hopefully sounds less retardo.
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Re: Future STGT Guidelines (Q: How to setup teams? Captains

Post by Edge »

Personal Ability/Tier Placement Expectations: Lower-Tier / Upper-Tier / ?
I agree that personal expectations are really not acurate at all. But the idea with using numbers as "how good are you" value was just to make sure the players don't write something like:

"I am moderately above the average and have been playing shmups for years, still might be an underdog in certain games, but with the right motivation also get a good position for my skill-level."

So that it would be hard to tell for us what he actually thinks about himself. But let's keep "Upper Tier / Middle Tier / Lower Tier / ?" or something alike, if we let the player just choose one of this descrpiptions it probably is also more unlikely to get misunderstood than pure numbers. ("I thought 1 was the highest value, not the lowest")

But we might discuss the entryform in detail later again. So I think that's all about the team set up and captains. Looks good so far. :)



Leading to the next point. if you don't mind me stepping to it, DJI?

Question

Code: Select all

Initiate the 'Cautioning' highlighting methods and get some basic "mame or console-only player" information on next year's participants and highlight them also?.
Before discussing this...
I think we need to make sure the STGT will stay MAME/emulated games centric. We might have or might not have some other games as well (doujins), but this will be discussed later. And if we have that will stay a minority. Does everybody agree with this part?

So if this stays the same I think all players who stated in their registration that they don't use MAME will be highlighted as "cautioned". I'd further say a multiple level of highlighting "how much cautioned" a player is might be a good idea. Might sound as it could complicate things unneceassary, but it is easy to visualize with different colors for the nicks.

So it could be divided like this:

Green
Game Participation Type: Console & MAME / MAME Only
Expected # Week Participation: All Weeks


Yellow
Game Participation Type: Console & MAME / MAME Only
Expected # Week Participation: 4-3 Weeks


Orange
Game Participation Type: Console & MAME / MAME Only
Expected # Week Participation: 2-1 Weeks
or...
Game Participation Type: Console Only
Expected # Week Participation: 5-4 Weeks


Red
Game Participation Type: Console Only
Expected # Week Participation: 3 or less Weeks


We could as well only do 2 levels of cautioning, green and red, for the sake of simplicity. Opinions?


So now comes the complicated part:
What should be the limit to guarantee a team will have a 100% joining rate?
No problem we could give players a point value, depending on their cautioning level color.

Something like:
green = 10 points
yellow = 7 points
orange = 4 points
red = 1 point.

And make a certain point value as a minimum to get a team going. Maybe 30 points is a doable limit?

But should we make a minimum "reliability level" as a factor to let a team enter the competition? Because we can't predict how many people of each cautioning level will join each year, so it is hard to tell what should be a reasonable point value to have a good working team. For example If 10 green people, 30 yellows, 20 oranges and 30 reds would sign up for the next STGT it would be difficult to get the teams filled with relyable players. The color highlighting however will help people to predict by themselves how relyable their team looks currently, so they might invite some "green" guy in the common sense phase to have a more solid team. And offcourse the organizers might help assisting with the team set up, but the final choice will be on the players side.

I'd "like" to see each team having at least 3 green guys and maybe one more green or two yellows as a puffer. But I ain't too sure if we should keep this as a team registration requirement?
Maybe 2 green guys is a doable value, also I'd like to reccomend in order to attempt a team captain postition you have to be in the green area, in some cases yellow might be ok as well.

Your thoughts?
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Icarus
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Post by Icarus »

While I think the idea of coloured ranks and "cautioning" is an interesting one, there will probably be a lot of factors that contribute to participation (and lack of) - availability, hardware/software, time etc - that need to be considered. It is a good idea to get participants to list their available forms of gaming when signing up - console, MAME, PCB - so 'team leaders' can see which players will be able to contribute greatly to their team's efforts, and which players will be joining for a bit of fun.

It is also important that when announcing the competition, that you make it absolutely clear how the games will be selected, to avoid the "I hate this MAME-centric thing!" that cropped up a few times during STGT '06.

As for self-tiering during registration - how many players will actually tier themselves accurately without getting a basic idea of game selection? ^_-
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DJ Incompetent
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Post by DJ Incompetent »

Icarus wrote:While I think the idea of coloured ranks and "cautioning" is an interesting one, there will probably be a lot of factors that contribute to participation (and lack of) - availability, hardware/software, time etc - that need to be considered. It is a good idea to get participants to list their available forms of gaming when signing up - console, MAME, PCB - so 'team leaders' can see which players will be able to contribute greatly to their team's efforts, and which players will be joining for a bit of fun.
Yeah, I was just lobbing PCBs into the console crowd. 'Guess it would be better I actually specify that.

Game Participation Type: Console-PCB & MAME / Console-PCB Only / MAME Only
Icarus wrote:It is also important that when announcing the competition, that you make it absolutely clear how the games will be selected, to avoid the "I hate this MAME-centric thing!" that cropped up a few times during STGT '06.
Edge wrote:I think we need to make sure the STGT will stay MAME/emulated games centric. We might have or might not have some other games as well (doujins), but this will be discussed later. And if we have that will stay a minority. Does everybody agree with this part?
I agree with the mame centric thing for the most part. But I have some ideas in later questions to challenge this somewhat. We'll sort that later.


Edge wrote:Personal Ability/Tier Placement Expectations: Lower-Tier / Upper-Tier / ?
I agree that personal expectations are really not acurate at all. But the idea with using numbers as "how good are you" value was just to make sure the players don't write something like:

"I am moderately above the average and have been playing shmups for years, still might be an underdog in certain games, but with the right motivation also get a good position for my skill-level."

So that it would be hard to tell for us what he actually thinks about himself. But let's keep "Upper Tier / Middle Tier / Lower Tier / ?" or something alike, if we let the player just choose one of this descrpiptions it probably is also more unlikely to get misunderstood than pure numbers. ("I thought 1 was the highest value, not the lowest")

But we might discuss the entryform in detail later again. So I think that's all about the team set up and captains. Looks good so far. :)
Icarus wrote:As for self-tiering during registration - how many players will actually tier themselves accurately without getting a basic idea of game selection? ^_-
...-...-...good point.
A lot of the upper players stay with their limited circle of titles, don't they. I suppose we'll be obtaining enough demographic information on the entry form we could just eliminate personal tier expectations:

Example 6:
Nick: username
Desired Team: team name
Team Captain Vote: username on your desired team
Desired Team Registration Status: Open / Private / ?
Region: country name
Game Participation Type: Console-PCB & MAME / Console-PCB Only / MAME Only
Expected # Week Participation: All Weeks / 3-4 Weeks / 1-2 Weeks / ?


It sounds like we might be pre-discriminating before the competition began anyway, turning away the remaining four people if we shoved it in their faces three people of the seven on the team claimed to be hot shit.

We always have reputation to go on anyway. You agree Edge?


(Note: I have redone the Expected week participation choices. The yellow highlights are reflected as guide to my Cautioning proposal below)

Code: Select all

'Cautioning'
Here's my original post from '06
DJ Incompetent wrote:So for this "people not playing" problem. Ya can't really ban people for future years 'cause that just riles up others and it could lead to future disruptions and a lot of general bitching. On the flipside, more dedicated players don't want coattail-riders takin up space.

A solution:

After this contest has completely ended, may I propose something called a "Cautioning." People who don't play at all (or even 1 week total*) are subjected to being cautioned, more like a name highlighted in yellow or something.

For next year, the only difference between a Cautioned participant who wants to sign up again and a regular un-cautioned participant is that a regular participant will get priority in requested team placement over a Cautioned participant. So basically, when a certain team is maxed out on players and a new regular participant requests to be on that same certain team, then the last Cautioned player to join that team would be removed and redistributed to another team with a lacking number of players.
To safeguard against teams with too many Cautioned players, a minimum of 4* regular participants would be required in-addition to the 5-players-total rule for their team to be acknowledged.


An example in-motion:
In 2007, a new team calling themselves Teh Fanboyz is formed with the following members:
listed in order of request to join

ParodiusFruit
Raiden4DXFightersJet
Psikcho
raizingJUNKIE
DDPforever!!1
Cavefan


This team is legit because it has 4 regular participants. The two players in yellow were people who signed up for STGT 06 that didn't play (or only submitted a score for one week*). Every player who happened to request being on this team was granted the request. Even the Cautioned players. This is because the team still had openings. In this case, nothing bad happened to the existing Cautioned players, nor were they penalized, labeled, or ridiculed for any reason. This was because all 7 slots were not filled.

Take another example:

member jpjpj just signed up on the shmups.com forums. He wants to join newly-formed Team Clusterfuck.

But Team Clusterfuck is already maxed out at 7 players:
listed in order of request to join

CarpalTunnel
uninspiredusername
zakkkk
ThunderForceGuardian
HeyPoorPlayer!!|
GameFAQsAlphaMale
FPSTG

In this case, jpjpj would be added to Team Clusterfuck and GameFAQsAlphaMale, the last Cautioned member to join would be moved to another team with an unmaxed listing of players. Nothing bad would happen to the guy. He just gets shuffled around to another team so proven players or untested players can enlist where they choose.


Again, players who would be highlighted as "Cautioned" would get the same chances to participate and play games as any other player. The only difference is that these Cautioned players, who have shown they didn't play in 06 will not be able to stop other members who have not (intentionally or unintentionally) coat-tailed a team from picking the team they want to be in.

And for 08, if a Cautioned player had indeed participated in at least 2 weeks* (given we stay at 6) for STGT 07, the Cautioned status would be removed.

*exact number or stipulation for future subject to discussion




Yay or nay?
I have an idea to simplify all this. I like what you've proposed:
Edge wrote:So if this stays the same I think all players who stated in their registration that they don't use MAME will be highlighted as "cautioned". I'd further say a multiple level of highlighting "how much cautioned" a player is might be a good idea. Might sound as it could complicate things unnecessary, but it is easy to visualize with different colors for the nicks.

So it could be divided like this:

Green
Game Participation Type: Console & MAME / MAME Only
Expected # Week Participation: All Weeks

Yellow
Game Participation Type: Console & MAME / MAME Only
Expected # Week Participation: 4-3 Weeks

Orange
Game Participation Type: Console & MAME / MAME Only
Expected # Week Participation: 2-1 Weeks
or...
Game Participation Type: Console Only
Expected # Week Participation: 5-4 Weeks


Red
Game Participation Type: Console Only
Expected # Week Participation: 3 or less Weeks


We could as well only do 2 levels of cautioning, green and red, for the sake of simplicity. Opinions?
Straight-up, great ideas of player allocation. However,
1. the problem I think is gonna come up (without anybody actually telling us) is if we have a specific highlight that says "I'm gonna be playing all 5 weeks" and a team has that listed on three people, I think the rest of the people on that team are going stop playing somewhat faster and just ride on the green player's efforts instead of just going out there and seeing how the non-green highlighted player stacks up against everybody else.

Drink & Fly

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Acid King . . . . . . . .USA Eastcoast
big_aug . . . . . . . . .USA Eastcoast
DJ Incompetent . . . USA Eastcoast
Fighter17 . . . . . . . .USA Eastcoast
Kiken . . . . . . . . . . USA Eastcoast
malcolm . . . . . . . . USA Eastcoast
If my team looked like that before STGT '06 started, and I had my first difficulties with MAME (which I did), I might be more inclined to say "fuck it" and just procrastinate getting MAME working for the week after...because I know before the tournament even started that the required three people are going to put in scores and I wouldn't be totally needed.

2. Real life doesn't wait for anybody. It can strike a player claiming will play all weeks at anytime. We don't quite need players to honor a commitment they made 2-3 months before that they'd play every single week. We would prefer they play all weeks of course, but we already have something in-place that would drive people to play all weeks. The Single Player Rankings.
I don't think we should officially add the "I'm playing every week so you don't have to" statistic to official team rosters.

--------------------------------

With that said, I believe people saying they'll play all weeks and people playing above half the weeks should be kept together in the same highlighted or no-highlighted form. Players expecting to play the majority of the tournament should have the same status as people who claim will be playing every week but can still break that 100% all week commitment if something comes up without social penalty. Because if we leave it the way it is, as soon as a Green player skips a week, it's less likely another team player will be backing the team up and posting a score to cover him.

How about we edit your highlighting proposal to look like this:

Green or no highlight (white or quote-box blue)
Game Participation Type: Console-PCB & MAME / MAME Only
Expected # Week Participation: All Weeks or 4-3 Weeks (3 or more weeks)

Yellow
Game Participation Type: Console-PCB & MAME / MAME Only
Expected # Week Participation: 1-2 Weeks
or...
Game Participation Type: Console-PCB Only
Expected # Week Participation: Any #

Yellow players select teams and voice their opinions as they normally would.

Orange
Status reserved for players that played 0-1 weeks in STGT '06 that have not already received a Yellow highlight upon posting their entry form.

For players cautioned orange, (like I originally proposed above) if there is a dispute between an orange cautioned player and a player in the green wanting to be the last player added to a specific team roster, the player in the green will be honored that choice (unless the captain said otherwise).

Orange players otherwise select teams and voice their opinions as they normally would.


Cautioning does not limit a player's rights to play. It is a heads-up to other team members about what timely expectations should come from that player for the purposes of coordinating other people's schedules and team planning. Cautioning is not to be used as a handicap or a negative social label. A cautioned player may go above and beyond his scheduled expectations as he so pleases by playing and posting more weekly scores than expected. This is encouraged.

(For STGT '08, Orange Cautioning should then be applied to Green/unhighlighted players who played 0-1 weeks in STGT '07 [thus unfairly misleading their other team members]).
Players who select "?" for expected week participation and also play 0-1 weeks will get an Orange Cautioning upon registering '08.




Edge wrote:So now comes the complicated part:
What should be the limit to guarantee a team will have a 100% joining rate?
No problem we could give players a point value, depending on their cautioning level color.

Something like:
green = 10 points
yellow = 7 points
orange = 4 points
red = 1 point.

And make a certain point value as a minimum to get a team going. Maybe 30 points is a doable limit?

[...snip...]

I'd "like" to see each team having at least 3 green guys and maybe one more green or two yellows as a buffer. But I ain't too sure if we should keep this as a team registration requirement?
Maybe 2 green guys is a doable value, also I'd like to reccomend in order to attempt a team captain postition you have to be in the green area, in some cases yellow might be ok as well.

Your thoughts?
Now that 3-5 week non "Console-PCB Only" players are held as equals, how about we just say each team should have a minimum of 4 Green/non-highlighted players.

Now you have the flexibility to place 3 "All Weeks" players & 1 "3-4 Weeks" players on a team, 2 "All Weeks" players & 2 "3-4 Weeks" players on a team, etc.


This way nobody needs to do any Points calcuations, and assigning spare people would go quicker based on looking at the entry form or simply however the guy was highlighted. Then you just...count to 4.



Your opinions?
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Edge
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Post by Edge »

DJ Incompetent wrote: It sounds like we might be pre-discriminating before the competition began anyway, turning away the remaining four people if we shoved it in their faces three people of the seven on the team claimed to be hot shit.

We always have reputation to go on anyway. You agree Edge?
Ah yeah, let's skip the personal ability. It wasn't very useful anyway. So we may as well leave it out getting the entry form shorter and there won't be any negative response about inaccurate judgment about own skills.

DJ Incompetent wrote: Green or no highlight (white or quote-box blue)
Game Participation Type: Console-PCB & MAME / MAME Only
Expected # Week Participation: All Weeks or 4-3 Weeks (3 or more weeks)

Yellow
Game Participation Type: Console-PCB & MAME / MAME Only
Expected # Week Participation: 1-2 Weeks
or...
Game Participation Type: Console-PCB Only
Expected # Week Participation: Any #

Yellow players select teams and voice their opinions as they normally would.
Ok, I also wasn't too sure if multiple levels of cautioning were making things uneccessary overconvoluted. So, yeah i agree, let's stay with your suggested form. Actually putting the green and yellow guys into the green field and the oranges and reds into the yellows.
DJ Incompetent wrote: Orange
Status reserved for players that played 0-1 weeks in STGT '06 that have not already received a Yellow highlight upon posting their entry form.

For players cautioned orange, (like I originally proposed above) if there is a dispute between an orange cautioned player and a player in the green wanting to be the last player added to a specific team roster, the player in the green will be honored that choice (unless the captain said otherwise).

Orange players otherwise select teams and voice their opinions as they normally would.
However, here's where I disagree with you. We could introduce orange players maybe on STGT 08. Because in STGT 06 people didn't have to give any information about their playing time or options (MAME). And if we go strictly by the rules it was encouraged that console only players join as well. And if people skipped most playing weeks, for whatever reasons (we do not know which they were), they shouldn't be penalized for that in any way. But we could introduce another level of cautioning for people breaking their promises they made when they signed up, but this could be not before STGT '08.

So I'd say let's stay with this only:
DJ Incompetent wrote: (For STGT '08, Orange Cautioning should then be applied to Green/unhighlighted players who played 0-1 weeks in STGT '07 [thus unfairly misleading their other team members]).
Players who select "?" for expected week participation and also play 0-1 weeks will get an Orange Cautioning upon registering '08.


DJ Incompetent wrote: Now that 3-5 week non "Console-PCB Only" players are held as equals, how about we just say each team should have a minimum of 4 Green/non-highlighted players.
Let's do it. :)

But, I'd say we should leave us the possibility to make some excaptions. In case we can't get enough green guys to join a team. So that 3 green players and 3 yellows might still form a team.
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DJ Incompetent
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Post by DJ Incompetent »

Edge wrote:
DJ Incompetent wrote: Orange
However, here's where I disagree with you. We could introduce orange players maybe on STGT 08. Because in STGT 06 people didn't have to give any information about their playing time or options (MAME). And if we go strictly by the rules it was encouraged that console only players join as well. And if people skipped most playing weeks, for whatever reasons (we do not know which they were), they shouldn't be penalized for that in any way. But we could introduce another level of cautioning for people breaking their promises they made when they signed up, but this could be not before STGT '08.

So I'd say let's stay with this only:
DJ Incompetent wrote: (For STGT '08, Orange Cautioning should then be applied to Green/unhighlighted players who played 0-1 weeks in STGT '07 [thus unfairly misleading their other team members]).
Players who select "?" for expected week participation and also play 0-1 weeks will get an Orange Cautioning upon registering '08.
They get off the hook this year. That's fine. As long as it's remembered the idea sparked from this dialogue.

Self expectations of participation rates should be just cause for keeping people at least more reliable anyway.

I'll expect no objections. Let's move on.


Cautioning highlights on players are based on what they submit on their entry form (in '08, also based on if they play as long as they said they would in '07)

Green or no highlight (white or quote-box blue)
Game Participation Type: Console-PCB & MAME / MAME Only
Expected # Week Participation: All Weeks or 4-3 Weeks (3 or more weeks) "?" also qualifies here.

Yellow
Game Participation Type: Console-PCB & MAME / MAME Only
Expected # Week Participation: 1-2 Weeks
or...
Game Participation Type: Console-PCB Only
Expected # Week Participation: Any #

Orange
Not used in '07. For STGT '08 (and after), Orange Cautioning is applied to Green/unhighlighted players who played 0-1 weeks in STGT '07 (or year before current) thus unfairly misleading their other team members.
Players who select "?" for expected week participation and also play 0-1 weeks will get an Orange Cautioning upon registering '08 (that current year)

Unfilled non-hand-picked teams will be molded to the best of the organizer's ability to have the minimum roster of either:
4 Green Players + 1 Cautioned Player (any color)
3 Green Players + 3 Cautioned Players (any color)
2 Green Players + 5 Cautioned Players (any color)

To Organizers: Players entering their Expected Week Participation as "?" while are still highlighted as green, should be distributed as the variable (being "green" or "cautioned") when dealing with remainders of uneven total player numbers. It is prefered loose "?" players are distributed to teams last.




QUESTION

Code: Select all

Team balance issues & multi-tiers (Supertier & Normal Tier)
Subquestion: Tier split a few weeks in?
I placed the question this far down expecting our responses to the earlier questions to affect what our focus should be here. Because as a forum we decided to let old teams come back in full-force no matter what their power, I feel as organizers, it is now a looser secondary goal to shift known skilled players more evenly amongst the remaining teams.

The primary goal as organizers should be to adjust things so all players have a reason to keep going; to keep contributing to scoring weeks no matter what the odds, or for themselves.

A 100% team joining rate for all teams.



Having said that:
STGT is designed for the hardest players and the casual players to enjoy the same large-scale competitive grounds. Knowing that the most dedicated allied players will reach the top and also knowing that midway through the tournament, teams were starting to cluster into their own "Tiers" per se with huge point-gaps between the upper end of the table and lower end. Should we visually group the Total Team Rankings table into two honored tiers and celebrate the winners of both tiers?
This would not cut up the ranking order of all teams, just give players on all levels something to shoot for. (and promote the possibility of prizes for both tier winners.)

This is to say would you rather have this:

Code: Select all

   Team              Total Points        This Week            Movement
 1.namakoteam           830pts       +149pts (55, 52, 42)        =
 2.Feka USA             618pts       +139pts (49, 46, 44)        =
 3.Team Sweden          511pts       + 64pts (32, 25,  7)        =
 4.Team Old Schoolers   468pts       + 61pts (28, 17, 16)        =
 5.Team Cowboy          434pts       +114pts (40, 38, 36)        =
 6.Team Germany         349pts       + 51pts (26, 15, 10)        ^ +1
 7.Drink & Fly          348pts       + 53pts (21, 19, 13)        ^ +1
 8.Super Buffet S.T.    329pts       + 29pts (18, 11,  0)        v -2
 9.Team Stranger        315pts       + 77pts (30, 24, 23)        =
10.Team Loser           276pts       + 38pts (20, 12,  6)        v -1
11.Team Canada          261pts       + 43pts (34,  5,  4)        =
12.California Dudez     207pts       +  9pts ( 9,  0,  0)        =
13.Bargiggia Team       198pts       + 34pts (22,  8,  4)        =
14.Team Skandinavia     131pts       + 18pts ( 7,  6,  5)        =
15.Underdogs            130pts       + 17pts (14,  3,  0)        v -1

Code: Select all

THE CHAMPIONS OF STGT ARE NAMAKOTEAM!

...Look like this:

Code: Select all

   Team              Total Points        This Week            Movement

Upper Tier             
---------------------------------------------------------------------- 
 1.namakoteam           830pts       +149pts (55, 52, 42)        =
 2.Feka USA             618pts       +139pts (49, 46, 44)        =
 3.Team Sweden          511pts       + 64pts (32, 25,  7)        =
 4.Team Old Schoolers   468pts       + 61pts (28, 17, 16)        =
 5.Team Cowboy          434pts       +114pts (40, 38, 36)        =

Normal Tier            (-85pts) 
---------------------------------------------------------------------- 
 6.Team Germany         349pts       + 51pts (26, 15, 10)        ^ +1
 7.Drink & Fly          348pts       + 53pts (21, 19, 13)        ^ +1
 8.Super Buffet S.T.    329pts       + 29pts (18, 11,  0)        v -2
 9.Team Stranger        315pts       + 77pts (30, 24, 23)        =
10.Team Loser           276pts       + 38pts (20, 12,  6)        v -1
11.Team Canada          261pts       + 43pts (34,  5,  4)        =
12.California Dudez     207pts       +  9pts ( 9,  0,  0)        =
13.Bargiggia Team       198pts       + 34pts (22,  8,  4)        =
14.Team Skandinavia     131pts       + 18pts ( 7,  6,  5)        =
15.Underdogs            130pts       + 17pts (14,  3,  0)        v -1

Code: Select all

THE CHAMPIONS OF STGT ARE NAMAKOTEAM!!
The winners of STGT's Normal Tier are TEAM GERMANY!

Then the subquestion: So where and when do we split up the rankings board into two groups? "When do you initiate and maintain a Tier Split?"
'To which I say: The rankings are displayed normally until the 3rd scoring week ends (meaning split to 2 tiers on the Third created Results thread).
The cutoff for who tops the Normal Tier and who bottoms the Upper Tier is determined by the first largest total team points gap AFTER 3rd place.

Using this method, the best teams in the english-speaking world can focus on each other and the rest of the world's teams who do not feel like coordinating in ridiculous detail and just want to play together can focus on battling each other. These two tables give teams of each group an attainable challenge while the algorithm by where to split the tiers maintains the largest visual gap and is not easy to manipulate by any single team.


Let's use '06 as an example:

Week 1. Results displayed as normal.

Code: Select all

   Team              Total Points        This Week
 1.namakoteam           144pts       +144pts (55, 49, 40)
 2.Team Sweden           84pts       + 84pts (36, 28, 20)
 3.Feka USA              80pts       + 80pts (46, 18, 16)
 4.Bargiggia Team        78pts       + 78pts (52, 14, 12)
 5.Team Loser            70pts       + 70pts (38, 23,  9)
 6.Team Old Schoolers    69pts       + 69pts (32, 24, 13)
 7.Drink & Fly           59pts       + 59pts (30, 25,  4)
 8.Team Cowboy           55pts       + 55pts (42,  7,  6)
Week 2. Results displayed as normal.

Code: Select all

   Team              Total Points        This Week
 1.namakoteam           291pts       +147pts (55, 52, 40)
 2.Feka USA             170pts       + 90pts (44, 32, 14)
 3.Team Sweden          165pts       + 81pts (42, 26, 13)
 4.Team Cowboy          137pts       + 82pts (34, 25, 23)
 5.Team Loser           128pts       + 58pts (36, 15,  7)
 6.Team Old Schoolers   126pts       + 57pts (24, 21, 12)
 7.California Dudez     114pts       + 61pts (46, 10,  5)
 8.Drink & Fly          112pts       + 53pts (28, 19,  6)
Week 3. Tier Split. Find the largest point gap after 3rd place.

Code: Select all

   Team              Total Points        This Week            Movement
Upper Tier             
---------------------------------------------------------------------- 
 1.namakoteam           415pts       +124pts (46, 42, 36)        =
 2.Team Sweden          261pts       + 96pts (49, 32, 15)        ^ +1
 3.Team Old Schoolers   249pts       +123pts (55, 52, 16)        ^ +3
 4.Feka USA             244pts       + 74pts (28, 26, 20)        v -2

Normal Tier            (-56pts) 
---------------------------------------------------------------------- 
 5.Drink & Fly          188pts       + 76pts (40, 30,  6)        ^ +3
 6.Team Cowboy          181pts       + 44pts (23, 18,  3)        v -2
 7.Team Germany         179pts       + 71pts (25, 24, 22)        ^ +2
 8.Team Loser           162pts       + 34pts (17, 10,  7)        v -3
Week 4. Tier Split. Refind the largest point gap after 3rd place.

Code: Select all

   Team              Total Points        This Week            Movement

Upper Tier             
---------------------------------------------------------------------- 
 1.namakoteam           547pts       +132pts (52, 46, 34)        =
 2.Feka USA             356pts       +112pts (55, 40, 17)        ^ +2
 3.Team Sweden          343pts       + 82pts (38, 36,  8)        v -1
 4.Team Old Schoolers   322pts       + 73pts (44, 16, 13)        v -1

Normal Tier            (-58pts) 
---------------------------------------------------------------------- 
 5.Drink & Fly          264pts       + 76pts (28, 26, 22)        =
 6.Team Cowboy          257pts       + 76pts (42, 20, 14)        =
 7.Team Germany         238pts       + 59pts (23, 21, 15)        =
 8.Super Buffet S.T.    227pts       + 83pts (49, 24, 10)        ^ +2
Week 5. Tier Split. Refind the largest point gap after 3rd place.

Code: Select all

   Team              Total Points        This Week            Movement
 
Upper Tier             
---------------------------------------------------------------------- 
 1.namakoteam           681pts       +134pts (52, 46, 36)        =
 2.Feka USA             479pts       +123pts (55, 42, 26)        =
 3.Team Sweden          447pts       +104pts (38, 34, 32)        =
 4.Team Old Schoolers   407pts       + 85pts (44, 21, 20)        =

Normal Tier            (-87pts) 
---------------------------------------------------------------------- 
 5.Team Cowboy          320pts       + 63pts (30, 18, 15)        ^ +1
 6.Super Buffet S.T.    300pts       + 73pts (49, 24,  0)        ^ +2
 7.Team Germany         298pts       + 60pts (28, 25,  7)        =
 8.Drink & Fly          295pts       + 31pts (19, 12,  0)        v -3
Week 6. Tier Split. Refind the largest point gap after 3rd place.

Code: Select all

   Team              Total Points        This Week            Movement

Upper Tier             
----------------------------------------------------------------------  
 1.namakoteam           830pts       +149pts (55, 52, 42)        =
 2.Feka USA             618pts       +139pts (49, 46, 44)        =
 3.Team Sweden          511pts       + 64pts (32, 25,  7)        =
 4.Team Old Schoolers   468pts       + 61pts (28, 17, 16)        =
 5.Team Cowboy          434pts       +114pts (40, 38, 36)        =

Normal Tier            (-85pts) 
---------------------------------------------------------------------- 
 6.Team Germany         349pts       + 51pts (26, 15, 10)        ^ +1
 7.Drink & Fly          348pts       + 53pts (21, 19, 13)        ^ +1
 8.Super Buffet S.T.    329pts       + 29pts (18, 11,  0)        v -2
See the patterns... :?:

Good idea or bad idea?


--------------------
I was looking through the hi-score forum, then I thought it would be more fun to call the "Normal Tier & Upper Tier" something better as a game reference to difficulty like:
"Original Tier & Maniac Tier"
"Original Tier & Ultra Tier"
"Normal Tier & Arcade Tier"
"Original Tier & Arrange Tier"
"Normal Tier & Expert Tier"
"Normal Tier & Very Hard Tier"

But you guys can decide the names, make up your own, or just keep "Upper Tier".
Your choice, your tournament.
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Icarus
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Post by Icarus »

Tiering the tables in this manner looks a little complicated and probably not very practical unless the tiering also affected the way points were calculated. See this idea I posted early into the STGT '06 thread for an idea. The only problem being that the idea I posted originally isn't that practical either.
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nZero
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Post by nZero »

I have no idea what's going on anymore.

Can I just show up in the sign-up thread for next year and play when the tournament starts up without worrying about the details? I missed my shot at last year's tourney, so...
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Post by The Coop »

Afraid not, nZero. In order to join, you have to pass a 57 question test, dealing with the intricacies of the tournament rules, set up and logistics. There'll be 34 multiple choice, 10 true or false, and 13 matching.

Best get studying now.
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Post by nZero »

Does someone mail me my shmupping license if I pass? :o
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Post by Davey »

I see your reasoning behind creating tiers, but I don't think they'll have the effect you're looking for, at least if they're implemented as you propose them. Really, you're still lumping all the teams together, except now there's a line drawn somewhere near the middle of the standings.

It's not like in, say, MLB, where your division has like 5 teams (which stay the same, regardless of performance), and you can still consider it a good year if you win your division even though you weren't better than all 28 teams in the entire league (or however many there are these days).

The way you're proposing it, it'd be like if the Padres could move into the AL Central by playing better. At that point, divisions are basically just markers for certain percentiles. Even if you win, you're winning an arbitrary title ("Of all teams between the 40th and 60th percentile, we're the best!").

Having said that, I agree that it would be nice to have more incentive for hopelessly mediocre players like myself to try hard [insert your own DonPachi joke here], but I don't think this is going to provide that. Nor do I know what would.
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Post by Pirate1019 »

As long as you guys are willing to do it, I don't mind.

Although, in regards to Davey's comment:

How about, in order to have the teir's actually make a difference, actually split the teams into leagues. Go to a big point difference after 4th or 5th place of the 06' results and all of the teams above it (the difference, where you would put the line) make them the upper tier for the 07' STGT.

This, of course, assuming that all of the to-be upper tier teams rejoin.
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Post by Rob »

Davey wrote: Having said that, I agree that it would be nice to have more incentive for hopelessly mediocre players like myself to try hard [insert your own DonPachi joke here], but I don't think this is going to provide that. Nor do I know what would.
Placing as high in the single player rankings as you can?
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Post by BulletMagnet »

I dunno, unless I'm missing some intricacy or other, the "tier" thing seems sorta like an excuse to declare more than one "winner," and not a heckuva lot else. It wouldn't really affect much of consequence in the end, so I'm not rabidly opposed to it or anything, but methinks this might open up the can o' worms as to exactly where the line/s should be drawn between the different tiers, for the sake of being able to say "I won Division B" instead of "I placed fifth."
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Post by shoe-sama »

What is this tier nonsense?
<Sidwell> TSS is manlier than a jet figher made of biceps.
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Post by Davey »

Rob wrote:
Davey wrote: Having said that, I agree that it would be nice to have more incentive for hopelessly mediocre players like myself to try hard [insert your own DonPachi joke here], but I don't think this is going to provide that. Nor do I know what would.
Placing as high in the single player rankings as you can?
Putting forth extra effort to go from middle of the pack to slightly above middle of the pack hardly seems worth it. Riding Landshark's coattails to the North American EST Amateur Division B championship sounds much more appealing.
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Post by Pirate1019 »

And more official.
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Post by Edge »

I have been thinking of different ways how to incorpote some kind of tier system. But after thinking about several solutions and I ended up with the conclusion to leave tiers out of the STGT. That's at least what I think and here is the reasoning behind my decission:

So let's see what tires are meant for:
In a league or something similiar it makes sense, as you are actually competing against a certain opponent. And to avoid very unfair matches or to handle a too large number of teams you divide them into tiers. So, to avoid something like this: namakoteam vs Team Loser. However since we are all competing in the same game, it is All Teams vs (enter Shmup here). So everyone who submits a score can exactly be compared to everyone else, depending on the value of his highscore. So we can rank these scores from 1st to last place.

So as long as everyone plays the same game, we have a tier independent single player ranking for each week. No matter if we include a tier, because all scores can be compared in this particular game (top tier or lowest tier). This could also lead to the thought: Why not try to let people play different games, depending on their tier? Well, first it is difficult enough to handle one game per week and offcourse things would get way more confusing. "Hey, why do you submit scores for this game? You are in tier A not B! And despite from the organisation it might also be pretty unfair, shmups can not simply be divided by more difficult game or advanced players only game. Because the results of each player is connected to how much experience the player had with this or similiar (same developer) games.

Another way would be to change the point accumulation depending on the tier. All players play the same game, but they get points depending for the position of their tier. For example best team of the weaker Tier gets more points then the last team of the upper Tier. The problem is this would simply be unfair. As The last team of the upper Tier tried their best and did better as the first team of the lower Tier. Therefore I can't see a reason to penalize them for doing better.

Though I am not heavily against DJI's proposal I think it wouldn't make any difference. As it is simply just a drawn line without any impact on the tournament at all. That's why I agree to disagree with this one.

Tier systems make sense in versus-based tournaments or leagues, but I can't see how we could implement an useful tiersystem for the STGT. However if you disagree I'd be glad if you try to convince me how it would be better to include tiers.



If you think the lower positions won't get rewarded enough, we could rather change the values of earned points per postion. As far as the Single Player Rankings go I think they are fair and just the way they worked. Because I think it is only natural, even essential, for a fair tournament to reward players who did better than the lower positioned players. The point accumulation is no "The Winner takes it all!" you even get points for last place, but offcourse a small value.

This looks a bit different in the team rankings, as only the 3 highest scores of a team count. This could be discussed further.
Because as it stands now, the less skilled players of teams. Might have not any impact on the team rankings. So they do not really feel so much as a part of the team.

Other proposals would be:

-Average all submitted scores from all teammembers. (minimum 3 submitted scores)
Bad Idea, since this could motivate teams to ONLY submit their best 3 scores, kicking their lowest players completely out of the torunament.

-Summerize all teammembers scores and divide them by the number of total team members. (minimum 3 submitted scores)
This one is also a good option in my opinion, as it adds a lot to the team feeling. However on the downside it may also lead to a more elitist approach of team formations. Team could be more likely to skip unexperienced players in order to don't weaken their strong setup. And the number of teammembers who could submit a score will be an important factor. Bad times for people who don't play on MAME or don't have so much time.



So even if I am not 100% satisfied with the way team scores were earned in STGT 06, I think it is still the best option. At least from what have been suggested or what I could think of, ... yet.
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Post by BulletMagnet »

Edge wrote:namakoteam vs Team Loser
BRING 'EM ON! :mrgreen:
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Post by DJ Incompetent »

nZero wrote:I have no idea what's going on anymore.

Can I just show up in the sign-up thread for next year and play when the tournament starts up without worrying about the details? I missed my shot at last year's tourney, so...
Of course, by all means. This is just a giant brainstorming thread. Everything that's addressed and sorted out here will be summarized in '07 thread the month that happens....and there won't be that much new to explain.

How regular players will be participating will be virtually identical to last time. So don't worry about it. If you just want to play, just show up in the thread next year and in that post, so far, when you post your desire to register you'll be tellin' us a little bit extra about yourself like how many weeks you estimate you’ll play, can you play only MAME, Consoles/PCBs, etc. That's it.

It [registering] will be no more effort than say, posting a score in a proper format in a hi-score thread.

Nobody wants to overcomplicate stuff. We're not gonna do that. It just looks bad in this thread because with every careful decision we want to make, it's best to have long-winded discussions, weighing in all viewpoints, and ensuring people can totally understand what the hell the other is talking about.....similar to like any country trying to propose and pass new laws, or a Cave board room deciding on what to tweak or include for the next DonPachi sequel. When ya need to make careful informed decisions about something huge like this tourney thing, there's gonna be a ton of dialogue about it.

Don't fret about it. Just show up and we'll make the process painless for you and everybody else who's worried about being confused in the next tournament.

I promise.
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Post by DJ Incompetent »

forum wrote:response to question...
Yeah...that's all it was basically gonna be. A line.

But while the top teams in 'upper tier' would be the best English-speaking players in the world, you have that lower "attainable tier" where I was gonna arrange for some kinda minor tangible prize for the winners of the normal tier....just something on the roster listing that looked like would give people on the lower end something to fight for when the top positions looked so far out of reach. My whole idea was more of a cosmetic issue with how the rankings should look..only to instill motivation for casual players.

I was gonna propose something of a major league split, but that would be changing the tourney a bit too much. I like how it is.

I wasn't interested in changing the point systems and how they were distributed. I think they are done fine.

'Sounds like this is something to revisit in a future year. Not this one.

No tiers. One listing of team ranks. Same as '06.
Because of returning team rosters, Team balancing will be adjusted based on how often people say they can play, aiming for a 100% team contributing rate (3 players on every team play every scoring week)


QUESTION

Code: Select all

Any kind of individual score sub-average compensation for players missing a week?
In STGT '06, individual rankings (Single Player Rankings) were enjoyable for comparisons. But they only functioned properly for players contributing scores all 6 weeks. Missed weeks would grant 0 points to your individual total, leading to unanswered claims that some guy woulda beat another guy only if he played all weeks. This, of course, comes back to our mentality if it is ok to miss a scoring week or two for whatever reason, how much chance should that player have in the running for high placement in individual standings?

The compromise would have to be that the player missing the week:
-Receive only enough [individual] points to still have a chance to defeat his equal rival(s) another week
-Still fall behind as a sufficient penalty for skipping the week when equal rival(s) took the time to play
-Remembering the missed week points-compensation should be so low that it is not profitable to skip a week and score more points than it was to contribute a score to a game the player knew he sucked at.

Note: This question is only about Individual Rankings, not Team Standings.



So this is kinda a 4 part question...

1. Is the concept of granting players who miss X weeks an individual score compensation a good idea?


Fun Fact: In my old bowling league, for every missed week, the player would be put down for scores for all three missed game, but the scores would be equal to the player's average minus 10 pins.




If yes:
2. How many weeks should be the limit a player can miss and still get an average compensation?

I believe 1 should be max since there are only 5 scoring weeks now, but all suggestions are welcome. '2' and '3' week misses could be adjusted for, depending if Edge is willing to do it.


3. Should the average points compensation be given:
A. right after the scoring week is missed?
B. after all weeks have passed?
C. hybrid of A & B; as long as the player doesn't miss X* weeks, an average score compensation is added to the player's total score for that missed week computing all weeks played so far. The average individual points compensation is then re-configured for every week played after the missed one and the new average is reapplied to the player's total?


*TBD in question 2
Pros & Cons to all these:

A. It will be quick and easy to compute this number during that missed week and never have to re-calculate again. However, If somebody misses week 1 and plays the rest, would only week 2 be used as a quick average calculation to apply to week 1? Same goes for vice versa. Say the player does really really good in week 1, then skips week 2, knowing he isn't going to ever be that good again in weeks 3, 4, & 5. That score compensation may be skewed a bit the wrong way.

B. It will be most accurate to wait till the end of STGT '07 to calculate the average individual points obtained then apply it to the missed week(s). However, the player interested in tracking his progress every week won't get to until the very end.

C. Recalculating the individual points average every week and changing what that applied individual missed week points average is for that player, then applying the new number to the rest of the missed playing week(s) every results week would keep the calculation always accurate without being skewed in later weeks. This also lets the player track himself every week. However...this would take a lot of extra work...and...does anybody even understand what I just wrote here?..?...


4. How much percent of the average individual points should be used in this missed week points compensation?

The formula would be:
X = total individual points of all played weeks / # of weeks played by the person

missed week individual points compensation = X * (any number between say, .4 and .6) [X * between 40% to 60%]

pick a percentage you think is fair.


Example

This is the total single player rankings, final week of STGT '06

Single Player Rankings

Code: Select all

   Player             Team                 Points     Weeks
 1.Icarus             namakoteam           576pts       6
 2.Rob                Feka USA             517pts       6
 3.mulletgeezer       namakoteam           490pts       6
 4.The Coop           Team Old Schoolers   463pts       6
 5.Smraedis           namakoteam           433pts       6
 6.MrMonkeyMan        Team Cowboy          418pts       6
 7.landshark          Super Buffet S.T.    414pts       6
 8.freddiebamboo      namakoteam           408pts       6
 9.Tvspelsfreak       Team Sweden          401pts       6
10.DEL                namakoteam           394pts       6
11.Gion               Team Stranger        385pts       6
12.Edge               Team Germany         371pts       6
13.sven666            Team Sweden          370pts       6
14.DJ Incompetent     Drink & Fly          349pts       6
15.javel              Team Sweden          325pts       5
16.Randorama          Team Cowboy          311pts       6
17.Galdur             Team Canada          304pts       5
18.Nemo               Feka USA             293pts       4


Notice javel, Galdur, and Nemo getting as high as they did without playing every week:

Code: Select all

15.javel              Team Sweden          325pts       5
16.Randorama          Team Cowboy          311pts       6
17.Galdur             Team Canada          304pts       5
18.Nemo               Feka USA             293pts       4
If this rule went into effect last year, saying players who missed 1 week got a missed week points compensation equal to 40% of their average (and the compensation was added at the end of the tourney {option #3,B}, javel, Galdur, and everybody who played 5 weeks gets the following added to their total Single Player Rankings:

javel =
325pts total / 5 weeks played = 65pts average * 40% {.4} = 26pts compensation added to his total
(as if to say he played in the missed week, but did poorly)
325 + 26 = 351pts (weeks played 6)

Galdur =
304pts total / 5 weeks played = 61pts average * 40% {.4} = 24pts compensation added to his total
(as if to say he played in the missed week, but did poorly)
304 + 24 = 328pts (weeks played 6)


After a 40% points compensations for a single missed week, the final standings look like:

Code: Select all

   Player             Team                 Points     Weeks

10.DEL                namakoteam           394pts       6
11.Gion               Team Stranger        385pts       6
12.Edge               Team Germany         371pts       6
13.sven666            Team Sweden          370pts       6
14.javel              Team Sweden          351pts       6
15.DJ Incompetent     Drink & Fly          349pts       6
16.Galdur             Team Canada          328pts       6
17.Randorama          Team Cowboy          311pts       6
18.Nemo               Feka USA             293pts       4

Example 2:
If this rule went into effect last year, saying players who missed 1-2 weeks got a points compensation equal to 60% of their average (and the compensation was added at the end of the tourney {option #3,B}, javel, Galdur, Nemo, and everybody who played 4-5 weeks gets the following added to their total Single Player Rankings:

javel =
325pts total / 5 weeks played = 65pts average * 60% {.6} = 39pts compensation added to his total
(as if to say he played in the missed week, but did poorly)
325 + 39 = 364pts (weeks played 6)

Galdur =
304pts total / 5 weeks played = 61pts average * 60% {.6} = 37pts compensation added to his total
(as if to say he played in the missed week, but did poorly)
304 + 37 = 341pts (weeks played 6)

Nemo =
293pts total / 4 weeks played = 73pts average * 60% {.6} = 44pts * 2 compensation added to his total
(as if to say he played in the missed weeks, but did poorly)
293 + 88 = 381pts (weeks played 6)


After a 60% points compensations for a 1-2 missed weeks, the final standings look like:

Code: Select all

   Player             Team                 Points     Weeks

10.DEL                namakoteam           394pts       6
11.Gion               Team Stranger        385pts       6
12.Nemo               Feka USA             381pts       6
13.Edge               Team Germany         371pts       6
14.sven666            Team Sweden          370pts       6
15.javel              Team Sweden          364pts       6
16.DJ Incompetent     Drink & Fly          349pts       6
17.Galdur             Team Canada          341pts       6
18.Randorama          Team Cowboy          311pts       6




What are your thoughts?





Note: If we vote yes to missed week compensations, this can lead us to further explore the possibilities to not having a totally 100% MAME-centric tourney (which I'll get into later)
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Post by Pirate1019 »

Ehh, I'm not so sure about this idea. It seems logical enough, but it seems to rub me the wrong way.

You didn't play the week, didn't get the points. Keep it simple. If you missed a week and want to compare scores with other players then compare who won more of the weeks all of the players involved competed in.

If it does get put into next years STGT then I vote for option 1B (1 Week of compensation added on at the end of all playing weeks.)
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